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Discussion Starter · #1 · (Edited)
general [234]
-pegasus
-dawn armor
-holy relic
-sword of might
-lance
-shield

captain [117]
-full plate armor
-sword of battle
-doomfire ring
-warhorse w/ barding
(joins the knights)

battle wizard [112]
-2 dispel scrolls

swordsmen [289]
-25
-fc
1. 8 handgunners
2. 10 halberdiers

swordsmen [289]
-25
-fc
1. 8 handgunners
2. 10 halberdiers

swordsmen [139]
-19
-fc
1. 5 handgunners
(wizard joins this unit)

knights [185]
-7
-standard
-musician

outriders [134]
-6
-musician

greatswords [344]
-20
-fc
1. 8 hand gunners
2. 10 halberdiers

helstorm rocket battery

any comments? help?
 

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LO Zealot
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2,610 Posts
general [234]I would switch the pegasus for your captain and the barded warhorse for your general. The captain is less points, so if he gets blown up by a bolt thrower or something first turn, you still have a general in the army. I would also switch this guy for a Templar master, only a few points, but much better stats. There is however, no point in having a lance, since you have the sword of might, you will always use it over the mundane weapon. Holy Relic is really good, but you might think about switching it for the shroud of magnus. this guy will be tough to kill with the dawn armor, and your magic defense is a little low, so having the General's unit have Magic Resistance 2 won't hurt.
-pegasus
-dawn armor
-holy relic
-sword of might
-lance
-shield

captain [117]let this guy run around on the pegasus and shoot flanks with the doomfire ring. Maybe get him a pistol, lance, enchanted shield if you want and drop the sword of battle. He can march block, cause panic, and kill warmachine crews and even fast cav if needed.
-full plate armor
-sword of battle
-doomfire ring
-warhorse w/ barding
(joins the knights)

battle wizard [112] I would get one more of these instead of that 3rd swordsmen unit and give him the rod of power, and maybe even the ring of volans if you want to be cute. Then you could have a magic phase.
-2 dispel scrolls

swordsmen [289]
-25
-fc
1. 8 handgunners
2. 10 halberdiers

swordsmen [289]
-25
-fc
1. 8 handgunners
2. 10 halberdiers

swordsmen [139]why put the wizard in the smaller unit, that might actually panic if shot at?
-19
-fc
1. 5 handgunners
(wizard joins this unit)

knights [185]You could probably drop these guys down to 6 and do the same thing with them. Especially if your general is joining them, then you could afford a warbanner for them and/or champion.
-7
-standard
-musician

outriders [134] very nice, tjhis is one of the few places I think getting the champion is worth it. The Champ is BS5 which means he'll be hitting things pretty well. If you can, make these guys a bit bigger if you can.-6
-musician

greatswords [344]
-20
-fc
1. 8 hand gunners
2. 10 halberdiers

helstorm rocket battery this thing rocks on big ranked units
I would drop that 3rd swordsmen unit and use those swordsmen as your detachments for the other units instead of the Halberds. Then you would have 3 nice big, ranked up fighting units, with shooty detachments and shooty unit of outriders. The Templar Master and knights can go out and do battle and the pegasus captain can clear the way for them. Nice list though
 

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Discussion Starter · #3 ·
alright took everything into consideration and came up with this.....

grand master [214]
-dawn armour
-sword of power
-barded horse

captain [155]
-pegasus
-doomfire ring
-sword of might
-full plate of armour
-shield

wizard [140]
-level 2
-rod of power

wizard [145]
-level 2
-dispel scroll
-ring of volans

swordsmen [283]
-24
-fc
1. 8 handgunners
2. 10 swordsmen
(wizard here)

swordsmen [185]
-20
-fc
1. 5 handgunners

knights [162]
-6
-musician
-standard

knights [123]
-5
-musician

outriders [192]
-8
-musician
-champion

greatswords [284]
-19
-fc
(wizard here)
1. 10 swordsmen
2. 8 handgunners

helstorm rocket battery
 

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LO Zealot
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2,610 Posts
this looks like a good, solid, evenly balanced list. The only thing that could give you hiccups is if your opponent brings a star-dragon (but that gives pain to everyone) Other than that, you ought to be able to stand toe-to-toe with anyone.
 

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/botnobot/
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12,489 Posts
The second list is better. I wonder if the captain's slot might be better served with a priest. He could join a unit of knights, really beef up the magic phase, and still provide some combat. With him making your knights unbreakable, you'd really force your foes into dealing either with one of the wizards blasting them with fire lore or the priest screwing them over.



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LO Zealot
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2,610 Posts
its just a matter of preference. I think evey army should have 1 thing flying around. Its just fun to move in the game. Whether it be a great eagle, some furies or fellbats or a dude on a winged horse. Even if the guy gets his horse killed turn 2, it was fun while it lasted8X
 
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