Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I know people say that Bretts have the best knight army, but after watching my younger brother play his first game against dark elves last night i have a whole new respect for Empire knights.
He had a unit of 8 Knights of the inner circle, full command and led by a warrior priest with a great weapon and it did amazingly well. The dark elves managed to charge with a unit of 3 ogres with GWs and still lost the combat, then next combat a unit of dark riders and the dark elve hero charged the flank (at which point i thought, the game was lost), but the empire still won that combat.
In the end both the dark riders, and the ogres broke and the darkelf hero was killed by a the chapion of the Empire knights - Huge victory to the empire!
So, even when flanked, doubled teamed with 12 strength 6 attacks hitting them each turn the knights held up. And this is a very experienced general losing to a rather new and young one.
So i found the lesson is:
Do not discount that wonderful 1+ armor save or the extra killing power of being inner circle and never leave home without the knights!
"Incoming fire has the right of way"
Witch Hunters 23~15~4 W/L/D
Join me at Unification wars!
I play both Empire and Chaos.
The knights are amazingly awsome. There are some special rules I always use for the knights that are just amazing. Do you know the white dwarf rules that give all of an empire army's knights advantages/disadvantages for point increases/deductions?
Cause if not, I could tell you if you want. The are amazing, and overral can save about 100-150 pts.
Though as I said above, that the empire knights are good, chaos knights are the number one killer in the warhammer game. Followed by the hellblaster and some other stuff. Chaos knights are just wrong...especially if they are chosen khorne...if you 5 knights with the champion, that's 16 attacks at WS 5 S 5....not to mention the strentgh 4 horses!. You can put a champion in there with khorne and the beserker sword....this way the champion and have at least 7 attacks at WS 7 S 5...not to mention his S4 horse. ...total of 23 attacks plus the 6 horses....now thats just wrong, not to mention their +1 armour save(if chosen)
Oh good lord!!
I play primarily as dark elves and that just sounded pitiful.....i think i am going to cry!!
But seriously, knights of the inner circle are simply fantastic!!
My personal favourite is a unit of knights of the white wolf upgraded to inner circle. With their hammers they strike at str 5 all the time and str 6 on the charge.....add a champion of some sort to the unit and a magic banner and they are nigh unstoppable.
What is even better is that they can be fielded as core choices can't they??
This means you can field a smaller, elite knightly army which is a bucketload of fun to play with.....
A fool is the one who underestimates the potency of empire knightly orders!!
yes they are core, but you can only have 1 inccer circle unit and 1 unit of the white wolf.
would empire armies made of just knights be any good? i mean having no foot sloggers would be exspensive and i dunno, odd... and sort of unfluffy.
They would...i have an all knight army myself...and as long as you give them the special rules i do, they are almost unstoppable....
you are wrong...any army can have two inner circle units, one of white wof, and one of knightly order. in addition i field 2 units of 4 lead belchers fore some fire power/close combat effectiveness
All well and good, but arn't dogs of war restricted to 'use with opponents consent'??in addition i field 2 units of 4 lead belchers fore some fire power/close combat effectiveness
What if they dont approve and subsequently dont allow you to field them?
On the up side though, yay!! leadbelchers!!
Just a query (dont have my Ogres book handy), can leadbelchers move and fire? Or have they got to remain stationary like they do for reloading?
If they can then their relatively wuick movement should remedy the dodgy range issue.
Also, yes, a pure knightly empire order does work, is heaps of fun to play with and looks great on the field. If your worried about keeping fluffy, just stick in a flying lord (such as an elector count on griffon) or mounted lord and say it is the knightly garrison of his keep/castle or something as in this instance it would be highly unlikely the infantry would have left their posts or something.
Just make fluff up.....thats what its for anyways,
Could someone link or list a knightly order Empire army? I can't seem to find one.
I had been thinking of doing all knights with a crossbow unit (or two) and some artillery.
Was thinking a 2000pt something like:
EC w/ Inner Circle
BSB w/ Knight of white wolf (made to look partially like DoW)
Cap w/ Knights
Knights w/ Full company
Battle Wiz (on foot) w/ Crossbow ( 18 ) using EC's magic banner
Crossbow (possibly one of the DoW crossbow RoR if there is one for a special pick)
Mortar (maybe 2... possibly 3 and get rid of the cannon, I figure that with a bunch of charging knights I'll be able to guess really accurately on areas?)
Birdmen of Catrazza (DoW flying crossbow, I know they suck but I'm using them <_< )
I'm just starting for the first time and have only bought 1 box of knights, an EC, a wizard (on foot), and the Hellblaster. I'm thinking an army like this could mix things up and be a pretty rare sight.
Last edited by Dagaron; August 12th, 2006 at 12:37.
is the upgrade to inner circle really worth it on knights? I never imagine them as getting bogged down is combats and even if they do you can always send some other units to help them. The strength upgrade doesnt seem that great to me since they already have the lance.
Check out my Codex: Farmyard Animals here!
If anyone wants any kind of help writing fluff for any kind of GW army just ask.
as long as the army list has Dogs of War as a rare choice, you can include
leadbelchers/other Ogre Kingdoms units. There is a rule in the ogre kingdoms
book some of their units have which enables those units to b chosen as DoW
the thing about your list is that you've got a bunch of stationary missile
troops and a bunch of fast attacking knights. Are you intending to stay
still and use your missile fire to force the enemy to come to you? If so
I don't think you've got enough (more xbows perhaps?). If not, your
knights will be off unsupported and might get flanked. IMHO, of course.
I'd use normal xbowmen, rather than DoW RoR. The only RoR that I know
of are Braganza Besiegers and the Marksmen of Marigliano, and they're
both pretty expensive. Also, I don't think you can give a crossbow to
your wizard. I'm not sure what the "EC's magic banner" is.
You might want some ranked infantry for Combat resolution/outnumbering.
Just relying on your knights leaves you vulnerable to the "Rubber Lance"
The Elector count gives the ability for a core unit to carry a magic banner, I don't have my Empire book on hand, but I'll probably have to use handgunners for that unit instead of Xbow.
If the wizard can't use a Xbow or a Gun I can't have him lead the unit? So I'd be forced for the wizard to be an independant unit.
So what you're saying is I should have a unit of Pistoliers (or 2, but that would make me only have 1 mortar).
Or just take more Xbows?
What I want is to use the artillery and range (along with the birdmen and perhaps the pistoliers) to force them to come to me and then Hellblast and charge.
Or something along those lines.. not sure as this is my first army.