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A hoy hoy following is my Empire 2000pts army
Hawkesland guard 2000pts
Lord Grand Master of knights of the lunar eclipse 160pts
Dawn armour 40pts and enchanted shield 10pts
Riding a warhorse with barding
Hero Captain 50pts with lance 4pts, full plate armour 8pts riding a warhorse 10pts with barding 4pts
Enchanted shield 10pts, sword of might 20pts
Hero Master Engineer 55pts with repeater handgun 15pts
Hero Battle Wizard 60pts
Level 2 35pts
Riding a warhorse 10pts with barding 4pts
Dispel scroll 25pts, wizardâ€™s staff 15pts and biting blade 10pts
Core unit of 19 spearmen with shields 133pts
Core unit of 19 halberdiers with shields 133pts
Detachment of 8 spearmen with shields 56pts and 8 hand gunners 64pts with halberdiers as parent unit
Core unit of 18 hand gunners 144pts
Marksman 5pts with hochland long rifle 20pts
Core unit of 8 members of the knights of the lunar eclipse 184pts
Standard-bearer 16pts with the banner of valour 40pts
First knight 16pts
The inner circle 24pts
Core unit of 5 knights of the lunar eclipse 115pts
First knight 16pts
Unit of 12 great swords 144pts
Counts champion 12pts
Great cannon and crew 100pts
Hell blaster volley gun and crew 125pts
ARMY TOTAL: 1998 pts
please tell me what u think about this
and another thing do u think i have too many core units and not enough special units.
your not meant to post individual points for itms (IE, Lance X points) i'd edit it before a mod locks it
The list looks good. You can never have too many core!!
A Promise to a dead man means nothing.
Well the best choice so far is definatley the hell blaster the only empire game equaliser. The gran master was a smart idae just keep him with the army to make sure the army don't flee ( humans Ld 7. Ha,ha,ha,ha,ha,ha. :lol: :lol: ) also he will provide a trick up your sleave when the time come. Also maybe split the halbedires for detachments or spears for detachments but thos big units will get targeted and have a high probability of being destroyed. ( who you going against?)
Other than that the list looks fighting fit, good luck.
Ive read alot of tactical articles for empire. Here is some of the things they have said,and which have worked for me
1-unless your playing cavalry all the way,stick to the elector count. With LD7,your army WILL run without the general to stop them. And if your generals there to stop him,hes not charging with the cavalry. Which is the entire point of the grand templar.
2. Halberders just plain suck. Dont take them. Ever. Spearmen are questionable. Swordmen all the way. You get a 4+ save and WS4. That will keep them alive. They wont kill as much,but that brings me to my next point
3.Name me 1 reason to take spearmen as detatchments. They will ALWAYS be charging,never defending. They will hardly ever be in lots of ranks. Free company rule. Your parent unit is there to take charges. The freecomany charges back,gets in 8-10 S3 attacks,and makes the enemy lose ranks. You will usually win combat because of this,without needing to massacre them in H2H.
4. Why 18 handgunners. for all of them to fire your unit would be over 14" wide,and so far that half of them probably wont be in range of the same target as the other half. Dont count on having a hill. Even if you had the hill,its still a huge unit. Take 2 units of 10. That makes for a solid 1 deep line,or a nice small 2 rank unit on a hill.
5. 12 greatswords. Wow. Do you expect them to do anything at all? Their stubborn,they can hold up enemies well and with S5 can diss it out. But with such a small unit they'll all be dead in 2 turns. If you plan on using them to flank,get a new plan. Thats what detatchments are for
6. Your wizards wargear....why is the only thing i can ask. He has 1 attack at S3,no armour save,and you gave him a magic weapon.And who are you kidding,1 lvl 2 wizard? Even with 4 dice,your opponent could have nothing but his base 2 dispell,and still keep you from controlling the magic phase. Make him lvl 1,give him 2 scrolls. Unless your taking 3 wizards or more,this should be the only magic weilding model in the army.
Please,read some tactical articles online. With empire,you either go all defensive with maybe a unit of knights for flanking,or you go all cavalry. Alternativly,you can use large blocks of infantry w/ detatchments backed up by knights. This is the problem with your army:
the knights charge foward,but they can only do so much. You shoot the enemy,and he charges your lines. Your units will either break and get run down(spearmen/halberds) or tie up a unit for 1 or two turns before being wiped out(greatswords). 15 knights cant take on a whole army,2 warmachines and 2 unit of handgunners cant take down a whole lot of an army,and 2 20 man units and 1 12 man u nit of infantry cant hold a line. I'd reccomend finding out what type of army you really like,and going all the way. Dont take a random assortment of units.