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![[Post New]](/s/i/i.gif) 2008/09/09 12:08:51
Subject: Themed 2000 Empire
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Lone Wolf Sentinel Pilot
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Lord: 210
Grand Master (145): Sword of Justice (20), Holy Relic (45), Lance (0), Shield (0). –Inner Circle Knights
Heroes: 386
Captain (50): Great Weapon (4), FPA (8), Imperial Pegasus (50). 112 –Wizard/ War Machine Hunter
Battle Wizard (65): Lvl 2 (35), Dispel Scroll x2 (50). 150 -Handgunners
Warrior Priest (90): Heavy Armour (4), Enchanted Shield (15), Sword of Might (15). 124 -Swordsmen I
Core: 903
Spearmen: x24 (120), Shields (24), Full Command (4+8+8). 164
-Free Company: x8 (40). 40
Swordsmen I: x24 (144), Full Command (5+10+10). 169
-Free Company: x8 (40). 40
Swordsmen II: x25 (150), Full Command (5+10+10). 175
-Free Company: x8 (40). 40
Knightly Order: x5 (115), Full Command (8+16+16). 155
Handgunners: x15 (120). 120
Special: 474
Knightly Order: x9 (207), Inner Circle (27), Full Command (16+16+8). 274
Great Cannon (100). 100
Great Cannon (100). 100
Total: 1973
Still got 27 points.
Thoughts/Ideas/Suggestions. And don't tell me to replace the Grand Master.
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This message was edited 1 time. Last update was at 2008/09/09 14:01:53
Many started armies including: / , , ....and Bretonnia |
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![[Post New]](/s/i/i.gif) 2008/09/09 18:03:13
Subject: Themed 2000 Empire
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Man O' War
Canada
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too many IC knights, your paying for a second rank that only requires 1 wound to get rid of, make them 6 strong, give them the war banner and add another unit of knights or some pistoliers
don't understand the weapons on the captain, S4 will be sufficient for most artillery crew, drop the GW and get sword of battle for more attacks
why not 3 units of swordsmen, they are far superior to spearmen for the same points
LVL2 may be wasted as you not likely to get many spells off with just 4 dice, keep him LVL1 and save the points
TGM can't have lance and magic weapon, one or the other
detachments should be 9 strong fielded 3x3
15 handgunners seems a large investment and they definitely need a musician
mount the warrior priest for an even better save
can't find the real theme of the army, can ya give us a hint
PapaSmurf
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Life moves pretty fast, If you don't stop and look around once and a while, you might miss it - Ferris Bueller |
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![[Post New]](/s/i/i.gif) 2008/09/10 12:51:56
Subject: Re:Themed 2000 Empire
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Lone Wolf Sentinel Pilot
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1. Take your points about ranks, now 4x2 with 1 behind
2. Point Taken (P.T.)
3. Already have Spearmen models + they're cool
4. P.T.
5. Yes he can. In wargear: "...and either lance and shield or a great weapon". Doesn't the magic weapon (replace/augment) the hand weapon and not replace the lance
6. P.T.
7. Models.... reduced slightly
8. Need to have one character in the main line
9. Its a long story....literally.
Thanks Though
P.S. :
Lord: 210
Grand Master (145): Sword of Justice (20), Holy Relic (45), Lance (0), Shield (0). –Inner Circle Knights
Heroes: 364
Captain (50): Sword of Battle (15), FPA (8), Shield (2), Imperial Pegasus (50). 125–Wizard/ War Machine Hunter
Battle Wizard (65): Dispel Scroll x2 (50). 115 -Handgunners
Warrior Priest (90): Heavy Armour (4), Enchanted Shield (15), Sword of Might (15). 124 -Swordsmen I
Core: 902
Spearmen: x25 (125), Shields (25), Full Command (4+8+8). 170
-Free Company: x9 (45). 45
Swordsmen I: x24 (144), Full Command (5+10+10). 169
-Free Company: x9 (45). 45
Swordsmen II: x25 (150), Full Command (5+10+10). 175
-Free Company: x9 (45). 45
Knightly Order: x5 (115), Full Command (8+16+16). 155
Handgunners: x11 (88), Musician (5), Marksman (5). 98
Special: 473
Knightly Order: x8 (184), Inner Circle (24), Full Command (16+16+8), War Banner (25). 273
Great Cannon: (100). 100
Great Cannon: (100). 100
Total: 1949. Another detachment?
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Many started armies including: / , , ....and Bretonnia |
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![[Post New]](/s/i/i.gif) 2008/09/10 13:28:24
Subject: Re:Themed 2000 Empire
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Lone Wolf Sentinel Pilot
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BTW my main opponent (casually) is: -malkeith -blocks of DE infantry 2/3 bolt throwers (Terrible army list-once Malk's dead its screwed. He's obviously never passed it by Dakka :-) ) No fast cavalry/cavalry at all. Fix + Flank works against the blocks of infantry. TGM + Inner Circle have a habit of taking down Malkeith (i know...) and my captain seems to be pretty good at taking down Bolt Throwers.
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This message was edited 2 times. Last update was at 2008/09/10 14:22:03
Many started armies including: / , , ....and Bretonnia |
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![[Post New]](/s/i/i.gif) 2008/09/10 17:52:08
Subject: Themed 2000 Empire
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Man O' War
Canada
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Looks good, I'd still drop the IC to 6
You can have a mounted character join an infantry unit with no penalties, he just takes up 2 spots
why take the marksman if your not giving him a hochland, just take another handgunner
if you drop the IC to 6, put the WP on a horse, dropped the marksman you could take 5 pistoliers w Musician, a fantastic unit if your opponent doesn't have any fast cav to match it
Something to think about - Pistoliers have the same range as handgunners (24" vs move 16" fire 8") fire almost the same number of shots and hit at the same rate (5s at LR for HG and 5s for Pistoliers after multiple shot penalty) plus Pistoliers can obviously move and shoot and do so 360 AND Pistoliers can fight their way out of a slightly moist paper bag unlike handgunners (they have 2 attacks each)
Ever thought about a mortar if your opponent has mostly infantry? does elveses in great, with some luck and practice you can drop the shot into the middle of his troops and watch half of them explode!
really think about a horse for the priest
PapaSmurf
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Life moves pretty fast, If you don't stop and look around once and a while, you might miss it - Ferris Bueller |
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![[Post New]](/s/i/i.gif) 2008/09/11 03:34:14
Subject: Themed 2000 Empire
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Longtime Dakkanaut
Painesville, Ohio, USA
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Okay just some quick thoughts. Normally I'd story these up, but it's kinda late.... maybe next time.
Anyway here goes. (Basing off the revised list you have)
I've never really been impressed with the "Sword of Justice"... might want to just get a generic "Sword of Might"... and the Grandmaster does not lose the "handweapon". He loses either the Lance or the Greatweapon.
With the Warrior Priest, you might just want to give him a mundane weapon. With his spell that lets him reroll "to hit" and "to wound", he doesn't really need a boffo magic weapon. I usually equip mine with an extra hand weapon, and Armor of Metoric Iron. nd, as PapaSmurf suggested, he would work a lot better in your knights. Or, barring that, give him a horse, and have him hang around the unit of non-inner circle knights.
What you might want to consider is putting your general on foot, and have the Priest lead the knights. That'll give your line infantry an LD 9 bubble, and give the "Hate" to one of your hammer units.
Just as a warning, your magic resistance is a bit low. 4 dispell dice and 2 dispell scrolls. It isn't bad... just... low.
For the handgunners, as was suggested, unless you are getting the marksman extra gear, save the points and don't bring him. However, I have to disagree with PapaSmurf. The Long Rifle only really works if you have 3 or 4 of them. 1... is more annoying. A better gear-set for your Marskman are a brace of pistols. Why? Well, it gives him a cheap multi-shot ability. You always get at least 2 shots no matter how close a unit charges you from. And, since your stand-and-shoot are done "as soon as all weapons are in range", your handgunners will shoot at short range instead of long... giving you a bit better ability to break-up charges. Also, it gives the handgunners a bit of flexability, as you can move them, and the marksman can still shoot his brace of pistols.
I do like using 11 in my missile units. A lot of players don't count the number of models, and just assume that the count is "10". That extra model gives you a more reliable number of wounds a turn that the handgunners cause.
Now... as to your inner circle knights... you're over paying for them. You have 4 IC that aren't going to get into combat... they might move up as you take casualities, but basically they'll be hanging out in the back row. So... you're charging yourself some 12 points for an ability you're not using. Inner Circle knights shouldn't be any larger than 6... so that all 6 get into melee on turn one. Larger blocks of knights should just be your generic, no-frills.
Another way to look at it is that you already have 50 points you haven't spent. Adding another 10 to it gives you the funds for two more generic knights... or even a decent start to some mercenary light cav. Or even the starting points for a unit of Greatswords.
What sort of magic Lore are you using? With your predominately static battle line, you might want to consider one that has a cheap magic missile, or one that slows down your opponents movement.
Also, with most of your army being static, your Pegasus Captain is going to be witout any sort of reliable support. You might want to get some Hunters, or a unit of fast cav. That way, the Pegasus Captain glasses the planet from orbit, and the fast cav / Hunters mop up the remains.
Since your detachments are only 9 strong... you might want to consider 3 units of 20 swordsmen instead of 2 units of 25. It would cost about the same number of points, but give you one more unit to deploy, and a unit you could use as a linebacker.
Most generals realize how fragile detachments are, and often will charge them over the parent unit.
Anyway, just some quick thoughts.
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![[Post New]](/s/i/i.gif) 2008/09/11 09:22:02
Subject: Themed 2000 Empire
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Ultramarine Land Raider Pilot on Cruise Control
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Just curious - you posted this as a 'Themed' empire army.
What's the theme??
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While you sleep, they'll be waiting...
Have you thought about the Axis of Evil pension scheme? |
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