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The Emperor Class Battleship 'The Sky Ablaze'

Just a couple of loadot I use on my lords, rate an respond to what you think.

Templar Grand Master of The Knights of the Red Moon - Blade of Fate, Holy Relic, Dragon Helm and a Potion of Speed.
The stratergy with this guy is to track down and destroy the other armies General or appropriately strengthed character. When he finds them, he uses the potion to raise his I to 9 and then cuts them o pieces with the Blade of Fate. He takes a retinue of Inner Circle Knights (of the Red Moon, for his Master of Battle rule).

Arch Lector - War Altar of Sigmar, Mace of Helstrum, Aldreds Casket of Sorcery and the Enchanted Shield (the one that jumps his save by 2 instead of one...).
Charge in, challenge whatever there is, then thomp them on the head with a cannonball in mace form. Use his bound spells to support or melt faces, and use his lore of light spell to increase his WS and I to 10. Uses the Casket to generally annoy Slann, Vampires and anything even remotely magical.

Empire - 2000pts 'The Greygear Battalion'
Imperial Guard - 2000pts Krieg 23rd Panzer Regiment 'The 'Steel Spears'


 
   
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USA

how many points is this? I really find some flaws, such as for the templar grand master: why would you need the dragon helm? you already have a 1+ save and are immune to psychology, so flaming attacks don't strike fear into your horsemen. also, the mace of helstrum is very unreliable, and can lead to some dissappointments, so equipping a very expensively upgraded character with a single-attack weapon could often end up making you seem like a total dunce for taking it(no offense). also, you would have to roll just right for picking your power in the lore of light in order for you to get preferable buffs, and you would have to be in average charge range for you to capture a power, and then you're likely to be taken out. do you have any low-level heros, because if you take infantry in large point games, it's never really a bad idea to take plenty of captains. also; one thing slann tend to do is group in the center of temple guard(duh...) but you would be good to lock that unit up with large units of greatswordsmen or more knights.chances are the slann wouldn't even accept the challenge, as participating in combat isn't his preferable pastime... that's the most advice I can give without a scale to base it on, with my limited experience fighting a few other armies, but I know that the slann is a scary opponent as well as the vampires, so I would take a wizard instead of the arch lector against vampires, and a more basic arch lector against a slann, because that would provide a single high priority target.

The Weyland-Yutani Corporation
Building Better Worlds by housetraining deadly man-eating aliens.
 
   
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Long-Range Black Templar Land Speeder Pilot




Arch Lector: 328
War Alter
Dawn Armour
The Mace of Helsturm
Potion of Speed
Shield

He has a 2+ rerollable Armour save, 4+ ward, unbreakable and can strike at a high inititive with his S10 d6 wound weapon. He gets hatred so against any lord character with a WS of 5 or higher he will have a 75% chance of hitting, a 5/6% chance of wounding, and will probably kill them if they fail their ward.

Warhammer 40k: 3000 DOC, 4000 SM
Warhammer: 7000Empire, 10000 WE, 9000 Brets, 4000 DE 
   
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well, I guess that is a viable plan, it's just that I'm used to 1000 point games and feel uncomfortable to take a character that exensive. I wouldn't just charge him into cc though, because you only have a single attack, and even though he would not be able to participate in combat if he refused the challenge, he would attack with his whole unit, -1 rank and file soldier, and then you would be locked in combat, unable to utilize the lore of light spell that could boost your knights. I'd keep him back, and possibly charge a flank if your knights don't break the enemy, just to get more bonuses and be able to at least use one power before entering combat. would be able to hold his own against most characters, though. would the one prayer that gives you a 4/5+ ward(I can't remember or access my army book.) be stackable with the other 4+ ward? that would be something

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Building Better Worlds by housetraining deadly man-eating aliens.
 
   
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Wards don't stack, he also has the option for his normal attacks. The purpose of a popemobile is to charge an enemy death unit and challene them. Most people will accept given that he is only a WS5 S and T 4 human. You are not required to tell them anything else (generally you do because it is proper manners). He can still cast that lore of light spell out of combat, just not into it. I use him as a second lord choice, I usually run him, a wizard lord, and a General of the empire in my usuall games (3000pts). Plus if you fight WOC with him he is deadly. With a 75% chance to hit thier super lord and a 5/6 chance to wound him you are in good shape to kill them, you even have a 1/3 chance to kill the 3+ ward tzeench guy in a single hit.

Warhammer 40k: 3000 DOC, 4000 SM
Warhammer: 7000Empire, 10000 WE, 9000 Brets, 4000 DE 
   
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I use a popemobile a lot, but his purpose is not to attack, but rather to lead and support the army with the lore of light spells. Thus, i keep him as simple as possible....heavy armor + great weapon + dragonhelm, or heavy armor+shield+hammer of might....

If he does need to engage, it is usually to countercharge something together with another unit, unless the enemy is something light. His 18" ld9 bubble is more important, and light magic support (especially Net of Amyntok and Briona's Timewarp) is what makes him important for my army.

If i get a general of the empire, it is because I want to get a banner for 1 of my state troops. I will try to deck him out with at least a 2+ armor save and a 5+ ward save at the minimum, plus the crown of command to make the unit he is with stubborn (thus I usually do not put in him together with greatswords, as they are already stubborn).



40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
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I have had a lot of success with: Arch Lector, War Altar, Speculum, Heavy Armor, Great Weapon (maybe also dragonhelm, points permitting). His offensive output is practically nil unless he swaps stats, but that's not really his function. Rather, he will tie down your enemy's most powerful combat block for most of forever (certainly long enough to outflank them) and still be able to cast his augments around into other combats. He eats WoC, DoC, and Beastmen characters for lunch, but will struggle vs things like elves which have stat lines almost as crappy as his own.

A templar GM is a very suboptimal choice, with lousy stats for a combat lord, and not compensating by giving you magic or magic defense. If you really want to take one, I suggest the Dawn Armor (1+ rerollable save), the Sword of Sigismund (he'll have hatred from this more often than not) and 20 points of whatever; maybe a potion of devastating charge and the trickster shard, or similar. But if you're taking knights, particularly knights with lances, giving them hatred is much better than the few extra attacks a GM can dish out.

Manchu wrote:It's a lie, K_K, pure Imperial propaganda. Where's the Talon of Horus, huh? Plus everyone knows the Imperium planned and carried out the invasion of Cadia itself. Bin Abaddon was just a convenient scapegoat.
 
   
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freddieyu1 wrote:
If i get a general of the empire, it is because I want to get a banner for 1 of my state troops. I will try to deck him out with at least a 2+ armor save and a 5+ ward save at the minimum, plus the crown of command to make the unit he is with stubborn (thus I usually do not put in him together with greatswords, as they are already stubborn).


This is pretty much exactly what I do for my general. He's usually something like:

-Full plate
-Shield
-Biting Blade
-Dragonhelm
-Holy Relic
-Crown of Command

This makes a unit of State Troops practically unbreakable and is very cheap (under 200 points). He's also hard to kill and adds some much needed punch to Swordsmen or even Halberdiers. There are many nice choices for banners to deck out State Troops with, too: Eternal Flame, Razor Standard, and War Banner are my favorites.

I certainly see how the Arch Lector is powerful, but if I'm also taking a Wizard (who could have Lore of Light), which I usually do, I don't really want to have him eating up power dice for, frankly, inferior bound spells. The +2 dispel dice is awesome, but I'm not sure he's worth it just for that, especially considering the possibility of just taking some Warrior Priests as Heroes for the same effect. Also, I find the popemobile to be quite a hideous model, and that's not helping his case, either, nor is the fact that of the grand total two Arch Lectors in the entire Empire, everyone's army seems to have one .

At the end of the day, though, I think the General can still be a competitive choice, and if you have any knights, there are also some cool things that could be done with a Templar Grand Master (e.g. Sword of Fate suicide attack on the most expensive thing in the opposing list).
   
 
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