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Fox Of 9
08-09-2011, 15:37
So now i'm getting back into fantasy..I thought i'd post a second list (won two games with the other one).


Lords485(19.4%)

Templar grand master 245
Dawn armour (1+ re-roll-able armour save)
Holy relic (4++)
Sword of justice (Re-roll to wound)


Wizard lord 240
Lvl 4 (4 spells & +4 to cast)
Rod of power (possibility to have +D3 power/dispel dice)
Life


Heroes702(28.08%)

Battle standard bearer 120
Armour of meteoric iron (1+ armour save)
The crimson amulet (6++ & passes all characteristic tests)


Battle wizard 135
Luck-stone (Re-roll all power dice [once per game])
Warhorse
Lvl 2 (2 spells & 2+ to cast)
Beasts


Warrior priest 125 (+1 dispel dice)
heavy armour
shield
barded warhorse
dragon helm (+1 to armour save & 2+ ward v fire)
Iron-curse icon


Warrior priest 96 (+1 dispel dice)
heavy armour
shield


Warrior priest 96 (+1 dispel dice)
heavy armour
shield


Engineer 65


Engineer 65


Core843 (33.72%)

Knightly order (10) 270
full command


Knightly order (11) 303
full command
Banner of duty


Halberdiers (50) 270
full command


Halberdiers (50) 270
full command


Special250 (10%)


Mortar 75


Mortar 75


Cannon 100


Rare220 (8.8%)

Helblaster volley gun 110


Helblaster volley gun 110


Total:2500




David.

D'Haran
09-09-2011, 00:12
Well the list is illegal, no more than 25% in heroes and you have 28%. You have too many points sunk into characters in this list, almost 50% is way too many.

Only 1 cannon, cannons are more important to the empire than motars since they're almost the only sure way empire has of taking out big nasties.

You've haven't said if your knights have lances or great weapons, they should be taking the latter.

Helblasters are fun but be warned you have to roll to hit and empire engineers can no longer join the crew to make the BS 4, so you'll almost always need a 5+ to hit.

Fox Of 9
09-09-2011, 10:55
thanks... silly mistakes... (as usual) yes they are armed with great weapons. this the problem when you down stick for over a year. :D

So lets completly scrap this list and build it up from the ground.


So i'd like to have to 12 knight blocks and a large halberdier unit.
Now for artillary i was thiinking 2 cannons a mortar and 2 helstorms..

David.

scubasteve04
09-09-2011, 13:14
For Artillery, go 3x Cannon 3x Mortar. Hellblasters are way too unreliable to be worth the 110pt price tag, and with rolling to hit with modifiers, it rarely hits its mark anymore.

Gotta drop some heroes. I personally would run the BSB and 2 Warrior Priests, but thats me.

theshoveller
09-09-2011, 15:12
I'd give the TGM a Crown of Command is give whichever regiment he's leading some sticking power - you're going to be charging a lot of steadfast infantry blocks, no matter what you do and if the dice don't go your way, you want the option of winning through attrition (which, with Full Plate, you might well do).

I run a similarly heavy cavalry/cavalry heavy Empire army with a TGM and give him a combination of Sword of Justice, Talisman of 5++ (I can never remember which one is which) and Crown of Command. The Ironcurse Icon gets my seal of approval though, it's always nice ... Full Plate attracts war machine fire for some reason...

I've never had much luck with Hellblasters myself, so would go for two cannons and two mortars ... plus with smart deployment you can get away with only one engineer.

Fox Of 9
09-09-2011, 17:32
Templar grand master 245
Dawn armour
Holy relic
Sword of justice


Wizard lord 240
Lvl 4
Rod of power
Life


Battle standard bearer 120
Armour of meteoric iron
The crimson amulet


Warrior priest 112
heavy armour
Great weapon
barded warhorse


Warrior priest 96
heavy armour
shield


Warrior priest 96
heavy armour
shield


Engineer 65


Engineer 65


Knightly order (11) 293
full command
Great weapons


Knightly order (11) 303
full command
Banner of duty
Great weapons


Halberdiers (50) 270
full command


Halberdiers (50) 270
full command


Mortar 75


Mortar 75


Mortar 75


Cannon 100


Cannon 100


Cannon 100

Total 2440

The_Peacemaker
09-09-2011, 20:25
I would mount your battlestandard on a horse and give the horse unit he joins the warbanner. So in combat they will be getting +2 combat result.

At the very least add the warbanner to the other knight squad. 25pts and Its worth every point.

Fox Of 9
09-09-2011, 23:10
thanks peace maker.. My rule books at my other house so i'm not quite sure about common magic item prices so i've stayed away from them for the moment.




David.

z4carlo
15-09-2011, 02:22
War banner is +35 points now from the Rulebook.

Other than that i dont have a huge amount to say, looks predicably powerful. Im about to try out a decent block of empire knights with WP tommorow for the first time in 8th, so cant comment on thier hitting power yet :)

IceTea
15-09-2011, 06:52
I tried a block of knights with TGM a few weeks ago, and the hitting power was tremendous, i gradually took casualties, from 14 knights at the start of the battle, to 2 knights with a TGM at the end. I used it in a 2,5k game. interested in hearing your thoughts after using 2 big blocs of the knights.

Jack of Blades
15-09-2011, 07:26
I'd drop an Engineer and use those points to get a third unit, more knights or footsloggers is up to you. I'd personally get another horde of footsloggers. You may find yourself dangerously outflanked with your current setup since you only have 2 combat units, you'll find that the cavalry has to do something it's not there to do - charge hordes head-on, since your blocks are busy.

Deathbysoup
15-09-2011, 09:33
Im half considering taking a nightstar with a WP & 9 IC knights with GW for the flank charges. Its either that or a steam tank >.< so will be interested to see how it goes!