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Made in us
Focused Dark Angels Land Raider Pilot






Hello. I have only been playing Fantasy for a few weeks, and played about 3 games. Im about to make my next round of purchases and would like to know what you all think. Again its my first real list so please feel free to pick it apart.

Im basing my army of the City State of Nuln, thus the large amount of guns. I didnt really have room for Engineers like I wanted, but I cant have everything I guess.

Templar Grand Master (8#, 412 pts)
1 Templar Grand Master @ 190 pts (General; Lance; Full Plate Armor; Shield; Immune to Psychology)
1 Warhorse
1 Sword of Battle
1 Doomfire Ring
6 Knightly Orders @ 222 pts (Musician Mus; Standard Bearer Std; Knights of the Inner Circle; Barding; Hand Weapon; Lance & Shield x6; Full Plate Armor)
1 Preceptor (Knights of the Inner Circle; Hand Weapon; Lance; Full Plate Armor; Shield)
7 Warhorse

Captain of the Empire (2#, 153 pts)
1 Captain of the Empire @ 153 pts (Hand Weapon; Lance; Pistol; Full Plate Armor)
1 Pegasus (Flyer)
1 Aldred's Casket of Sorcery

State Troops (29#, 165 pts)
19 Halberdiers @ 165 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Halberd; Light Armour)
1 Sergeant (Hand Weapon; Halberd; Light Armour)
9 [Det] Free Company (Hand Weapon; Extra Hand Weapon)

State Troops (29#, 165 pts)
19 Halberdiers @ 165 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Halberd; Light Armour)
1 Sergeant (Hand Weapon; Halberd; Light Armour)
9 [Det] Free Company (Hand Weapon; Extra Hand Weapon)

State Troops (20#, 190 pts)
9 Handgunners @ 190 pts (Musician Mus; Hand Weapon; Handgun)
1 Marksman (Hand Weapon; Hochland Long Rifle)
5 [Det] Handgunners (Hand Weapon; Handgun)
5 [Det] Handgunners (Hand Weapon; Handgun)

Pistoliers (5#, 114 pts)
4 Pistoliers @ 114 pts (Musician Mus; Hand Weapon; Brace of Pistols; Light Armour; Fast Cavalry)
1 Outrider (Hand Weapon; Pistol; Repeater Pistol; Light Armour)
5 Warhorse

War Engines (4#, 100 pts)
1 Great Cannon @ 100 pts (Cannon)
3 Crew (Hand Weapon)

War Engines (4#, 100 pts)
1 Great Cannon @ 100 pts (Cannon)
3 Crew (Hand Weapon)

Last Rights (2#, 300 pts)
1 Steam Tank @ 300 pts ((Hull) Main Cannon; (Turret) Steam Gun; Causes Terror; Large Target; Unbreakable)
1 Engineer Commander (Repeater Pistol)

The Lions Hammer (2#, 300 pts)
1 Steam Tank @ 300 pts ((Hull) Main Cannon; (Turret) Steam Gun; Causes Terror; Large Target; Unbreakable)
1 Engineer Commander (Repeater Pistol)

Total Roster Cost: 1999

I play mostly Skaven, Brets, Dark Elves, and Lizards, and all in a fun setting. Again this is also selecting my future purchases, so anything that should change, can.

I thank you all in advance!
   
Made in us
[DCM]
Tzeentch's Fan Girl






Southern New Hampshire

You've got some nice hammers, but your anvils are a little weak. Halberdiers are widely considered to be the worst infantry in the Imperial army. Spears are marginally better with the ability to fight in two ranks, but Swordsmen (with improved WS, I, and armor) are far more survivable. These should form the core of your line. I would then reassign the Handgunner detachments from the larger unit to the two Swordsmen blocks.

With Skaven, Lizardmen, and (to a lesser extent) Dark Elves around you, you might want some magic protection. Even a scroll caddy can buy you the time you need to start taking out enemy wizards (via Tank, cannon or Knight-hammer).

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
Made in us
[SWAP SHOP MOD]
Barpharanges






Limbo

First point - No point in giving the TGM a lance if you plan on using the Sword of Battle - magic weapons must be used INSTEAD of other mundane weapons. Also, the Sword of Might, IMO, is more worthwhile. 4 S5 Hits > 5 S4 hits.

Agreed with Manfred's suggestions on Core.

DS:80S+GM--B++I+Pwhfb/re#+D++A++/fWD-R+++T(O)DM+++

Madness and genius are separated by degrees of success.

Remember to follow the Swap Shop Rules and Guidelines! 
   
Made in us
Focused Dark Angels Land Raider Pilot






So if I take swordsmen, would I be taking less than 20 in a group? I do plan on playing this army defensively as every army at my FLGS is an aggressive pusher. Figured the best way to learn is on the defense.
I was thinking of taking a wizard with some dispells but ran out of points. Is that all the wizards are used for if taken at the basic form? dispelling?

I couldnt remove the lance from the grand master on army builder. Either its a bug or you cant take away his basic weapon that he comes with, I dont know. But changing the sword out sounds like a plan.

Thank you for your suggestions, I will re-build accordingly.
   
Made in us
[SWAP SHOP MOD]
Barpharanges






Limbo

Ah, so he does! I'm not used to Heroes that come armed (my HE's nickle-n-dime you)

You'd still want 30x blocks of Swordsmen. They're better at surviving than the other State Troops, but you still want the +3 Static Combat Res buffer.

DS:80S+GM--B++I+Pwhfb/re#+D++A++/fWD-R+++T(O)DM+++

Madness and genius are separated by degrees of success.

Remember to follow the Swap Shop Rules and Guidelines! 
   
Made in us
Focused Dark Angels Land Raider Pilot






Would taking out one of the steam tanks be advisable? I know a lot of people in my club have problems with the Dark Elves, and after looking at their powers, I can see why. I wanted to steal away the spells from the get go with the captain, but failing that (he gets killed, or my dice just arnt working with me that day) would 2 lvl1 wizards with dispel scrolls help me even the odds, at least until I shoot up the magic users?
   
Made in us
[DCM]
Tzeentch's Fan Girl






Southern New Hampshire

You may need to take out a Tank to pay for some other things. Swordsmen should be AT LEAST 25 strong to soak up some casualties - they WILL die.

If you do decide to take 2 wizards, you might as well make them level 2 and try to get off a few spells of your own.

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
Made in us
Focused Dark Angels Land Raider Pilot






Automatically Appended Next Post:
So now that I found out most of their normal Fantasy games where at 2250, I found myself with alot more leg room:
2250 Pts - Empire Roster

Templar Grand Master (8#, 391 pts)
1 Templar Grand Master @ 190 pts (General; Lance; Full Plate Armor; Shield; Immune to Psychology)
1 Warhorse
1 Sword of Might
1 Doomfire Ring
6 Knightly Orders @ 201 pts (Musician Mus; Standard Bearer Std; Barding; Hand Weapon; Lance & Shield x6; Full Plate Armor)
1 Preceptor (Hand Weapon; Lance; Full Plate Armor; Shield)
7 Warhorse

Captain of the Empire (2#, 156 pts)
1 Captain of the Empire @ 156 pts (Hand Weapon; Pistol; Full Plate Armor; Shield)
1 Pegasus (Flyer)
1 Biting Blade
1 Aldred's Casket of Sorcery

Battle Wizard (1#, 150 pts)
1 Battle Wizard @ 150 pts (Level 2 Upgrade; Hand Weapon)
1 Dispel Scroll
1 Dispel Scroll

Battle Wizard (1#, 125 pts)
1 Battle Wizard @ 125 pts (Level 2 Upgrade; Hand Weapon)
1 Dispel Scroll

State Troops (39#, 260 pts)
24 Swordsmen @ 260 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield)
1 Duellist (Hand Weapon; Light Armour; Shield)
9 [Det] Free Company (Hand Weapon; Extra Hand Weapon)
5 [Det] Handgunners (Hand Weapon; Handgun)

State Troops (39#, 260 pts)
24 Swordsmen @ 260 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield)
1 Duellist (Hand Weapon; Light Armour; Shield)
9 [Det] Free Company (Hand Weapon; Extra Hand Weapon)
5 [Det] Handgunners (Hand Weapon; Handgun)

Pistoliers (5#, 104 pts)
4 Pistoliers @ 104 pts (Musician Mus; Hand Weapon; Brace of Pistols; Light Armour; Fast Cavalry)
1 Outrider (Hand Weapon; Pistol; Pistol; Light Armour)
5 Warhorse

War Engines (4#, 100 pts)
1 Great Cannon @ 100 pts (Cannon)
3 Crew (Hand Weapon)

War Engines (4#, 100 pts)
1 Great Cannon @ 100 pts (Cannon)
3 Crew (Hand Weapon)

Last Rights (2#, 300 pts)
1 Steam Tank @ 300 pts ((Hull) Main Cannon; (Turret) Steam Gun; Causes Terror; Large Target; Unbreakable)
1 Engineer Commander (Repeater Pistol)

The Lions Hammer (2#, 300 pts)
1 Steam Tank @ 300 pts ((Hull) Main Cannon; (Turret) Steam Gun; Causes Terror; Large Target; Unbreakable)
1 Engineer Commander (Repeater Pistol)

All total, it comes to 2246.
I got to thinking, if I go mostly ranged, should I just dump the knights and the GM and just go wizard lord? What do you guys think?

This message was edited 2 times. Last update was at 2009/10/15 19:24:11


 
   
Made in us
[DCM]
Tzeentch's Fan Girl






Southern New Hampshire

It's tricky, and depends on your play style. Empire is more defensively minded than most other armies, but you still want hammer units. Tanks are nice for that, but they move slowly and get bogged down quickly - plus, they can't pursue/overrun, which means they can't capture banners or smash further into the enemy's line. Knights can do those things, which can cause lots of hurt.

Oh, and I don't think I'd give the Master the Doomfire Ring. He can't use it if he's in combat, and that's exactly where you want him to be.

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
 
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