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Made in us
Stubborn Dark Angels Veteran Sergeant





Illinois

We are gearing up again to do another warbands campaign at the shop soon and im looking at what I am going to be running in it. As of now we are escalating up to 600 points for the final week. Instead of playing my ogres like I usually do I will be running my empire which have changed significantly since I last used them in warbands. I have a few ideas but one big thing is that the narrative of the campaign is huge so it has to have at least a little fluff to it but I also don't want to get it handed to me every week.

Just as a reminder infantry only require 3 models for a unit, 2 for cav and 1 for anything bigger. Limit 1 monstrous cav model, warmachine, and chariot. 1 rare/1special or no rare/2 special units max

Heros

Warrior priest 97pts
Heavy armor, Enchanted shield, Ruby ring

Core

29 Halberds with FC 204pts

5 Inner circle Knights with musician 135pts

Special

1 Demigryph with lance and shield (limited to only 1 monstrous cav)

5 Outriders

599pts

Or

Heros

Warrior Priest 113pts
Barded warhorse, ruby ring, enchanted shield

Core

5 Inner circle with musician 135pts

5 Knights with musician 120pts

5 Knights with musician 120pts

Special

1 Demigryph with lance and shield

3 pistoliers 54pts

total 600pts


I know how well the halberds with the warrior priest will do and what the knights can do but what im mostly curious about is how well will the outriders do. They do bring me 15 handgun shots a turn unless they move or flee so what good is that?

The all mounted list could be fun but could also crumble if someone brings a decent block of anything which we have seen in the past with warbands people making the "deathstar" unit

Please any ideas I would love to hear them. Thanks

RoperPG wrote:
Blimey, it's very salty in here...
Any more vegans want to put forth their opinions on bacon?
 
   
Made in us
Longtime Dakkanaut




United States of America

I like the first list better, with the only changes being dropping the outriders for a halberd detachment for the big block and a witch hunter in the main block, take on him a brace of pistols and give him the ruby ring.

So what will these changes be worth? And why are the outriders not worth it?

First question,
The detachment will let you take away their rank bonuses if you have 2 combat ranks. The witch hunter bring MR2 to the main block, and his special rules letting him snipe their leaders with pistols AND the ruby ring (killing blow fireball for the win).

I don't care for outriders because their weapons are "move or fire" so if they move they aint shooting, and if they shooting chances are they getting charged, I've used pistoleers before and they are mixed results being mainly for clearing chaff.

11k+
4k
7k
3k 
   
Made in us
Stubborn Dark Angels Veteran Sergeant





Illinois

Thinking about that makes sense. I lose the shooting of the outriders but for those fast moving things i cant hit i have a fireball. Here is what i came up with using your suggestions.

Heros

Warrior priest 72pts
Heavy armor, Enchanted shield

Witch Hunter
Brace of pistols, Ruby ring

Core

2 Halberds with FC 273pts
Det 15 Spearmen

5 Inner circle Knights with musician 135pts

Special

1 Demigryph with lance and shield

598pts

I went with spears simply because with them being 5 points i was able to fit 3 full ranks meaning I will have to take 6 wounds before losing that ability to negate ranks. Also if I use spears then all 15 will attack instead of having 12 and getting 10 attacks. I plan on running the halberds 5 wide 6 deep with the characters up front hopefully not getting hammered by troops directing attacks.

This message was edited 1 time. Last update was at 2014/05/04 16:10:22


RoperPG wrote:
Blimey, it's very salty in here...
Any more vegans want to put forth their opinions on bacon?
 
   
Made in us
Longtime Dakkanaut




United States of America

Looks great!

Note. REMEMBER THAT DETACHMENTS BENEFIT FROM WARRIOR PRIESTS PRAYERS, I can't tell you how many times people forget this, and how much it helps!

Also remember you have to pick the heretic in the enemies armies before you begin playing, so then you can blow him off the board with a 6 diced fireball.

11k+
4k
7k
3k 
   
Made in us
Stubborn Dark Angels Veteran Sergeant





Illinois

 Arbiter wrote:
Looks great!

Note. REMEMBER THAT DETACHMENTS BENEFIT FROM WARRIOR PRIESTS PRAYERS, I can't tell you how many times people forget this, and how much it helps!

Also remember you have to pick the heretic in the enemies armies before you begin playing, so then you can blow him off the board with a 6 diced fireball.


If he is in a unit you cant target him specifically with a spell. Also we take magic down quite a bit, 2d3 power dice and no upgrading spells. We tried it and it was silly. Level 2 wizards were destroying whole warbands in 2 turns

RoperPG wrote:
Blimey, it's very salty in here...
Any more vegans want to put forth their opinions on bacon?
 
   
Made in us
Longtime Dakkanaut




United States of America

Lol magic taken off of roids,

Also the witch hunter gets sniper on ALL ranged weapons he uses including magic, so he can can target his quarry.

11k+
4k
7k
3k 
   
Made in us
Stubborn Dark Angels Veteran Sergeant





Illinois

 Arbiter wrote:
Lol magic taken off of roids,

Also the witch hunter gets sniper on ALL ranged weapons he uses including magic, so he can can target his quarry.


hmmmmmm so i can d6 str4 sniper shot that rerolls to hit and wound with killing blow?

RoperPG wrote:
Blimey, it's very salty in here...
Any more vegans want to put forth their opinions on bacon?
 
   
 
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