2,500 pt. All Comer's, but facing Lizzies
Posted: Tue Apr 15, 2014 4:54 pm
Trying to nail down my "go to" list for Empire. This will be only my 2nd game above 2k points. I have to say, I'm digging this army book so far.
-Arch Lector, General
Armor of Meteoric Iron, White Cloak of Ulric
Great Weapon
-Battle Wizard lore of Light
L4, Dispell Scroll
-Captain
Ench shield, dawnstone, potion of strength (saw this idea on another thread, big fan)
Full Plate, BSB
-Warrior Priest
Dragon Helm, Fear sword
Ha, Barded warhorse, shield
-Witch Hunter
brace of pistols
-Master Engineer
CORE
-Archers x10
full command
2 detachments of 5 archers
Battle Wizard goes here
-Knights x5
Greatweapons, music
-Inner Circle Knights x11
Standard of Steel
Full Command
Warrior Priest goes here
SPECIAL
-Greatswords x37
Standard of Discipline
Full Command
2 detachments of 5 archers
Arch Lector, Witch Hunter, and BSB go here.
-Cannon
-Reiksguard Knights x 6
Standard, Musician
RARE
-Celestial Hurr
-Hellblaster VG
Engineer goes around here
Basic strategies;
Archers line up behind Greatswords next to the Celestial Hurr. This should give my main combat block +1 to hit at all times, and be used to support charge later. With hatred, lore of Light buffs, prayers, and 3 characters in horde formation make this a rather scary unit. The WH gives MR2 to the unit also. I feel this isn't much to pay for 55 points, plus you get his special rules. I'm not too concerned with his safety for 55pts. Archer detachments are used to set up favorable charges for me, or prevent nasty combo charges on me.
With hold the line and stubborn (Ld9) this unit can take a pounding while simultaneously grinding down elite units. I just need 1 to survive to keep my points. This is a bit of a deathstar, (cheap by comparison to other armies') If this unit breaks while playing blood and glory, I would lose.
The archers are my wizard bunker. This could get sketchy against fliers and solo characters, as the archers won't stand up to a stiff breeze. Two archer detachments are meant to delay this. Since his bunker is made of straw, I don't kit my wizard defensively. Any input here would be appreciated, I don't have much experience with bunker play. (My DE sorc lords are generally solo fliers)
The IC knights are fairly punchy their first round of combat, S6 and hatred. They're also very durable. They can handle medium strength units on their own provided they don't face steadfast troops for too many rounds. If I manage to use them as the hammer to the greatsword anvil, anything which isn't unbreakable is running. Being mobile they also provide me with options in the movement phase. I like having a mobile combat block, even with cavalry being less effective in 8th edition.
The two small units of knights are my mobile chaff. While they aren't as mobile as fast cav, they have great armor saves. I've noticed some Empire players feel they're too expensive to be thrown away. Yet I throw away my similarly priced dark riders all the time, to great success. The Reiksguard serve a dual purpose. Being stubborn they can also be used to hold up something nasty for a little while. I felt because of this they warranted a standard. This gives me 1 more fortitude for Blood and Glory, and being stubborn they're less likely to give up free vp's for the standard. However, I now realize this doesn't matter, as my GS block is the only important unit for that game type. Dropping the standard is a likely choice.
The GW knights will likely be deployed near the HBVG, to scare war machine hunters away. The archers will likely be obstructed, and won't make a dent in even lightly armored hunters. With the engineer, the HBVG can destroy any type of chaff trying to hunt it, but only 1 unit per turn. While I'm not trying to tailor my list, I know he's going to have multiple units of terradons/rippers. To be fair I generally have 4 units of fast cav with my DE, so it's really not list tailoring.
Cannon is pretty self explanatory. Kill large targets and targets of opportunity. Also, effects enemy deployment.
THOUGHTS?? All input is welcome.
-Arch Lector, General
Armor of Meteoric Iron, White Cloak of Ulric
Great Weapon
-Battle Wizard lore of Light
L4, Dispell Scroll
-Captain
Ench shield, dawnstone, potion of strength (saw this idea on another thread, big fan)
Full Plate, BSB
-Warrior Priest
Dragon Helm, Fear sword
Ha, Barded warhorse, shield
-Witch Hunter
brace of pistols
-Master Engineer
CORE
-Archers x10
full command
2 detachments of 5 archers
Battle Wizard goes here
-Knights x5
Greatweapons, music
-Inner Circle Knights x11
Standard of Steel
Full Command
Warrior Priest goes here
SPECIAL
-Greatswords x37
Standard of Discipline
Full Command
2 detachments of 5 archers
Arch Lector, Witch Hunter, and BSB go here.
-Cannon
-Reiksguard Knights x 6
Standard, Musician
RARE
-Celestial Hurr
-Hellblaster VG
Engineer goes around here
Basic strategies;
Archers line up behind Greatswords next to the Celestial Hurr. This should give my main combat block +1 to hit at all times, and be used to support charge later. With hatred, lore of Light buffs, prayers, and 3 characters in horde formation make this a rather scary unit. The WH gives MR2 to the unit also. I feel this isn't much to pay for 55 points, plus you get his special rules. I'm not too concerned with his safety for 55pts. Archer detachments are used to set up favorable charges for me, or prevent nasty combo charges on me.
With hold the line and stubborn (Ld9) this unit can take a pounding while simultaneously grinding down elite units. I just need 1 to survive to keep my points. This is a bit of a deathstar, (cheap by comparison to other armies') If this unit breaks while playing blood and glory, I would lose.
The archers are my wizard bunker. This could get sketchy against fliers and solo characters, as the archers won't stand up to a stiff breeze. Two archer detachments are meant to delay this. Since his bunker is made of straw, I don't kit my wizard defensively. Any input here would be appreciated, I don't have much experience with bunker play. (My DE sorc lords are generally solo fliers)
The IC knights are fairly punchy their first round of combat, S6 and hatred. They're also very durable. They can handle medium strength units on their own provided they don't face steadfast troops for too many rounds. If I manage to use them as the hammer to the greatsword anvil, anything which isn't unbreakable is running. Being mobile they also provide me with options in the movement phase. I like having a mobile combat block, even with cavalry being less effective in 8th edition.
The two small units of knights are my mobile chaff. While they aren't as mobile as fast cav, they have great armor saves. I've noticed some Empire players feel they're too expensive to be thrown away. Yet I throw away my similarly priced dark riders all the time, to great success. The Reiksguard serve a dual purpose. Being stubborn they can also be used to hold up something nasty for a little while. I felt because of this they warranted a standard. This gives me 1 more fortitude for Blood and Glory, and being stubborn they're less likely to give up free vp's for the standard. However, I now realize this doesn't matter, as my GS block is the only important unit for that game type. Dropping the standard is a likely choice.
The GW knights will likely be deployed near the HBVG, to scare war machine hunters away. The archers will likely be obstructed, and won't make a dent in even lightly armored hunters. With the engineer, the HBVG can destroy any type of chaff trying to hunt it, but only 1 unit per turn. While I'm not trying to tailor my list, I know he's going to have multiple units of terradons/rippers. To be fair I generally have 4 units of fast cav with my DE, so it's really not list tailoring.
Cannon is pretty self explanatory. Kill large targets and targets of opportunity. Also, effects enemy deployment.
THOUGHTS?? All input is welcome.