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![[Post New]](/s/i/i.gif) 2009/09/01 14:13:44
Subject: Handgunner Horde
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Longtime Dakkanaut
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100 Handgunners
4 GCs
1 Stank
1 Hellblaster
1 Wizard with 2x DS
6 KotIC with full command and MR2 Banner
That is 1951.
Question is how to break up the Handgunners and do I give any of them upgrades? Should I drop the hellblaster and some handgunners for a hitty mounted CC character?
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![[Post New]](/s/i/i.gif) 2009/09/02 13:34:37
Subject: Handgunner Horde
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Mutilatin' Mad Dok
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A little friendly advice. When building a list, ask yourself "would I want to play against my own army." I'm not sure how much fantasy experience you have, but this list is basically playing 1 phase IE shooting. Its boring to play against, a buddy of mine played this, and gave up on it because our gaming groups stopped playing against him.
That being said:
You don't need 4 great cannons. Your army will be more reliable, and better able to deal with all opponents, if you stick with 2 great cannons, and 1 mortar. That's more than enough for 2K.
With all the handgunners, since you don't have any upgrades, i'd just stick with 40 of them, and change the rest into Parent units. Which should load into 2 units of swordsmen, with 2 detachments each. That gives tactical flexibility and still keeps the them your going for I think.
If you dump a cannon, and down grade to a mortar, you have points to fit a character by theme IE a Engineer to actually play an army of Nuln, that way opponents to scream to much.
Lastly: your leadership is horrible with this army. I'd at least have a captain to great a decent leadership bubble for your army.
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Tournment Record
2013: Khador (40-9-0)
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DQ:70+S++++G+M+B+I+Pw40k95-D++A+++/aWD100R+++T(M)DM+
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![[Post New]](/s/i/i.gif) 2009/09/03 11:19:16
Subject: Handgunner Horde
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Auspicious Aspiring Champion of Chaos
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And for what it's worth, isn't this army illegal? I think making knights inner circle makes them a special choice, which gives you 5 special selections.
RZ
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“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.
On a delicate chain at her throat, she keeps it with her to this day.”
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![[Post New]](/s/i/i.gif) 2009/09/03 16:20:38
Subject: Handgunner Horde
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Longtime Dakkanaut
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Yeah I didnt realize that. I talked to a friend and this is the list I am running now
Helborg
Wizard 2x dispel
90 handgunners in units of 10 detachments of 5
3 cannons
6 KOTIC full command Steel Standard
Stank Stank
Is around 2250. For 2k I will drop a stank.
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![[Post New]](/s/i/i.gif) 2009/09/03 17:31:35
Subject: Handgunner Horde
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Mutilatin' Mad Dok
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So what's your play when you fun into skaven, wood elves, or tomb kings?
Considering Skaven and Tomb kings pop up from underneath you, your gun line is pretty much screwed. Wood elves are going to run around in skirmish mode, and their waywatchers will make a mess of you. Lastly, they will all have free rain in the magic phase vs your handgunners, which are out of range on turn 1.
I'm just posing some thoughts, plan what you want, but I still pose my original advice: "would I want to play against my own army." You basically have a Imperial Guard army there.
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Tournment Record
2013: Khador (40-9-0)
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DQ:70+S++++G+M+B+I+Pw40k95-D++A+++/aWD100R+++T(M)DM+
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![[Post New]](/s/i/i.gif) 2009/09/03 18:03:33
Subject: Handgunner Horde
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Longtime Dakkanaut
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No one here plays Skaven or Tomb Kings. There is a wood elf player, and that indeed will be a tough match.
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![[Post New]](/s/i/i.gif) 2009/09/04 10:47:22
Subject: Handgunner Horde
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Stormin' Stompa
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With my rats I'd just produce my trusty ol' Storm Banner and laugh all the way to your rank, even if the tunnelers flunked out.
Not so sure how I'd wrestle those tanks down though...
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![[Post New]](/s/i/i.gif) 2009/09/04 18:29:23
Subject: Re:Handgunner Horde
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Longtime Dakkanaut
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Rule of thumb is to disregard any skaven who moves towards you to fight. Skaven shoot/magic, or lose.
You've got an excellent army. Seems like you might have trouble with a blitz, but so does Thorek Dwarves, and they are still ace.
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All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).
-Therion
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New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. |
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![[Post New]](/s/i/i.gif) 2009/09/05 03:44:13
Subject: Handgunner Horde
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Longtime Dakkanaut
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AF- Yes I was warned by a buddy about that banner but luckily no one here plays Skaven.
40ke - Thanks, blitz from Khorne is what I will be facing half the time so I will try and work it out. It will be tough but I think doable.
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![[Post New]](/s/i/i.gif) 2009/09/05 04:10:51
Subject: Handgunner Horde
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Deadly Tomb Guard
South Carolina
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What about any Dark elf or high elf players?? Their repeating bolt throwers will hurt you in a bad way, not to include their magic would make you wish you were never born. As said earlyier id run wayatchers against you and have some fun trying to watch you shoot them. IMHO all gunline armies are not fun to play against, kinda dull really because you're only concentrating on one phase of the game. They're also easily dealt with if you know what you're doing.
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![[Post New]](/s/i/i.gif) 2009/09/05 04:46:22
Subject: Handgunner Horde
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Rough Rider with Boomstick
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I always thought about making this army alas money denies me. But I like it very fun army.
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![[Post New]](/s/i/i.gif) 2009/09/07 13:22:08
Subject: Handgunner Horde
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Gor with Big Horns
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Take it no Beast of Chaos armies?
Gunlines do not do well against the fast moving, skirmished horde and a properly timed ambush will have most of your warmachine out of commission by turn3 and half your handgun units engaged...
Have faced the Empire gunline twice and both times it ended in a total massacre...for me
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GW:
Beastmen , Ogre Kingdoms
Eldar
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