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Discussion Starter · #1 · (Edited)
Kurt Helborg (general)

Battle wizard
-warhorse
-rod of power
- sigil of sigmar

Captian of the empire
- full plate
- barded warhorse
- Imperial Banner
- BSB

25 halberdiers
- Full comand
- 10 halberdiers Detachment

25 halberdiers
- Full comand
- 10 halberdiers Detachment

20 Greatswords (BSB)
- Fc
- 10 halberdiers Detachment
- 10 halberdiers Detachment

8 outriders (wizard)
-FC
- Longrifle

12 huntsmen

12 knightly orders (general)
- Inner circle
- FC
- steel standard
- reiksguard knights

Master Engineer (fluffy reasons only)
- light armour
- mech steed
- long rifle
- repeater pistol
- gernade launching blunderbuss
- repeater handgun
- pigeon bombs

okay to the plan is to form my batle line around the greatswords with the BSB the 2 big bloks to the side of it with all the detachments placed in front of the units. the knights protect one flank and the outriders and the master engineer the other.
this army wont sit in one place for too long and the knights are going to "herd" the other units toward the center where i can hopfully out combat res anything that comes towards me.

Any thoughts ??
 

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I have nothing groundbreaking to add. Your list seems alright - however im just wondering:

1) Why not take artillery? Actually. You've gotten almost none shooting. Now its totally alright if you feel like a meleesetup is more interesting, but without cannons or atleast a small gunline (come'on its only 80point for 10xcrossbowmen/handgunners) you'll probably get hammered in shooting.

2) Where the hell are all the mages? If you want a list at 2200 points you need atleast 2mages, 1mage and a warrior priest OR 1 mage with a dozen of dispel scrolls. At the moment you just have the two standard dispel dice + the ones the battle wizard gives you. Thats hardly enough imo. You'll be hammered in the magic phase if you not atleast bring two dispel scrolls.

3) The battleline idea is great - in theory - but you're really vulnerable to marchblocking flyers, and be aware that you might have to split your line up due to terrainfeatures, making your so called battleline very weak.

- Overall i think i'd remove one unit of halberdiers and find some cannons and handgunners/crossbowmen. Also remove the Rod of Power and Sigil of sigmar from your mage and give him 2x Dispel Scroll. Your group of knights is too big imo. Split it into two smaller groups and you'll get more versability.

You havnt used any rare-slots as far as i can see. Why not include a group of flagellants to hold op a flank, a steam tank to hammer through enemy lines or some nasty artillery (Helstorm prefably when your tactic is moving towards the enemy and not letting him get near you)

Hope it helped

edit: The thing is with empire (in my oppinion atleast) that it is competitive in all aspects of the game and it works best by standing strong in all of those aspects. An empirearmy that doesnt have both hard meleeblocks, strong shooting and capability in magic is an army with small chances of achieving anything on the board.

- Tash
 

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Actually, a battle line is great, especially if you can keep them from breaking. You don't have to worry about marchblockers unless you're facing a gunline. In that case, you would want some shooters to cut down the marchblocking unit so you can close with and destroy the enemy. Against a melee army, though, he's just as eager to get to grips with you, so you'll end up with two armies marching straight at one another... I'd take pistoliers over outriders. Pistoliers and huntsmen might be enough to deal with flying marchblockers, but fliers can easilly dance outside of outrider range and still perform their marchblocking task.

Taking detachments is supposed to give you some versatility, halberds on halberds doesn't. I'd take spears or free company as detachments for halberds, or swordsmen for the base regiments and halberds for the detachments. Spears and free company lend bulk attacks against tarpits where the halberds are kind of overkill. OTOH, if your base regiment is S3 (swordsmen), you'd take halberdier detachments to put wounds on tougher enemies. In my own army, I take greatswords with spear dets and swordsmen with halberd dets.

I agree that you are completely naked in terms of magic defense. You mentioned the outriders as escort for a wizard, but didn't list the wizard...even if you're taking one, you'd better take two scrolls on him to have the slightest chance...better off changing the engineer and the wizard to two priests...stick them in the state troops regiments for supreme buffing power.
 

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Discussion Starter · #4 ·
I do have wizard in there(bad posting effort on my part ) my plan for magic deffence is the rood of powwer. I have 3 basic DD and 3 PD so i will transfer all my PD in to DD. i don't plan on casting any magic, i don't feel the need to. the reason i have all halberds is simply cause i like halberds, and the detachment still works although there all the same so thats fine with me.

My one worry was flying units, although at the time i thought the outriders would be more than capable of handleing them. I dont have much experince with outriders (or empire for that matter) but i think it would be harder to escape them then one might think its ture that they have a 24" range but thats not just in the direction there facing being fast cav they can can shoot in a 360 LOS.

And what about the Knights?? i know the unit is big but thats so they dont die easy and can still kill stuff in combat, not just on the charge. they are ITP and stuborn on a 9 whith the general in the unit + posible rerolls from the BSB. i was thinking of making the unit smaller, but i dont know where to put the points.

Any type of war mashine doesn't relly fit with the rest of the army cause i dont plan on sitting in one spot for to long and i don't want to give my enemy an easy target. if i were to drop 4 knights that would give me just over 100 pts, what do you think i should spennd it on?
 

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I've got this mental image of the Master Engineer covered in weaponry unable to find the right gun at the critical time. I'd just give him the Repeater Pistol and Pigeon Bombs. That's a spare 40 points saved right there. Could put it towards more Outriders and split the unit into two units of five.
 
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