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View Full Version : 1500 pt. Tournament Empire list advic



Gustav Kohn
25-05-2007, 15:47
I am trying to make a fair, fun list and need advice. First I will tell what I have and then what I am thinking about using.

Have
Heroes-
Warrior Priest mounted
Warrior Priest hw and shield
Warrior Priest 2 hw
Captain on Pegasus
Captain mounted
Captain foot
Wizard mounted
Wizard foot
Wizard foot

Core-
10 Knights w/lances
5 Knights w/hammers
10 archers
10 handgunners
20 swordsmen
10 free company

Special
20 Greatswords
10 Greathammers (Greatswords)
Mortar
Cannon
5 Pistoliers

Rare
Helblaster
30 Flagellants

Here is what I am thinking. i don't have the book or Army Builder in front of me, but here goes from memory

Warrior priest mounted-doomfire ring
Wizard mounted lvl 2(light)-staff of sorcery
Wizard foot lvl 2(light or life)-2 dispels

10 Archers
10 handgunners
10 knights w/lances FC (mounted priest and wizard, he could also go with Pistoliers or hammers)
5 Knights w/hammers preceptor
20 Swordsman FC

Cannon
Mortar
5 Pistoliers-musician and outrider w/repeater

Helblaster

Gustav Kohn
26-05-2007, 15:32
Does everyone just hate empire?

Grimlock
27-05-2007, 18:03
captain
pegasus
shield
full plate armour
sigil of sigmar
lance
wyrme slayer =144

warrior priest
barded warhorse
shield
heavy armour
doomfire ring =140

wizzard
level 2
wizards staff =110

10 knights
full command =270

5 knights
full command =155

5 pistoliers
musician
outrider
repeater =114

10 archers
huntsmen =100

10 handguners =80

mortor =75

cannon 100

25 swordsmen (use 5 free company)
full command
detachment of 5 free company =200

=1488

do what you will with 12 points. very similar to yours but i think captains on pegisus are great and this one is a monster hunter. i don't rate magic very much but with the wizzards staff you can use tons of power dice to cast one needed spell. you don't have many foot sloggers most empire armies out number there enermys but its nice to go against the trend. use the shooting phace o get rid of any really hard units your knights won't break on the charge and use your huntsmen lure enermys away from flanking your kights.