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![[Post New]](/s/i/i.gif) 2010/01/26 07:25:50
Subject: Empire 2250
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Kriel Warrior
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Heroes-Templar Grand Master with Holy Relic and Sword of Sigismund 235pts
Lvl 2 Battle Wizard with 2 Dispel Scrolls 150pts
Lvl 2 Battle Wizard with Staff of Sorcery 135pts
Warrior Priest with Heavy Armor and Shield 96pts
Core-2 ten man units of Handgunners 160pts
2 ten man units of Crossbowmen with marksmen 170pts
2 15 man units of Swords men full command 230pts
1 7 man unit of Knightly Order full command with the Standard of Arcane Warding 231pts
Special-7 man unit of Pistoliers 126pts
7 man unit of Outriders 147pts
2 Great Cannons 200 pts
Rare-2 Hellblaster Volly Guns 220pts
14 man unit of Flagellant Warband with Prophet of Doom 150 pts
2250pts
Flagellant Warband counts as core because of Warrior Priest
please post and comment.
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![[Post New]](/s/i/i.gif) 2010/01/26 09:19:18
Subject: Empire 2250
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Excellent Exalted Champion of Chaos
Lake Forest, California, South Orange County
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Some basic advice, as I've played Empire since my starting days back in 2000.
2 lv 2 wizards will do very little offensively, so I'd drop the non dispel one.
10 man units of handgunners will do very little and will rarely earn their points back.
15 man blocks of infantry will die far too quickly, pump them up to 25 and take detachments of 9(3x3) free company and 5 archers, detachment rules are what make empire infantry doable. By not taking detachments you are putting yourself at a disadvantage.
A unit of 8 total cavalry will do crap, as a rank bonus is of little use. I say bump them down to 5 but make them inner circle if you are adamant about taking the grand master as your lord choice. Just be aware that it's kinda putting all your eggs in one basket.
A 7 man unit of pistoliers is too large to move quickly, decrease to 5 and have them support a block of infantry.
7 outriders is alot, but I cannot deny the 21 shots at BS4, point for point far better than handgunners. More shots at fewer points and with better armor and mobility. You also don't have to be on a hill to get every shot off unlike a 2x5 unit of handgunners.
2 cannons is spot on, practice guessing ranges in your downtime.
2 volley guns is a big risk. They are not as strong as they were in 6th edition. Many blow up in turns 1 or 2. That being said when they DO work, they are a force to be reckoned with, and as such are still feared, perhaps too much. I would look for a better use of those points personally.
Since you have a warrior priest, the flagellants count as core(a single unit only). 15 is ok, 20 is better.
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"Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! ... It’s become the promotions department of a toy company." -- Rick Priestly
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![[Post New]](/s/i/i.gif) 2010/01/26 18:22:07
Subject: Empire 2250
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Kriel Warrior
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I don't know the Handguuners have always made there points back when I play.And the reason my list is like this is because these are the modles I have.
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This message was edited 1 time. Last update was at 2010/01/26 18:22:39
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![[Post New]](/s/i/i.gif) 2010/01/26 19:24:30
Subject: Empire 2250
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Excellent Exalted Champion of Chaos
Lake Forest, California, South Orange County
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If you must take them, then take them as a detachment. At which point you can take only 5 if you want and the only restriction on them is that they have to deploy within 3" of the parent unit but do not have to maintain that afterward.
I completely understand about playing with what you have, so I would suggest playing that for now, but have a more polished and competitive list that you are building towards, and buy models as you can towards that goal.
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"Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! ... It’s become the promotions department of a toy company." -- Rick Priestly
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![[Post New]](/s/i/i.gif) 2010/01/26 20:38:29
Subject: Empire 2250
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Nasty Nob
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On the Templar Grand Master I would suggest the Laurels of Victory and Holy Relic. He's going to hit harder on the charge and if the combat becomes protracted you still have the potential to gain more CR.
For now I would switch out a Captain of the Empire for the Warrior Priest. Starts are better and you have better equipment options. Granted you'll lose Hatred and the bound spell, but you gain points to use elsewhere.
Remove the marksmen from your Crossbows and make the Crossbows Detachments. Since you're playing with what you have you can get a unit of 25 Swordsmen with Handgunner and Crossbowmen detachments.
Regardless Aerethan is on target with his comments.
I'll write up a potential revamped list and post it for you. Automatically Appended Next Post: 2250 Pts - Empire Roster - 2250 Empire for HJoey75
1 Templar Grand Master @ 245 pts (General; Lance; Full Plate Armor; Shield; Immune to Psychology)
1 Warhorse
1 Holy Relic
1 Laurels of Victory
1 Captain of the Empire @ 111 pts (Hand Weapon; Pistol; Full Plate Armor; Shield)
1 Sword of Sigismund
1 Battle Wizard @ 115 pts (Hand Weapon)
2 Dispel Scroll
1 Warrior Priest @ 146 pts (Prayers of Sigmar; Hand Weapon; Heavy Armour; Shield)
1 Rod of Command
5 Knightly Orders @ 208 pts (Musician Mus; Standard Bearer Std; Barding; Hand Weapon; Lance & Shield x5; Full Plate Armor)
1 Preceptor (Hand Weapon; Lance; Full Plate Armor; Shield)
1 Standard of Arcane Warding
6 Warhorse
24 Swordsmen @ 285 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield)
1 Duellist (Hand Weapon; Light Armour; Shield)
10 [Det] Crossbowmen (Hand Weapon; Crossbow)
5 [Det] Swordsmen (Hand Weapon; Light Armour; Shield)
10 Handgunners @ 125 pts (Musician Mus; Hand Weapon; Handgun)
5 [Det] Crossbowmen (Hand Weapon; Crossbow)
10 Handgunners @ 125 pts (Musician Mus; Hand Weapon; Handgun)
5 [Det] Crossbowmen (Hand Weapon; Crossbow)
14 Flagellant Warband @ 160 pts (Flail; Frenzy; Unbreakable)
1 Prophet of Doom (Flail)
1 Great Cannon @ 100 pts (Cannon)
1 Great Cannon @ 100 pts (Cannon)
5 Pistoliers @ 132 pts (Musician Mus; Hand Weapon; Brace of Pistols; Light Armour; Fast Cavalry)
1 Outrider (Hand Weapon; Pistol; Repeater Pistol; Light Armour)
7 Outriders @ 169 pts (Musician Mus; Barding; Hand Weapon; Repeater Handgun; Light Armour; Fast Cavalry)
1 Helblaster Volley Gun @ 110 pts
1 Helblaster Volley Gun @ 110 pts
Validation Report:
Edition: 7th Edition; Army Subtype: Empire Army; Game Type: Normal Game; Special Rules: Forbid Special Characters, Forbid Storm of Chaos, Forbid Albion, Forbid Lustria, Forbid Regiments of Renown
Roster satisfies all enforced validation rules
Total Roster Cost: 2241
Ok here is an example list using what you have (from AB of course). You've got a pretty good amount of shooting. Granted Misfires are going to happen, but may as well go big. You have two solid blocks of Infantry. Granted the Flagellants will (and according to them should) die, but they will die up a unit for at least a turn (allowing you to flank charge). The Rod of Command will keep you in there for one turn as well (granted the Priest doesn't bite the big one). This is a unit that you should not mind getting charged by most units. You'll have a Stand and Shoot from 10 Crossbowmen, a counter-charge from 5 half-armored Swordsmen, and your Captain will be striking first. Ideally you should be able to them around in order for your Knights to charge.
I know that aerethan frowned on the Handgunners, but I've had similar luck with the unit of ten. If possible put them on a hill, or use them to guard your Warmachines. Actually having two firebases wouldn't be too bad (1 Helblaster, 1 Cannon, and the Handgunners/Crossbowmen detachment). Just don't limit your own shooting during the movement phase. If possible use the Pistoliers to march-block the enemy and use the Outriders to lay down the punishment.
Hope I could be of some help and let us know how they work out for you.
barlio
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This message was edited 1 time. Last update was at 2010/01/26 20:58:12
"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms |
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![[Post New]](/s/i/i.gif) 2010/01/27 08:28:44
Subject: Empire 2250
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Kriel Warrior
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All right I will run this list and give a try and tell you how it does.
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