Just some quick thoughts.
My outriders will do the same thing as my handgunners, sit back and shoot. Im thinking about running hochland long rifles in all my handgunner units and outriders, that is if that tactic works. If not Ill run repeaters instead.
If you're doing that, you do miss out on one huge thing the Outridders give you.... mobile firepower. They're kinda a Hellblaster gun you can actually reposition. As Fast Cav, they get 16" move, free reforms, and 360 shooting. Be willing to sacrifice turns of shooting with them to move them into positions where they can get off some seriously devistating volleys. It's kinda counter-intuitive. It took me a while to get used to them, but they do work a lot like the old Galloper Gun. You move them one turn... fire the next couple. Move them again. And then either move them to claim table quarters, to shoot at targets of opportunity. And, with 16" of movement, your opponent either has to send something equally as mobile against them, or direct magic at them... letting you focus your own defenses, traps, and counter-magic.
The Hockland rifle is nice on the Outriders, since the Champ has
BS 5, but... it's knda pricey. The Repeater Pistol is pretty sweet though.
1 Engineer with hocland long rifle
Unfortunately... as he currently is, the Engineer just doesn't keep up with Empire Captains, Warrior Priests, and low-level Empire Wizards. As prevously said, you'd probably be better served with a scroll-caddy wizard, for some magic defense. The Warrior Priest gives you some
LD, some magic protection, and... some weak magic offense.
If you do want to keep your engineer, I'd suggest dropping the long rifle. Give him a Repeater Pistol / Pistol, some light armor, and put him on armored horseback. Then attach him to your HellBlaster Gun to give it
BS 4. If your opponent gets to close to the gun, your engineer can make a sacrificial charge.
detachments... two of 10 halbred
Have to disagree here. No matter how to calculate it, Empire Halberdiers just blow. If you want detachments, go for 3x3 blocks of Free Company (cheap) or Swordsmen (survivability). Or, get some 8-strong detachments of Handgunners. We just don't have the skill / armor / special abilities with the pole-axe to make it ever useful. Detachments aren't really meant to cause wounds. They're meant for a +1
CR due to flanking, and denying the enemy up to 3
CR since they will no longer get their rank bonus. They're also sometimes meant to give you +1
CR from outnumbering. Hence the Swordsmen or Free Companies. Swordsmen are survivable enough to have US 5 to count as flanking, and Free Companies are just dirt-cheap.
Be advised, experienced players usually charge detachments, in order to overrun into Parent companies.
rchers for scouting and weapon machine hunting,
Huntsmen are decent at Scouting, but don't expect them to survive past turn 2. Their best targets are either zero-armor save stuff, such as War Machine Crews and Wizards, or high-point-cost, one-wound models... even if said model has a 0+ save. Huntsmen are cheap enough that if they can plink away a single one of those guys, usually pays for the whole unit. And, most high-armor-save-but-one-wound-guys tend to be in heavy cav units. If you reduce a knight unit by 1 model, that can be enough to make that knight unit less effective in combat, giving your line-infantry a much better chance to survive and win agianst enemy charges.
Also, if your Huntsmen survive till end game, don't forget they can run 8" to contest table quarters or even move into enemy deployment zones for additional
VP collections.
I like great swords and am planing on running 20 of them with a hero of some sort seven wide.
Greatswords are pretty nice. Relatively cheap,
STR 5,
LD 8 Stubborn, and a decent armor save and
WS... but they are still just humans. Their biggest disadvantage is that they compete for space with Cannon, Mortars, Pistoliers and Outriders. And, they're foot infantry (check some of the other discussions about problems with elite-foot infantry).
I'd suggest a unit of maybe 12 instead of 20. Extra Greatswords just give you rank bonuses and ablitive, as they aren't actually attacking. A unit 6-wide gives you 7 attacks (due to the Champion having 2), which'll usually mean 3 - 5 hits. 6-wide also makes for a more, mobile unit. Greatswords really don't need a hero-type guy with them, as
LD 8 Stubborn is pretty reliable.
Im also planing on adding 2 volley guns
Be adivsed, the Hellbaster gun isn't unreliable... it's
unpredictable. While, yes, you can roll a Misfire up to three times each time you use the Hellblaster gun... a Misfire roll isn't always catastropic. The most-common Misfire event is a jam event that just stops the Hellblaster completely at that point. Its other big disadvantage is that you get "Shots" from it... not hits. So, you can get 2, 4, 6, 8, or 10 shots per barrel. I don't remember if the Helbaster counts as "Multi-Shot" in terms of
BS penalties, but you do apply any other bonus/penalty... long range, large, cover, and any spell-penalty-effects. Anyway, even on a "Good" turn, where none of the barrels Misfire, you can still get an unimpressive 6 shots.
So... when you shoot with it, it is best to shoot the Hellblaster gun at targets 12" or less, where you at least don't get the long-range
BS penalty. And... sometimes it actually is useful to not shoot the Hellblaster gun, and move it 4" to get a better angle of shots on the following turns.
Its hugest advantage is that it does not compete for space with Cannon and Mortar. But being unpredictable means you have to be willing to accept poor-showings as common. Each barrel is its own event, and can be anything from freaking awesome, to freaking catastrophic. Therein lies the challenge. It is often best used as a psychology weapon, and as an area denier.
20 Handgunners
For your Handgunners, at low-points games, go for two, 10-man units with Musician.
At larger point games, you can get a Champion. I would not give the game a Multi-musket. Why? Because you're actually shooting worse. The mutli-musket gives a -1 to
BS skill when you shoot it more than once in a turn. So, yes, while the Champ would get 3 shots... he's still hitting at a 5 or 6. You'd be better spent just getting two more Handgunners, upping the unit size to 12, giving you more ablative wounds.
I would suggest one of these two: HLR. 1) It gives you a "buried" guy who can snipe at high-cost, one-wound models. Or 2) a Brace of Pistols. The Pistols are a bit counter-intuitive, as they lower the max damage you can do at long range. But, what it does gives you is a bit of mobility... you can still move 4", and shoot the Brace of Pistols. The Pistols have no range/movement penalty. You can also counter-charge-fire with the Brace of Pistols. And, it'll eliminate long-range penalties for long-distance charges, as you wait for all your models to get in range before firing.