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I'm playing a 3k game against Empire next week and was hoping I could get some advice on what to expect and what works well against them?
I play both emire and wood elves so i can probably give you a good idear-
Expect a steam tank- 10 wounds, toughness 6 and a 1+ armour save it sound worse than it really is ,after you knock a few wounds off it it becomes alot less effective, you see it uses up steam points to move,shoot it's canon and fight in combat wounds are needed to generate steam points.
karl franz on dragon- he will probably take him at 3k he has magic res ,a 4+ ward save , his ld can be used within 18 rather than 12 and has a rune fang ( all hits automatically wound with no armour saves ) or his hammer the same but causes d3 wounds on top.
Big blocks of state troops- they are cheap at 5/6 points a piece expect units of 20 to 25
Hand guns/ crossbows- hand guns have range 24 and armour piercing, cross bows have range 30 .Rember both of thies weapons are move or shoot .
Cannons- strength 10, d6 wounds keep tree men and forest dragons out of sight
Hope this helps
Wood elf player- 2000 points worth, Autumn theme
Empire player - 3000 points worth, Green and white
Eldar player - 1500 points worth, Blue and white
That's pretty much what I was expecting...question is how to counter it? Is the STank easy enough to avoid? How is a treeman going to fair against either of those big points units?
I haven't really had alot of experience playing against empire but dryads and other forest spirits with fear or terror seemed to work well, and using dryads to screen from the artillery is another plus.
If you can get to his ranged units/artillery fast enough, you will have a huge advantage in mobility. You will do well to despatch a few characters/units immediately to bring them down ASAP. Fortunately, we can have a lot that do that do that kind of thing. Alters, Glade/Wild/Warhawk Riders, characters on mounts. All can easily make it into combat in Turn Two.
Two Alter nobles should be feasible at 3K- give one the HotH and the HoDA, and the other the Briarsheath, Amber Pendant, and a GW. Stay away from cannons, and you can walk in front of firing squads, and get away with it.
Pistoliers/Outriders will contest you for speed. Shoot them on sight. Detachments are annoying, not as effective against WEs, but still annoying.
As Nyxe (btw, welcome to LO) said, Fear/Terror will work wonders against the Empire's other big weakness- Leadership. With luck, the cc Detachments will fail any relevant Fear tests, which is a huge pain for the Empire general.
Though we have Netlings, be wary about issuing/accepting challenges. They have access to the VHS, which will switch the combat capabilities of the combatants. My own Warrior Priest has bagged some nasty kills with it.
One of my favourite tricks to pull against R&F units is the Bait and Flee. Shove a unit of Glade Riders in front of an enemy unit, and when they inevitably charge, you flee. It means the unit can only walk forwards 4". If you give them a Musician (which you should do), then the Rally test should be passed easily.
A common tactic of mine is to place the free forest in the middle of the board, or right in front of where I think the enemy will deploy the majority of their shooty stuff (not difficult- just think about where you'd place them if it were you). Scouts with the Marchblock banner get deployed in the woods, and in my first move, I'll bring in any warmachine/ranged unit hunters into the forest, ready to charge out next turn.
Here are some units to watch for:
*Mortar/Hellstorm Rockets. One good shot, and they WILL ruin any unit they hit. If you can hit them in cc quickly, I recommend it.
*Crossbowmen. Not so much of a problem, but they are one of the few units out there that can actually beat Glade Guard in a shooting match. One good volley of hit rolls is far from favourable.
*Knights. Long charge range, hard-hitting, and insane armour saves. If you can get some WWs in behind them, they all of a sudden lose a lot of their scariness.
*Pistoliers/Outriders. We want a monopoly on manoeuvrability. Shoot on sight. Killing them to something below useful shouldn't be too difficult.
*Wizards. Lore of Fire is a real killer against WEs. Shoot any that are out of units the second you get the chance (easy VPs, and the character will probably get moved back into a unit next turn). Direct a few attacks on them in cc, as they're very squishy, and tend to be expensive.
*Helblaster Volley Gun. This isn't so scary for WEs, due to our MSU nature, but it can really kill stuff. Fortunately, it also blows itself up more often than not, so any good Empire players will be careful about who they aim it at.
*Flaggies and Greatswords to an extent. Only ever engage if you think you can kill the entire unit within a round of combat or two.
*Special characters. Fortunately, they're nothing a Wardancer Highborn/Noble with the Blades of Loec can't handle.
Empire are a good opponent for us, since their speed (rather, a lack thereof) really goes well with our guerilla-style tactics.
Tree surfing is a royal pain for any armies with significant shooting, Empire with a static gun line will suffer heavily from it, as you could prevent lines of sight being formed and then follow up the moving tress with your troops who are unhindered by it...
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i would use alot of dryads and i doubt you will see karl you'll probubly see archlector on war alter he will destroy a treeman ancaint but don't worry to much archlecter and steam tank are easy to avoid and there guns are alot easeir to deal with then lets say some of our elven brothers so dryads are gold against any army but with bs 3 thats 6's at long so just play the tactics and hopfully the guy ur playing isn't a cheesball because the empire list can be broken easy enogh!!
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