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		<title><![CDATA[Latest posts for the thread "[2500] - The Empire - Grand Army of the Empire"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "[2500] - The Empire - Grand Army of the Empire"]]></description>
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				<title>[2500] - The Empire - Grand Army of the Empire</title>
				<description><![CDATA[ Grand Army of the Empire<br /> 2500 Empire Army<br /> By Brian Hess<br /> <br /> Lord -		Lord Valten - 	Armor of Destiny (50), Shield (3), Warhorse with barding (24)<br /> 		Dawnstone (25), Sword of Swift Slaying (25), Pistol (5)		                   227<br />                  * with The Inner Circle Knights<br /> <br /> Lord -		Thantos Dark Ash - Battle Wizard Lord - Level 4 - Heavens (35)<br /> 		Talisman of Endurance (30), Book of Ashur (70)			                          300<br />                  * With Swordsmen<br /> 									                                             LORD TOTAL:	  527<br /> <br /> Hero -		Luthor Huss, Prophet of Sigmar -Barded warhorse			         155<br />                  *With Inner Circle Knights<br /> <br /> Hero -		Captain of Empire - battle Standard bearer (25), Full Plate (6)	         159<br /> 		Hand Gun (6), Shield (2), Griffon Banner (60) * With Swordsmen<br /> <br /> Hero -		Master Engineer - Repeater Handgun (10), Light Armor (1)		126<br /> 		Ruby Ring of Ruin (25), talisman of Protection (15), 			<br /> 		Dragon Helm (10) * With Helblaster<br /> <br /> Hero -		Witch Hunter - Brace of Pistols (5) Armor of Fortune (35)		105<br /> 		Golden Sigil Sword (15)  - Not Sure where<br /> <br /> Hero -		Battle Wizard - Level 2 - Life (35) - Dispel scroll (25), 			135<br /> 		Seed of Rebirth (10) * With Handgunners<br /> 									                              HERO TOTAL:	680<br /> <br /> Core -		Halberdiers - Unit Size : 25 - Command 30, Shields 25		205<br /> <br /> Core -		Swordsman - Unit: 25 - Command 30			                	205<br /> <br /> Core - 	Handgunners - Unit Size: 20 - Command 30			                	210<br /> <br /> Core -		Inner Circle Knights - Unit Size: 10 - Command 30,             	315<br /> 		Steel Standard (35), Inner Circle upgrade 30<br /> <br /> 									                              CORE TOTAL:	935<br /> <br /> Special -	Great Cannon			          		                			120<br /> <br /> Special -	Flagellants - Unit Size: 20				                			240<br /> <br /> 									                        SPECIAL TOTAL:	360<br /> <br /> Rare -		Helbaster Volley Gun			         	                			120<br /> <br /> 									                             Rare Total:		120<br /> 								<br />      <br /> Points are slightly over, so any changes you would make this is for a fun tournament so it doesn't need to be crazy]]></description>
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				<pubDate><![CDATA[Mon, 6 Apr 2015 21:40:19]]> GMT</pubDate>
				<author><![CDATA[ Bhess101]]></author>
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				<title>[2500] - The Empire - Grand Army of the Empire</title>
				<description><![CDATA[ I would drop a lot of the stuff you have on some of your heroes. Keeping the engineer naked is fine. If they're shooting him with anything over your warmachines, you're not going to be too sad. If they dedicate a whole unit of archers at him, 5+ armor won't save him. Better to just take two engineers at 130 points.  <br /> <br /> For the witchunter, Van Hortsmann's Speculum will serve you better than any tiny amount of protection or magic weapons you can give him. Have him give <span class="glossaryitem" onmouseover='gp(408);'>MR</span> to your unit until they get into combat, then have him accept a challenge instead of having to give up a <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> or other valuable character. Then laugh as you go first and beat your challenger in a duel. <br /> <br /> Lastly, I'd recommend boosting up the group of halberdiers and making the swordsmen and handgunners detachments of the larger group. Not only do you get the utility of detachment reactions, but you can grant your handgunners and swordsmen steadfast almost by default. You won't be winning any combats with 25 swordsmen or halberdiers.<br /> <br /> You should try to throw on a little more protection for your <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, as well. Maybe move the tally of protection from the engy on to him and give him the enchanted shield.<br /> <br /> I like the inclusion of the flagellants. It seems like those guys could do some real damage if you can get the into combat. I've never actual seen them on the table!]]></description>
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				<pubDate><![CDATA[Mon, 6 Apr 2015 22:52:01]]> GMT</pubDate>
				<author><![CDATA[ Warptide]]></author>
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				<title>[2500] - The Empire - Grand Army of the Empire</title>
				<description><![CDATA[ Right now you have a ton of points into small units or worthless upgrades.<br /> <br /> This is what you want on characters, <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> with FPA dragon helm and a shield giving you a 2+ armor save and provided you have a warrior priest a 5+ ward save or MR2 from the witch hunter. For witch hunter take armor of meteoric iron giving a 1+ 6+ letting him tank challenges a bit easier and also give him duel pistols for extra attack and shooting. For warrior priests all you want if on foot is heavy armor and shield, keep the, cheap. For your lord if he is a arch lector take heavy armor enchanted shield and barded horse for a 1+ and again battle prayers for a ward save or take talisman of preservation. If hes a marshal take FPA barded horse shield and a runefang and other trickster shard so he can actually kill stuff.<br /> <br /> And lastly combine swordsmen and halberdiers to 50 giving you 25 extra points and make the hand gunners into units of archers, cheaper and a better bunker.]]></description>
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				<pubDate><![CDATA[Tue, 7 Apr 2015 14:32:08]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
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