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Made in us
Ambitious Marauder




Hey guys, just starting a map-based campaign at my FLGS and I am playing my Empire army. We are doing 2500 pts armies, with extras here and there. So this is one of the proposed lists I plan on running.

Lords: 422

Arch Lector
-Extra Hand Weapon
-Armor of Metoric Iron

Wizard Lord
-Lvl 4
-Earthing Rod
-Talisman of Preservation

Heroes: 103

Captain
-BSB
-Dragonhelm

Core: 625

15 Inner Circle Knights
-FC
-Standard of Discipline

15 Handgunners

10 Archers

Special: 975

40 Greatswords
-FC
-Razor Standard

Great Cannon

Great Cannon

10 Outriders
-Musician

Rare:

Steam Tank

Hellblaster Volley Gun

Plan is to throw the AL and BSB into the Greatswords. Run them as a horde, and buff them with AL and the Wizard. Use Knights as a tarpit or counter-charge. Same thing as the Steam Tank. Use archers as charge redirectors. Outriders and Handgunners take down whatever they can. Cannons and Hellblasters blast the hell out of whatever looks scariest.

Let me know what you guys think!
   
Made in us
Longtime Dakkanaut




United States of America

Not sure about the earth rod, dispel scroll is always worth it and same goes for feedback scroll. Other then that I like it, but maybe drop the handguners and make them archers so they can move and shoot with your greatswords as a detachment. The outriders are OK I don't use them but if you like them go for it.

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Made in ie
Sniping Hexa




Dublin

Earthing rod is a must if it's your general and you hugely rely on his leadership (Grey Seer for instance), in this case he's kind of expendable and indeed the dispell scroll is a much better idea

 
   
Made in gr
Regular Dakkanaut




What Lore are you using? I would suggest dropping ouriders for some engineers, and also trading your mage and steam tank fot Balthasar Gelt + Mage lvl 1/2 with dispell scroll.
   
Made in us
Longtime Dakkanaut




United States of America

Hmm good points, whats the point difference between the wizard lord and gelt? Maybe you could lower the lecter to a warrior priest and that should be enough.

Gelt is a total stud muffin and always worth it with his +6 to casting and dispelling and lore master, and a 3+ ward save vs shooting which can go to a 1+ ward against magic!!!!!!!!!!

This message was edited 1 time. Last update was at 2014/01/29 01:29:23


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Made in us
Ambitious Marauder




Hey guys, sorry for the delayed response. So in the map campaign we are playing, we decided that there can be no named characters. So Gelt is out unfortunately. I pretty much reworked my entire list, and this is what I came up with. Have used it in games so far. I am 2-1 with it, defeating both High Elves and OnG and narrowly losing to Lizards. Let me know what you guys think.

Lords:

Arch Lector (With Swordsment)
-Extra Hand Weapon
-Crown of Command
-Armour of Meteoric Iron
-Luckstone

Wizard Lord (Have been running Light on him. Put in Crossbow Detach, or Swordsmen)
-Lvl 4 Upgrade
-Talisman of Preservation

Heroes:

Warrior Priest (With Greatswords)
-Armor of Silvered Steel
-Potion of Foolhardiness

Captain (With Swordsmen)
-BSB
-Enchanted Shield

Battle Wizard (Have been running Beasts. With Greatswords)
-Lvl 2 upgrade
-Dispel Scroll

Core:

30 Swordsmen
-FC
-Detach of 10 Crossbows

15 Handgunners

5 Knights

10 Archers

Special:

10 Outriders

20 Greatswords
-FC
-Standard of Discipline

Great Cannon

Mortar

Rare:

Helblaster

Steam Tank

Total: 2498

Just a note, I know halberds are better than swordsmen, but that is what i have the models for, and I don't have any more Greatswords at the moment, did not end up picking up the extra 20 I planned on getting.


So basically the idea/strategy that I have been running has been that I deploy archers, outriders and chaff knight unit on one flank usually. Then the Steam Tank right in the middle along with the Helblaster and Handgunners. Then slightly off middle is the Swordsmen, and the Greatswords (run 7 wide) right next to each other. The left flank is basically all my shooting, so I try to use the knights to make people think about charging straight forward (You would be surprised by how scary people think a group of 5 bare knights is). The outriders usually can kill enough models to cause some panic checks or kill monsters easily enough (30 shots has done wonders for me). The middle I just rush the Steam Tank forward, toward whatever looks juicy (I actually tend to use my Steam Tank as a throw away unit in a sense. I just send it charging in, and people tend to panic a bit and it makes them start having to redirect troops at it, usually ones that cost a lot more than 250 points. I don't really care if it dies, mainly because it usually kills its points worth, and ties up much more than that). Then on the right flank I try to keep the greatswords and swordsmen even and anything that charges one of them, I flank charge the following round. I am able to buff them using Beasts and Light. Usually can get off 2 or 3 spells/prayers (Having 4 channel dice helps me the dice advantage usually). I also try to get the Beasts #5 spell and get off the bubble version. Having 5 characters in a that 12 inch bubble makes them a pretty hard hitting unit. Comes out to be like 12 Str 6 attacks, 8 Str 5 hits, and 5 Str 9. Both units are stubborn with LD 9 and BSB reroll so they stick around a while. Lastly the cannon and mortar take out big blocks, other warmachines, monsters. I know that the mortar is considered a poor warmachine, but most of the armies I am playing against are T3 armies (Another Empire, 2 Elves, Lizard Skinks, Goblins/Squigs etc), so it has been pretty effective

The first game against the OnG he had a horde of 40 Savage Big 'uns with his lvl 4 and BSB, a unit of 30 or 40 squigs and like 15-20 herders, 12 or 15 trolls, 2 manglers, 20 archers, 2 wolf chariots and 3 warmachines. Was able to whittle down his numbers a bit as he came across the board, outriders went along the flanks and swung around and took out all of his warmachines. Squigs never got to combat thanks to some flee reactions and poor charge rolls. He failed one huge animosity check with his archers, which in turn attacked his horde of savage boys, which tied them up about 3 inches outside of my battle line giving me an extra turn to whittle them down a bit. Threw the Steam Tank at the trolls, which in retro spec probably wasn't the best idea (Kind of forgot about pukes) but tied them up and also threw archers at them and made them overrun (yay ld 4) away from the battle basically taking them out of the game (ended up being 320 pts of mine lost vs his 400+ pt unit not getting to my main battle line). Was able to get both my combat blocks in with his orcs, killed his BSB and made them run, pretty much ending the game.

2nd game against the Lizards, he had High magic loremaster Slann in with 30 Temple guard, a flying hero on a terradon, 1 steg, 1 bastilidon, 2 big blocks of skinks/krox, and a huge pack of razordons (first time playing them, which hurt me badly). I deployed similar as to listed above, with my left flank lined up against his razordons and a block of skinks, then my middle facing the temple guard, and the right facing another block of skinks, steg, and bastilidon. Long story short, forgot that razordon packs were skirmishers and how many shots he could get out of them. Failed to whittle them down enough, and he caused a panic check on my archers which unfortunately caused a chain reaction of the outriders, handgunners and Helblaster fleeing on my left flank. Right flank went wonderfully actually, I wiped out the steg, skink block, bastilidon, and got into the temple guard with about 15 Swordsmen and whole unit of Greatswords left. Got off my bubble #5 beasts spell, and was able to get through the temple guard, but lost all the Greatswords and most of the swordsmen in the process (Str 5 with Razor standard was rough). Game ended before I could kill the Slann himself. He ended up with bout 300-400 more points left than I did. My left flank running away is what did me in, and not knowing how to deal with the razordons.

Last game against the High Elves, he had a Lvl 4, Lvl 3, BSB, several blocks of 25 spearmen, 20 sword masters, 15 white lions, a chariot, couple units of 10 archers, 3 units of 5 reavers, and 3 bolt throwers. I won this game mostly due to some really unlucky rolling on his part, and some good rolling on mine. Was able to take his chariot, 2 groups of archers and a block of spearmen and his lvl 4 with my outriders, chaff knights, archers, and Helblaster. Got 2 out of his 3 bolt throwers on turn 1 with magic and the cannon. Steam Tank got triple 6s for movement on turn 1 and two. Destroyed a unit of reavers and his white lions in the first two turns with it. Net of Amyntok was huge for me this game. Threw it on his Lvl 3 wizard's unit facing my 2 big blocks almost every turn and prevented them from doing much at all. His magic was limited due to really poor rolling, got less than 5 dice for winds of magic 3 out of the 4 turns. Got a mortar blast off that panic'd his Lvl 3 off the board on turn 4 and dual charged with the swordsmen and greatswords into his swordmasters and beat them, at which point he called the game. So much better results than the previous game.

So let me know what you guys think about the army and my tactics. Also my next battle due to some fortifying/allied help, I am doing 3000 points vs 2500 pts of Ogres, so I am looking for advice on how to make the most of my point advantage against them, I don't have a lot of experience playing against them.

Thanks

AAG

This message was edited 1 time. Last update was at 2014/02/02 18:10:33


 
   
Made in us
Longtime Dakkanaut




United States of America

Against ogres do not get into a combat unless you know 100% you will kill them all because they tarpit and slaughter, cannons are your best friend, magic like shadow is good if can get miasma and mind razor.

Also getting a flank charge with the stank with 3 D3 + 1 D6 impact hits at S6 is just murdertastic if you locked the ogre unit in with gswords or normal swords.

Something else which is really cool is for the lvl 4 is taking wolf cloak of ulric and fencers blade so pretty much everyone is hitting youon 6s you hitting on 3s with 3 attacks, and if you get off bubble version of savage beasts you can have your support wizard with like 6 attacks at WS10 S7 (I think thats right).

Ps. sorry to blab.


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Made in us
Ambitious Marauder




Yeah, I'm definitely trying to get something like that in the works for my Lvl 4. i just love the idea of fighty wizards, as opposed to the fragile ones. Yeah, for my game against the ogres, I plan on dropping the mortar for my cannon (I only have two models at the time, one is swappable, trying to scrounge up another before my game) Also have 3 Demi gryphs I might try to throw in at some point (I know 4 is ideal, so that is why I'm not using my 3 that I have because they are not as effective).
   
Made in us
Longtime Dakkanaut




United States of America

Good luck with your gam vs Ogres, also I would reccomend taking shaow vs them, as mind razor is so good, also reducing their stats.

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