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![[Post New]](/s/i/i.gif) 2010/02/12 16:28:13
Subject: Empire help: Bought cheap army, help assembling
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Hungry Little Ripper
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Hello Dakkaites:
I have recently got a most wonderful deal on an empire army.
Adding up the points, if I push it I can get to 1k points.
I got such a great deal on this army, I thought it would be a great step as a core for my empire army to build off of.
These are all assembled, unless otherwise said.
The list, so far:
an unopened empire generals box.
a single unassembled greatsword, which can be converted into another captain/general
20 Swordsmen
14 handgunners
14 handgunners
28 Free company (some have bows, some do not, mostly unassembled)
8 Knights, looks to have a full command
Helblaster Volley gun, and crew
I need some help picking wargear for the captain/general box, and help on deciding the next units to add to this army.
Also, I am having trouble deciding how to arrange these units so as to function well together.
I am rather new, having only glanced at the fantasy rulebook.
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"I see the world, and the world sees me. Woe is me, see."
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![[Post New]](/s/i/i.gif) 2010/02/16 02:00:00
Subject: Empire help: Bought cheap army, help assembling
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Mighty Chosen Warrior of Chaos
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Here's a sample list for 1k empire:
Characers:
Captain - General
Barded Horse, Full Plate, Shield, Sword of Sigismund
-119
In empire armies, mounted characters are generally better than footsloggers as they get improved save and extra mobility. The Sword of Sigismund is a decent magic weapon for getting some extra damage in especially if the captain and/or his unit are receiving a charge.
Battle Wizard
Level 2 upgrade, Warhorse, Wizard's Staff, Dispel Scroll
-145
The needed magic defense and offense in same package. The staff enables the wizard to cast possible big spells from different lores more easily. You'd need to purchase this in addition to the models you already have, but as it's just one character model, I take it's not a problem (you don't necessarily need the horse, either, it's not as crucial as for the fighty characters, but the extra mobility helps now and then.
Core:
20 Swordsmen
Full Command
+10 Handgunners Detatchment
+6 Free Company Detatchment
-255
This is solid mainline infantry unit with shooting and melee support. The Free Company can also easily be used for redirecting, speedbumbing and such.
12 Handgunners
musician
+6 Archers Detatchment
Some extra shooting. Try to keep both of the large handgunner units from combat as they really break from pretty much anything.
-149
Special:
6 Inner Circle Knights
Full Command, Warbanner
-221
A good & fast hammer unit.
Rare:
Hellblaster
-110
=999
There you go, altough you'd need to get that wizard model.
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...silence |
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![[Post New]](/s/i/i.gif) 2010/02/17 23:53:25
Subject: Re:Empire help: Bought cheap army, help assembling
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Hungry Little Ripper
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Thank you!
I will try and see what i can do with this.
Sounds like a pretty solid list, but A few questions arise.
-Would a lance be beneficial to the general at all?
-How would you advise making a mounted wizard?
-What units would you advise for future building for this army?
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"I see the world, and the world sees me. Woe is me, see."
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![[Post New]](/s/i/i.gif) 2010/03/04 07:40:22
Subject: Re:Empire help: Bought cheap army, help assembling
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Stalwart Veteran Guard Sergeant
Essen, Ruhr
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A lance is a good weapon on the charge. If your General goes with the Knights, he will benefit from a lance. A (magic) weapon that increases his strength is better in subsequent rounds but that only comes into the equation when you do not break the target unit (which isn't completely farfetched but still).
If your General goes with the line infantry so that they can benefit from his leadership, he is unlikely to charge. In that case, the Sword of Sigismund (or even a simple Great Weapon) is in order.
To stock up your force I can only recommend Great Cannon. No Empire army should be without at least one. It's the Colt Revolver of Warhammer - the big equalizer regardless of physical prowess. Empire infantry is comparatively weak. You can make it work if you really try and go all out with proper support but it takes considerable skill. It is a good idea to have something that can work as an anvil - Greatswords perhaps because they are stubborn. Aided by a Warrior Priest (with some nifty equipment options - Icon of Magnus, GW, Armour of Meteoric Iron...) they gain hatred which gives them some muscle in combat. Greatswords are expensive moneywise though. Flaggellants are unbreakable, so make another good anvil. They won't last very long though because they simply have no defense.
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"Whenever the literary German dives into a sentence, that is the last you are going to see of him till he emerges on the other side of the Atlantic with his verb in his mouth." S. L. Clemens
All hail Ollanius Pius! |
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![[Post New]](/s/i/i.gif) 2010/03/06 19:17:06
Subject: Re:Empire help: Bought cheap army, help assembling
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Fresh-Faced New User
Elmendorf AFB, Alaska
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an unopened empire generals box.
-(Mounted)Captain on Horseback w/Dawn Armor(awesome for mounted characters) and Lance(good on the charge, better than a great weapon when mounted)
or
a single unassembled greatsword, which can be converted into another captain/general
-(Unmounted)Captain on foot, Armor of Meteoric Iron and a Greatweapon
-Warrior Priest, Armor of Meteoric Iron(great for the save on foot) or Icon of Magnus(great for dealing with fear causing armies)
20 Swordsmen
-Good size, give it full command with detachments
14 handgunners
-drop it down to 10 with a musician, take the remaining 4 and put them in a detachment with the Swordsmen
14 handgunners
-same as above
28 Free company (some have bows, some do not, mostly unassembled)
-If you can create 5-8 archers, make them as the second detachment with the Swordsmen.
8 Knights, looks to have a full command
-No question these should be Inner Circle. Throw a Warbanner on these for the extra hit, and stick the mounted captain in here. Field the unit 7 wide.
Helblaster Volley gun, and crew
-no comment here
_______________________________
So effectively you have:
Captain
-Barded Steed
-Lance
-Dawn Armor
*can be the general, although he may get out of range for the army to utilize his leadership
Warrior Priest
-Armor of Meteoric Iron or Icon of Magnus
-Heavy Armor if no AoMI
-Great Weapon
*stick in with Swordsmen, can be the general as well. Or you could create a mounted Warrior Priest to throw in your IC Knights, so they can benefit from Hatred... VERY useful, that's what I do.
20 x Swordsmen
-Full Command
-Detachment of 8 Handgunners
-Detachment of 5-8 Archers(use them to screen if enemy has missile troops) or 5-8 Free Company fielded 3-wide
20 x Free Company
-Musician, Champ?(I cannot recall the options available to them)
*Keep them in decent proximity to the Swordsmen, useful for their 2 attacks each. I suggest fielding them 7 wide... Why? 15 attacks if you have a champ. Much better than the 1 additional CR for rank.
10 x Handgunner
-Musician
10 x Handgunner
-Musician
8 x Inner Circle Knights
-Full Command
-War Banner
*This unit can be a heavy hammer... Throw the WP in here for the rerolls on hits in the first round, and watch your charge decimate average troops. Use them to create a break in the enemy's lines.
Anyway, ultimately it comes down to what you want. Have fun with them, I know I am!!!
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