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2250 Empire v. magic-heavy Friendly

493 views 3 replies 3 participants last post by  drsid 
#1 ·
"Faith in the Colors"

General of the Empire (Dawn Armor and Shroud of Magnus)

Captain of the Empire (BSB with Standard of Arcane Warding; heavy armor)

Warrior Priest (2 hand weapons; Armor of Meotoric Iron; Sigil of Sigmar)

Master Engineer (hochland long rifle; light armor)

29 Swordsmen with Duellist
Detachment: 9 Halberdiers
Detachment: 5 handgunner

26 Spearmen and Sgt
Detachment: 9 Halberdiers
Detachment: 5 handgunner

10 Knightly Order

8 Knights of the White Wolf

19 Great Swords with Count's Champion

2 Great Cannon

1 Helblasher Volley Gun

20 Flagellants Warband
Total Roster Cost: 2250
 
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#2 ·
This looks like a solid list. Though a few tweaks would be in place to improve the overal quality. I read you other thread, and since you play skaven most often I'll focus my tweaks on Skaven without trying to compromise the take all commers behaviour.

-> Remove the master engineer. These guys are just to expensive for their ability. And the single HLR is not going to kill those wizards. Instead I would take a wizard with the rod of power.
-> Transfer the Arcane Warding from the BSB to a unit (greatswords) [General of Empire allows this]. This allows you to give your BSB some magical protection. Making both the banner and the BSB more survivable. At least give your BSB full-plate.
-> Mortars will wreak havoc amongst Skaven. So either swap a cannon for a mortar, or add one. Both can be done without compromising the take-all-commers ability of the army.
-> A personal preference is to put the warrior priest in the greatswords. Then I equip him with the armour of meteoric iron and the icon of magnus, making the unit very hard to break.
-> I hope your general also has some further mundane gear. Like a shield.
-> Finally I would like to know how you use your knights. Your unit sizes suggest shock troops. Also white wolves are generally not favoured, since the nerfing of greatweapons on horseback.

As how to play: Just try to max your dispell dice by distributing the MR around and using the rod of power to store 2 dice. This should hold of most magic. But also remember that your knights can take a lot of punishment with their 1+ saves (this stuns me every time).
 
#3 ·
General of the Empire (Dawn Armor and Shroud of Magnus)
The dawn armour is too expensive if not combined with other armour. So mount him on a horse and throw in a shield and you have a 1+ re-rollable armour save. now thats something :)
Also consider sword of might/a lance for some hard hitting.

EDIT: also i would give all your infantry units ('cept the flaggies) a full command. you need the banners.
 
#4 ·
Thanks for the feedback. I'll post a revised list after digesting the comments. Also, quite frankly, the fact that Knights have a 1+ save is a surprise to me. Myself and my opponent were doing something seriously wrong there and explains why my Knights were constantly being destroyed or fleeing off the table. ah well ... live and learn.

---------- Post added at 07:54 ---------- Previous post was at 07:52 ----------

oops, just forgot to type up that all the units actually have full commands. Its there. hmmm ... another 1+ armor save. I need to go back and read some of those rules again. I think we were miscalculating armor values.
 
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