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Empire
Nov 5, 2008 15:01:35 GMT -5
Post by Ymmot (M.I.A) on Nov 5, 2008 15:01:35 GMT -5
My friend who is a devoted follower of chaos with a 4000+ point sized Nurgle/Khorne themed Chaos Marine army(and a small army of Khorne Deamons he has yet to unleash on the battlefeild) has started buying a few Chaos Knights and says he wants maybe build up a small force, which of course got me to thinking of crossing the line into warhammer fantasy land.
I have the battle for skulls pass and I'm tempted by the idea of a getting a few more night goblins and having a Goblin army, but when it came right to it that army would just be for fun and I got plenty of the little buggers already. When I think of something I'd actually want to bring to the table against the forces of Chaos, Empire was the only choice.
So here is my plan 1 Empire Battalion 1 Empire General and Battle Standard Bearer(is this a plastic kit?) 1/2 State Handgunners(I'm thinking I may want a nice long line of guns) 1 State Troopers (swords and sheilds?) 1 Empire Militia (are these guys worth it? I'm thinking maybe I'd mix the parts with the state troopers to give everybody a more rugged disposition.) and either another cannon or more knights, again any advice would be great.
Oh yeah, and I'll need to learn the rules and buy the army book, so I don't think I'll be buying any of this stuff till next year, in the meantime I guess I'll just have to paint up the rest of my goblins and start on my dwarfs so they can start duking it out while I learn how to play.
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Empire
Nov 5, 2008 15:30:02 GMT -5
Post by The Refined Gentleman (M.I.A) on Nov 5, 2008 15:30:02 GMT -5
My empire consists of- 1 templar grand master 2 captains (1 with warhorse, sword and sheild and 1 on foot with a great hammer) 2 warrior priests (1 with 2 hand weapons and 1 with a great hammer) 1 sorceress 2 units of 15 spearmen 1 unit of 15 swordsmen 1 unit of 15 halberdiers 9 knights 5 outriders (champion w hockland long rifle) 2 units of 10 handgunners (1 unit w hockland long rifle) 3 great cannons 1 mortar
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Empire
Nov 6, 2008 10:48:04 GMT -5
Post by knight (M.I.A) on Nov 6, 2008 10:48:04 GMT -5
When he is your only opponent you'll want lots of tough troopers and especially many shooters. The general Chaos Warrior comes along with a 3+ save against shooting (when without a shield 4+), and in CC well prepare to face loads of 2+ saves. Marauders are a bit easier to get down. My best advice is to kill as many with shooting as you can. Warriors and Knights are especially nasty of the Chaos list. Also prepare to get caught often in duels. Every Chaos Hero/Lord and even some Champions have to call challanges every time and all of them have to accept when getting challanged (this counts for sorcerors as well as for heroes). Oh and even Sorcerors are capable of taking on quite a lot of heroes from other races, while Exalted Heroes can go toe-on-toe with Vampires!, imho just the more lucky one will win there... So my adivce get lots of shooty stuff if you want to win at any cost. Otherwise go quite balanced. And yes the General/Standard Bearer are plastics. And now I have to go back to painting my Exalted Hero for the Tournament of Exalted Heroes on Sat in my GW...
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Empire
Nov 6, 2008 11:12:13 GMT -5
Post by Ymmot (M.I.A) on Nov 6, 2008 11:12:13 GMT -5
so lots of handgunners and an extra cannon is not bad idea, I really like the idea of a musket packed shooty army. What about my close combat units, whats the most effective set up for them vs the armies of the ruinous powers?
also, I'm still leaning towards mixing the militia parts with the statetroopers(making 2 formations of 20), and arming one unit with swords and sheilds and another with either halbreds or spears.
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Empire
Nov 6, 2008 11:47:37 GMT -5
Post by knight (M.I.A) on Nov 6, 2008 11:47:37 GMT -5
I have no idea about how to set Empire up, but shooting them to bits is helpful against them. On the other hand you'll be screwed when you play Vampire Counts for example, since you can't shoot their undead effectively. Also the Chaos can be quite fast with their Marauder Riders, Wulfrik and his Marauders on his flying ship (be aware of that guy since you can't decline his challanges), and Chaos Knights. There are also some other nasty units, but most of them aren't that fast. I for example will go for a small but elite army without any Marauders but Chaos Warriors and Knights only (and some other units in Chaos Armour)
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Empire
Nov 6, 2008 17:40:39 GMT -5
Post by Mabus on Nov 6, 2008 17:40:39 GMT -5
I'm starting WF in the next few weeks, I'm starting Chaos Warriors and my friend is starting Empire.
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Deleted
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Empire
Jan 8, 2009 22:37:07 GMT -5
Post by Deleted on Jan 8, 2009 22:37:07 GMT -5
For your statetroops I personally use Swordsmen if over 2K I go 24. 20 is not good cause you don't have any cushin for casualties for your ranks. Also militia are nice but not as units by themselves unless their archers, militia are great as detachments. If you get a chance read the rules for them. If you want another unit other than swordsmen I would recomend spearmen. Halberds are not good as units cause they have no save in cc. Halberds are good though as detachments because of their strength. If you want a good CC army I would recomend 3 blocks of fighting troops. Flaggellants are nice to have but don't go over board 30 is nice but they are just as effective at 14 7x2 or 18 6x3 or 24 6x4.
The general/BSB set is plastic
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Empire
Jan 9, 2009 2:08:49 GMT -5
Post by psycho on Jan 9, 2009 2:08:49 GMT -5
Im a big fan of the Empire, having a 1500pt list atm and plans to expands. However i prefer to use Halberdiers as it evokes more Imagery to me. it says in the army book that each elector count has to have a standing levy of Halberd armed troops before anything else so it seemed a logical thing to me. the fact that a unit of 20 is rock hard in combat never occured to me also max out on knights, greatswords and flagellants as these are your main combat shock troops hope that helps kerby
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Deleted
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Empire
Jan 9, 2009 9:53:06 GMT -5
Post by Deleted on Jan 9, 2009 9:53:06 GMT -5
ok if your going with an anti heavy armour force heres some suggestions of mine.
1.large groups of greatswords. with a ws of 4 they are quite good and the minus to your enemys armour is nice but id give each greatsword group of 20 2 detachemnts. 1 of 3 ranks of 3 free companie and a unit of 10 or 5 archers. because the free companie can then assault the enimes flank as they charge the great swords while the archers are allowed a stand and shoot against the enemy that charge.
2. cannons are good. id take 1 or 2 depending on enemys compasition.large monsters or troop blocks make the cannon good but it would only get a few shots against cavelry till charge range and it would bearly make its points back.
3. wizards wizard wizards. got to love them. any lore so a lore of metal or fire are good against chaos.
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Deleted
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Empire
Jan 12, 2009 22:47:04 GMT -5
Post by Deleted on Jan 12, 2009 22:47:04 GMT -5
Warrior Priest are Sigmars gift to the Empire. No joke. You give them a GW and add them to a unit of Gswords, or my favorite combo. Luthor Huss with a unit of 9 Knights. Always pay back in the end. The only thing with WP is you need a lot of them to make them effective. I made an Arch Lector list trust me some of those Bound level 4's are going to go off. The only downside is that you must pursue so you must play carefully so your units aren't opening themselves to the flank hit by Cav.
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Empire
Jan 14, 2009 16:23:49 GMT -5
Post by The Refined Gentleman (M.I.A) on Jan 14, 2009 16:23:49 GMT -5
The model for a warrior priest with a great weapon is just plain awsome. His facial expression makes you just want to scream and run in terror.
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Empire
Jan 16, 2009 9:26:22 GMT -5
Post by psycho on Jan 16, 2009 9:26:22 GMT -5
the twin hammer one is much much much better lmao kerby
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Empire
Jan 16, 2009 17:48:47 GMT -5
Post by The Refined Gentleman (M.I.A) on Jan 16, 2009 17:48:47 GMT -5
I like both. The one with two hand weapons is bad ass!
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Deleted
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Empire
Feb 2, 2009 21:30:11 GMT -5
Post by Deleted on Feb 2, 2009 21:30:11 GMT -5
WARRIOR PRIESTS!!!!
I've fought at least one of the bastards, usually two, ever time I've played against my friend's Empire list, and one of them always has a dirty, dirty piece of wargear that switches stats with an enemy in a duel. The Warrior Priest can get an impressive armor save, usually in the 2+ range, and will offer duels every time you come within a foot of him. S4 T4 A2 looks terrible, until you use that wargear to make that your opponent's stats, and take his. I play Ogres. Do you have any idea how much that sucks?! He gets S5 T5 A4 to hit me with, while I'm losing my terrible, terrible armor save because of my own strength stat, and I'm hitting him second with two attacks that wound on 5's! On top of that, Warrior Priests can make themselves UNBREAKABLE, so the combat will last until he chews through all of my wounds, no matter how many turns it takes!
AAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRGGGGGGGGGHHHHHHHHHHHH
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Empire
Feb 3, 2009 0:02:17 GMT -5
Post by The Refined Gentleman (M.I.A) on Feb 3, 2009 0:02:17 GMT -5
I used that once against the masque. That was funny.
Prayers of Sigmar are also quite useful. They can rally your troops or just help to kill stuff. Whats better, they're bound spells so you don't need power dice.
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Dutch
Captain
NKVD Member
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Empire
Feb 17, 2009 15:21:35 GMT -5
Post by Dutch on Feb 17, 2009 15:21:35 GMT -5
Ooh use free company as detachments. Two hand weapons means plentiful attacks on those nice flank charges.
And tbh im not a fan of Warrior Priests. I like making historical-looking armies, and ymmots' idea of a musket heavy army sounds great, maybe a 7 years war style with lotsa cannons.
Plus Small balls of lead are great for killing those Chaos scum.
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Empire
Feb 20, 2009 7:30:29 GMT -5
Post by Inquisitor Lord Graenis on Feb 20, 2009 7:30:29 GMT -5
use that wargear against a khornate or slaaneshi lord
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Deleted
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Empire
Mar 24, 2009 1:40:20 GMT -5
Post by Deleted on Mar 24, 2009 1:40:20 GMT -5
I'm also currently starting up a Empire army as I wait for the new guard codex to come out. I'm sorta going with a Teutonic Order kinda feel so far: Powerful Knights Lots o' Halberds and then a rediculous amount of handgunners just cause I can. The Empire battalion will probably give me the stuff I want. I wonder how Empire knights usually perform...
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Empire
Mar 24, 2009 5:29:58 GMT -5
Post by knight (M.I.A) on Mar 24, 2009 5:29:58 GMT -5
Little hint, don't forget to take a long the mages or battles vs Tomb Lords, Chaos (Tzeentch), Vampire Counts, and High Elves might really hurt, even when you want to keep it historical
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Deleted
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Empire
Mar 24, 2009 23:07:27 GMT -5
Post by Deleted on Mar 24, 2009 23:07:27 GMT -5
A Warrior Priest will give me a dispel dice.... Also, even though my guardsmen find it heretical, I have taken a shine to the lore of beasts... "Oxen Stands" Everybody Else: "Ahh!!! Chaos!!! Everybody run away!!!" Wizard: "No" Everybody Else: "Ok" He's like a cuddely commissar
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Empire
Mar 25, 2009 2:58:50 GMT -5
Post by knight (M.I.A) on Mar 25, 2009 2:58:50 GMT -5
1 Dispel dice? Cute. That will work for exactly 1 spell... and most likely it won't work
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Deleted
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Empire
Mar 25, 2009 3:27:55 GMT -5
Post by Deleted on Mar 25, 2009 3:27:55 GMT -5
Well since you come with 2 already... (I think) that's 3 and a wizard gives me a 4th... But yes, I would'nt do well against armies that field hordes of wizards...
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Empire
Mar 25, 2009 5:11:09 GMT -5
Post by knight (M.I.A) on Mar 25, 2009 5:11:09 GMT -5
You would already fail against my 2 at 1000 points... Sure you'd keep your dice for the gimmiks like Hellgate and the other nasty stuff, but then I'd get my magic missles through. And Tzeentch is by far not the worst that can happen to you. I just say undead. You'll go down with that few magic defence. It was a hard learned lesson for me as Skaven did practically have no magic defense except Warlocks and Grey Seers
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Deleted
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Empire
Mar 26, 2009 20:27:31 GMT -5
Post by Deleted on Mar 26, 2009 20:27:31 GMT -5
So, magic is like 40k's 3+ save? If you don't have such a rediculous amount on the field that the chaos god's themselves would bow before you, you obviously arn't playing the game right. Sounds like the comment I got from a 12 year old smurf player: "Dude you play guard? That sucks, its impossible to win a game with them. You need to be a space marine to really play the game" Since my current Imp guard is undefeated against smurfs and spikey smurfs... I must find this kid and smack him repeatedly. -End 40k rant Also... unless I take 4 wizards, I think 4 dispel dice is the maximum an empire army can take... Also Also... Spellcasters are not immune to cannons
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Empire
Mar 27, 2009 9:22:25 GMT -5
Post by knight (M.I.A) on Mar 27, 2009 9:22:25 GMT -5
Well but they can have 4+ Ward Saves But magic is in general more powerful in Fantasy than the 3+ save in 40k. I have seen how strong Bretonian Forces got wiped the floor with because they only had 1 Damsel against magic heavy armies. Sure some armies field more magic than others, but in general the magic heavy armies tend to win, while the 3+ armies aren't winning all the time
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