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		<title><![CDATA[Latest posts for the thread "new guy to empire 2500 points, C&C"]]></title>
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				<title>new guy to empire 2500 points, C&amp;C</title>
				<description><![CDATA[ hi guys,<br /> <br /> i am new to emipre and also a little bit to fantasy.<br /> take a look at this, tactics are below and i love it to get C&C.<br /> <br /> <br /> wizard lord (general)<br /> level 4<br /> lore of shadow<br /> holy relic (4+ ward save)<br /> <br /> captain<br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span><br /> griffon standard (for each rank +2 <span class="glossaryitem" onmouseover='gp(173);'>CR</span>, max. 3 ranks)<br /> full plate armour<br /> shield<br /> <br /> captain<br /> van horstmann's speculum (change of <span class="glossaryitem" onmouseover='gp(149);'>ws</span>,s,t,i,a of each other) (character hunting)<br /> full plate armour<br /> shield<br /> <br /> warrior priest<br /> heavy armour<br /> 2nd hammer<br /> <br /> warrior priest<br /> heavy armour<br /> 2nd hammer<br /> <br /> master engineer<br /> <br /> master engineer<br /> <br /> hallberdiers 30*<br /> shields<br /> full command<br /> <br /> handgunners 10* (detachment)<br /> marksman<br /> hoch long rifle<br /> <br /> hallberdiers 30*<br /> shields<br /> full command<br /> <br /> handgunners 10* (detachment)<br /> marksman<br /> hoch long rifle<br /> <br /> 40* spearmen<br /> shields<br /> full command<br /> <br /> 29* flaggelants<br /> <br /> cannon<br /> <br /> cannon<br /> <br /> cannon<br /> <br /> hell blaster voleygun<br /> <br /> hell blaster voleygun<br /> <br /> <br /> my wizzard will stay alone and out of line of sight, or in a unit of gunners, and cast the spell that the <span class="glossaryitem" onmouseover='gp(82);'>LD</span> will be the strenght on the spearmen<br /> <br /> captain with <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and warrior priest will join the spearmen<br /> <br /> the 2nd captain and priest will join the flaggelants<br /> <br /> both engineers will join the hell blasters]]></description>
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				<pubDate><![CDATA[Tue, 26 Apr 2011 14:15:11]]> GMT</pubDate>
				<author><![CDATA[ imperial commander]]></author>
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				<title>Re:new guy to empire 2500 points, C&amp;C</title>
				<description><![CDATA[ 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 <span class="glossaryitem" onmouseover='gp(84);'>lol</span> 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. ]]></description>
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				<pubDate><![CDATA[Tue, 26 Apr 2011 17:43:01]]> GMT</pubDate>
				<author><![CDATA[ jasonswain1000]]></author>
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				<title>new guy to empire 2500 points, C&amp;C</title>
				<description><![CDATA[ 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 ]]></description>
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				<pubDate><![CDATA[Tue, 26 Apr 2011 22:20:05]]> GMT</pubDate>
				<author><![CDATA[ kenshin620]]></author>
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				<title>new guy to empire 2500 points, C&amp;C</title>
				<description><![CDATA[ nope characters cant join flaggies they're just too darn loonie!<br /> <br /> make the handgunners into seperate units to solve the problem<br /> <br /> drop a cannon and get a mortar!!!<br /> <br /> maybe rod of power to save some dice for dispelling<br /> <br /> probably dont need shields on halberdiers and they could do with a combat detachment - 15 swordsmen or free company<br /> <br /> cheers<br /> <br /> Papasmurf]]></description>
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				<pubDate><![CDATA[Wed, 27 Apr 2011 16:17:30]]> GMT</pubDate>
				<author><![CDATA[ PapaSmurf]]></author>
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				<title>new guy to empire 2500 points, C&amp;C</title>
				<description><![CDATA[ I personally dont like spearmen. I go for halberds or swordsmen.<br /> <br /> Since the new <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> 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)<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Other than that, un-detachment your handgunners and you are good.<br /> <br /> 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.]]></description>
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				<pubDate><![CDATA[Thu, 28 Apr 2011 08:31:57]]> GMT</pubDate>
				<author><![CDATA[ Deathbysoup]]></author>
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				<title>new guy to empire 2500 points, C&amp;C</title>
				<description><![CDATA[ Soup is totally right, empire is very competitive<br /> <br /> I also prefer swordsmen to halberdiers<br /> <br /> mortars mortars mortars!!!<br /> <br /> 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!! <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">  )<br /> <br /> good luck<br /> <br /> FOR SIGMAR<br /> <br /> Papasmurf]]></description>
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				<pubDate><![CDATA[Thu, 28 Apr 2011 11:51:39]]> GMT</pubDate>
				<author><![CDATA[ PapaSmurf]]></author>
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				<title>Re:new guy to empire 2500 points, C&amp;C</title>
				<description><![CDATA[ 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 <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.i too prefer swordsmen you just cant beat ws4 initiative4 with 5up 6up for 6pts a model <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.]]></description>
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				<pubDate><![CDATA[Fri, 29 Apr 2011 04:21:54]]> GMT</pubDate>
				<author><![CDATA[ jasonswain1000]]></author>
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				<title>new guy to empire 2500 points, C&amp;C</title>
				<description><![CDATA[ Ah right, forgot they had unbreakable]]></description>
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				<pubDate><![CDATA[Fri, 29 Apr 2011 04:34:38]]> GMT</pubDate>
				<author><![CDATA[ kenshin620]]></author>
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				<title>new guy to empire 2500 points, C&amp;C</title>
				<description><![CDATA[ So, remove the command on the gunners and remove a cannon... 150 points left... I'll take 2 mortars!!!!!]]></description>
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				<pubDate><![CDATA[Fri, 29 Apr 2011 21:52:33]]> GMT</pubDate>
				<author><![CDATA[ imperial commander]]></author>
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				<title>new guy to empire 2500 points, C&amp;C</title>
				<description><![CDATA[ so, this is my new list of empire:<br /> <br /> wizard lord (general) <br /> level 4 <br /> lore of shadow <br /> holy relic (4+ ward save) <br /> <br /> captain <br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> <br /> griffon standard (for each rank +2 <span class="glossaryitem" onmouseover='gp(173);'>CR</span>, max. 3 ranks) <br /> full plate armour <br /> shield <br /> <br /> captain <br /> van horstmann's speculum (change of <span class="glossaryitem" onmouseover='gp(149);'>ws</span>,s,t,i,a of each other) (character hunting) <br /> full plate armour <br /> shield <br /> <br /> warrior priest <br /> heavy armour <br /> 2nd hammer <br /> <br /> warrior priest <br /> heavy armour <br /> 2nd hammer <br /> <br /> master engineer <br /> <br /> master engineer <br /> <br /> hallberdiers 30* <br /> shields <br /> full command <br /> <br /> handgunners 10* (detachment) <br /> <br /> hallberdiers 30* <br /> shields <br /> full command <br /> <br /> handgunners 10* (detachment) <br /> <br /> 40* spearmen <br /> shields <br /> full command <br /> <br /> 29* flaggelants <br /> <br /> cannon <br /> <br /> cannon <br /> <br /> mortar<br /> <br /> mortar <br /> <br /> hell blaster voleygun <br /> <br /> hell blaster voleygun ]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2011 09:36:51]]> GMT</pubDate>
				<author><![CDATA[ imperial commander]]></author>
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				<title>Re:new guy to empire 2500 points, C&amp;C</title>
				<description><![CDATA[ Great list! A few ideas though:<br /> <br /> 1. Maybe one dispel scroll, just to stop a critical spell that didn't IF but is too high to reliably dispel<br /> 2. Are the Master Engies for helping your arty? Even so a HLR is useful for sniping  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> <br /> 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<br /> 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. <br /> <br /> Just a few pointers, ignore them by all means if you wish, good luck campaigning!<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2011 14:00:13]]> GMT</pubDate>
				<author><![CDATA[ WhiteBishop]]></author>
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				<title>new guy to empire 2500 points, C&amp;C</title>
				<description><![CDATA[ 1) Give van horstmann's speculum  to your wizard lord and run him in a unit of Halberds. <br /> 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. <br /> 3) Your engeniers can NOT join your artillery, before you play you should print out the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>'s from <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s website. <br /> 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. <br /> 5) A second Wizard is a must, if your first dies you are <span class="glossaryitem" onmouseover='gp(565);'>SOL</span><br /> 6) Get rid of your non <span class="glossaryitem" onmouseover='gp(174);'>bsb</span> captian or give him Sword of Fate, Full Plate, shield, Pegasus, Pistol<br /> 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. <br /> <br /> Those are just my ideas. <span class="glossaryitem" onmouseover='gp(17);'>BTW</span>, go with crazies, they are amazing. <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2011 15:43:29]]> GMT</pubDate>
				<author><![CDATA[ UNREALPwnage]]></author>
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				<title>new guy to empire 2500 points, C&amp;C</title>
				<description><![CDATA[ I think i will start empire right now... ]]></description>
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				<pubDate><![CDATA[Tue, 16 Aug 2011 10:47:12]]> GMT</pubDate>
				<author><![CDATA[ imperial commander]]></author>
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