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Hey all,
Trying to get my Empire Army up to 2500 points, but just trying to figure out how to make it work properly. Any and all input would be appreciated, and if some points would be better served somewhere else, let me know!
Lords:
Grand Master: Runefang, Shield - 244
Battle Wizard Lord: Lore of Light, Dispell Scroll, Level 4 - 225
Heroes:
Captain of the Empire: Battle Standard Bearer, Armour of Meteoric Iron, Great Weapon - 141
Warrior Priest: Great Weapon, Heavy Armour - 72
Warrior Priest: Enchanted Shield, Barded Warhorse, Heavy Armour - 88
Master Engineer: Light Armour - 66
Battle,Wizard: Level 2, Lore of Light - 100
Core:
Halberdiers: 37 Halberds, Full Command - 252 (Note: Warrior Priest, BSB, Level 2 Wizard here)
Halberdier Detachment: 10 Halberds - 60
Archer Detachment: 9 Archers - 63 (Note: Level 4 Wizard here)
Inner Circle Knights: 8 Inner Circle Knights, Full Command, Steel Standard, Lances and Shields - 265 (Note: Warrior Priest, Grand Master here)
Special:
Demigryph Knights: Musician, Lances and Shields - 184
Great Cannon: - 120
Great Cannon: - 120
Rare:
Celestial Hurricanum: - 130
Steam Tank: - 250
Helblaster Volley Gun: - 120
Total: 2500
I'm a bit worried I have too title troops and 'meat', and to much dressing, as it were. The small halberd group acts as chaff or a few extra attacks on a unit that charges my halberd block. The Archers are to act as chaff and Blockers if necessary (the wizard could always run of and join the Halberds), but mostly act as a in between for the AoE Light Spells to buff both my main combat units.The Knights act as an escort for the grand master to hurt something, and to counter enemy bully units like Demigryphs. Again, this is a unit I worry is too small.
I've heard good things about Steam Tanks and making infantry cry. I don't currently have a Life Wizard in the list, something that synergies well with the Steam Tank, but I have been enjoying the buffs light have given me. Would it be worth it to jump over, just for the Steam Tank?
The Hurricanum has obvious uses. A free power die and +1 to hit seems pretty baller. However, I owrry the bound spell will compete with the large amounts of Warrior Priest Prayers (reroll to wound and 5+ ward save, I'm looking at you), in addition to the two Wizard's spells. Four channel dice will help as well, but 12 dice can only go so far...
Anyhow, that's a lot of rambling out of me. As I said, any help figuring out a list to make it semi-solid for tournaments and casual play would be appreciated.
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