Switch Theme:

new guy to empire 2500 points, C&C  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in nl
Storm Trooper with Maglight






hi guys,

i am new to emipre and also a little bit to fantasy.
take a look at this, tactics are below and i love it to get C&C.


wizard lord (general)
level 4
lore of shadow
holy relic (4+ ward save)

captain
BSB
griffon standard (for each rank +2 CR, max. 3 ranks)
full plate armour
shield

captain
van horstmann's speculum (change of ws,s,t,i,a of each other) (character hunting)
full plate armour
shield

warrior priest
heavy armour
2nd hammer

warrior priest
heavy armour
2nd hammer

master engineer

master engineer

hallberdiers 30*
shields
full command

handgunners 10* (detachment)
marksman
hoch long rifle

hallberdiers 30*
shields
full command

handgunners 10* (detachment)
marksman
hoch long rifle

40* spearmen
shields
full command

29* flaggelants

cannon

cannon

cannon

hell blaster voleygun

hell blaster voleygun


my wizzard will stay alone and out of line of sight, or in a unit of gunners, and cast the spell that the LD will be the strenght on the spearmen

captain with BSB and warrior priest will join the spearmen

the 2nd captain and priest will join the flaggelants

both engineers will join the hell blasters

don't think, you have to know it if you want to be a commander
2010-> IG losses:5, draws: 1, wins: a really lot of wins
2011 IG losses: 2, draws: 1 wins: 32
2012 losses: 8, draws: 0 wins: 15 
   
Made in us
Frightnening Fiend of Slaanesh





Jacksonville, North Carolina

hey there imp commander Ive only just started empire as well and i just skimmed your list but I'm pretty sure you cant upgrade detachments with any command so you wouldn't be able to take the marksmen in your handgunners. Just something to check into because i may be wrong lol anyways good luck with it! oh also i run the hell out of flagellants and you cant have any characters join them because they are crazed.

This message was edited 1 time. Last update was at 2011/04/26 17:45:17


Pacific wrote:Thousand Sons as Space Wolves?! IS NOTHING SACRED?!?!!


The best thing about the internet is how quickly you can offend the maximum amount of people with minimum effort. 
   
Made in us
Lord of the Fleet





Texas

Jason is correct, no command on detach. I think he is wrong with the flags, I'm pretty sure a unit with frenzy can have a non frenzy character. Not sure if the combat captain is necessary, why not just give the vans thing to the warrior priest? Engineers dont "join" the artillery, just need to be within 3". Useful so that you can keep them near multiple cannons

This message was edited 1 time. Last update was at 2011/04/26 22:22:33


 
   
Made in ca
Man O' War




Canada

nope characters cant join flaggies they're just too darn loonie!

make the handgunners into seperate units to solve the problem

drop a cannon and get a mortar!!!

maybe rod of power to save some dice for dispelling

probably dont need shields on halberdiers and they could do with a combat detachment - 15 swordsmen or free company

cheers

Papasmurf

Life moves pretty fast,
If you don't stop and look around once and a while,
you might miss it - Ferris Bueller 
   
Made in gb
Powerful Chaos Warrior



Reading, UK

I personally dont like spearmen. I go for halberds or swordsmen.

Since the new BRB came out people focus more on large hordes on infantry, this makes mortars some of the best artillery in the game. I take 3 of them so I would suggest swapping out 1 or 2 of your cannons(keep one for monsterous creatures)

The flagellants vs Greatsword debate is always a tough one, I dont use flags since they die in droves, but then they can potentially have a higher damage output than greatswords.

I also am a great purveyor of the Seal of Destruction. The look on your opponents face when he loses his regrowth spell for the entire game is priceless.

Other than that, un-detachment your handgunners and you are good.

One thing to remember though is that Empire is one of the most balanced armies in the game and most lists are usually competative. So the above are just suggestions, NOT requirements.

ULTRAMARINES LIVE LONGER WITH CALGAR!

Blood Angels-2000pts
Tau-1000pts
Empre: 2400pts
Warriors of Chaos: 2000pts

 
   
Made in ca
Man O' War




Canada

Soup is totally right, empire is very competitive

I also prefer swordsmen to halberdiers

mortars mortars mortars!!!

only advice I will give on the loonies vs the goldswords is try each of them out for a bunch of games before making the final decision (cough cough looonies!! )

good luck

FOR SIGMAR

Papasmurf

Life moves pretty fast,
If you don't stop and look around once and a while,
you might miss it - Ferris Bueller 
   
Made in us
Frightnening Fiend of Slaanesh





Jacksonville, North Carolina

The reason characters cant join flagellants is because they are unbreakable and therefore unless you already have a character that is unbreakable they cant join the unit just wanted to clarify that lol.i too prefer swordsmen you just cant beat ws4 initiative4 with 5up 6up for 6pts a model lol.

Pacific wrote:Thousand Sons as Space Wolves?! IS NOTHING SACRED?!?!!


The best thing about the internet is how quickly you can offend the maximum amount of people with minimum effort. 
   
Made in us
Lord of the Fleet





Texas

Ah right, forgot they had unbreakable

 
   
Made in nl
Storm Trooper with Maglight






So, remove the command on the gunners and remove a cannon... 150 points left... I'll take 2 mortars!!!!!

don't think, you have to know it if you want to be a commander
2010-> IG losses:5, draws: 1, wins: a really lot of wins
2011 IG losses: 2, draws: 1 wins: 32
2012 losses: 8, draws: 0 wins: 15 
   
Made in nl
Storm Trooper with Maglight






so, this is my new list of empire:

wizard lord (general)
level 4
lore of shadow
holy relic (4+ ward save)

captain
BSB
griffon standard (for each rank +2 CR, max. 3 ranks)
full plate armour
shield

captain
van horstmann's speculum (change of ws,s,t,i,a of each other) (character hunting)
full plate armour
shield

warrior priest
heavy armour
2nd hammer

warrior priest
heavy armour
2nd hammer

master engineer

master engineer

hallberdiers 30*
shields
full command

handgunners 10* (detachment)

hallberdiers 30*
shields
full command

handgunners 10* (detachment)

40* spearmen
shields
full command

29* flaggelants

cannon

cannon

mortar

mortar

hell blaster voleygun

hell blaster voleygun

don't think, you have to know it if you want to be a commander
2010-> IG losses:5, draws: 1, wins: a really lot of wins
2011 IG losses: 2, draws: 1 wins: 32
2012 losses: 8, draws: 0 wins: 15 
   
Made in gb
Hardened Veteran Guardsman





Great list! A few ideas though:

1. Maybe one dispel scroll, just to stop a critical spell that didn't IF but is too high to reliably dispel
2. Are the Master Engies for helping your arty? Even so a HLR is useful for sniping
3. 2 Helblasters are awesome, but I've found them to be less useful in this edition, though still scary. Not sure where I'm going with this point, but you only really need one, you can spread the pts elsewhere
4. Detachments. 2 groups of 10 handgunners is fine for fire support for the halberdiers, but perhaps a few Free Company? I have two units of 10 that I use for annoyance, drawing fire, redirecting charges or luring Fanatics. Two groups of 5 are only 50pts, useful if you can slot them in.

Just a few pointers, ignore them by all means if you wish, good luck campaigning!

I don't play as much as I could. I blame society! And ninjas

Wehrkind: "Nah, see he yells the order, and when everyone looks at him and say "What?" he grabs the vox, hits a guy with it and screams "CAN YOU HEAR MY NOW?!" into the mouth piece. Works like a charm "

Funny thing to do on L4D [if you own the server] Bind the tank music to a key, then at quiet moments press it and start firing like mad at something behind your team whilst screaming 'tank' on voice comms. 
   
Made in us
Long-Range Black Templar Land Speeder Pilot




1) Give van horstmann's speculum to your wizard lord and run him in a unit of Halberds.
2) Take Pidgon bombs on your engeniers. You have a good chance that one will hit every turn, they do some really good damage and can be a major threat.
3) Your engeniers can NOT join your artillery, before you play you should print out the FAQ's from GW's website.
4) I am also for free company detachments. They can be great harassment tools, plus you can bring out 75 points of fanatics for a 25 point unit.
5) A second Wizard is a must, if your first dies you are SOL
6) Get rid of your non bsb captian or give him Sword of Fate, Full Plate, shield, Pegasus, Pistol
7) Put the warrior priest in the halbred units, I would suggest making one 40 strong and using the 20 handgunners and the other 20 halbreds as the detachments for that unit.

Those are just my ideas. BTW, go with crazies, they are amazing.

Warhammer 40k: 3000 DOC, 4000 SM
Warhammer: 7000Empire, 10000 WE, 9000 Brets, 4000 DE 
   
Made in nl
Storm Trooper with Maglight






I think i will start empire right now...

don't think, you have to know it if you want to be a commander
2010-> IG losses:5, draws: 1, wins: a really lot of wins
2011 IG losses: 2, draws: 1 wins: 32
2012 losses: 8, draws: 0 wins: 15 
   
 
Forum Index » The Old World & Legacy Warhammer Fantasy Discussion
Go to: