PDA

View Full Version : 2,000pts Empire GT List



Word Bearer
06-07-2007, 22:25
Well in the run up to the GT Heat 1 I've been writing out a few lists from a few different armies. Some of you may have already seen my Goblin list, but heres my initial attempt at an Empire list.

I'm not trying for anything overly beardy, but still a rather competative list that I'll have fun with.

Heroes:
Captain:
...50pts

Captain:
Battle Standard Bearers
...75pts

Warrior Priest:
Great Weapon
Heavy Armour
Shield
...100pts

Battle Wizard:
Level 2
...100pts

Core:
20 Spearmen:
Shields
Full Command
...140pts
10 Handgunners(Detachment):
...80pts

20 Swordsmen:
Full Command
...140pts
10 Handgunners(Detachment):
...80pts

19 Flagellants:
Prophet of Doom
...200pts

10 Crossbowmen:
...80pts

10 Crossbowmen:
...80pts

Special:
18 Greatswords:
Full Command
...210pts

5 Pistoliers:
Musician
...97pts

5 Pistoliers:
Musician
...97pts

Great Cannon:
...100pts

Rare:
Helblaster Volley Gun:
...110pts

Helstorm Rocket Battery:
...115pts

Total:
...1854pts

I haven't included any magic item or equipment for my characters as I'm rather unfamiliar with Empire characters so was hoping for some suggestions here.
I was planning on putting the Warrior Priest with the Flagellants and the two Captains with the Greatswords, though may put the BSB with the Swordsmen or Spearmen.

Thanks for any comments.

RavenBloodwind
07-07-2007, 01:03
Some thoughts:
Regarding your characters, having Ld 9 is really a good thing. I'd think about a lord level general just for that reason. That said I actually like where you're going, you'll just have to get by with Ld 8.

For equipment on your characters. The wizard should be easy d-i-s-p-e-l-s-c-r-o-l-l. The general can be equipped to be fighty but with only 50pts of items available may be limited. A popular build is armor of meteoric iron with a great weapon. A ward save is never a bad call either. The BSB should be build to survive. Best armor save you can get him. The warrior priest...meh, armor, weapon, maybe a wardsave or even the doomfire ring for a handy bound spell.

I'm pretty sure that no character, even a warrior priest can join those lunatic flagellants. If this is indeed the case, I'd make sure to round them to a size that suits.

For your troops:
Your melee units deserve melee detachments to counter/supporting charge and negate the opponents rank bonus. Missile detachments are fine, but you will win more combats negating his static CR than you will shooting 10 shots with handguns.

I'd also consider making the crossbows detachments. You have plenty of required core and doing so means when they inevitably rout they won't cause panic. That said, if you listen to melee detachment suggestion...

Give the greatswords detachments as well.

sun tzu
07-07-2007, 01:10
A single wizard might be a bit "magic light" as i hear they like their magic in the GT.
I would drop the warrior priest for a second wizard.

CarlostheCraven
07-07-2007, 01:45
Hi

Counterpoint to Sun Tzu - Unless you are topping up on dispel scrolls, there is no difference between a warrior priest and another mage in terms of magic defense - both generate one dice.

I would have to concur with RavenBloodwind that Ld 9 is very helpful especially in an infantry based empire army. An empire general is very cheap - you pay 30 more points than a captain for a wound and ld and access to 50 more points of magic items.

And yes combat detachments would be very useful to you as well.

Cheers,
Carlos the Craven

Word Bearer
07-07-2007, 19:41
Thanks for the comments guys.

I looked over the list and just realised I had meant to include a detachment of 10 Halbeardiers for the Greatswords. So that would bring my total to 1914pts.

I can definetely see the benefit of the combat detachments and I'll experiment with both. Am rather fond of the crossbow and handgunner models.

sun tzu
07-07-2007, 20:13
Hi

Counterpoint to Sun Tzu - Unless you are topping up on dispel scrolls, there is no difference between a warrior priest and another mage in terms of magic defense - both generate one dice.

I would have to concur with RavenBloodwind that Ld 9 is very helpful especially in an infantry based empire army. An empire general is very cheap - you pay 30 more points than a captain for a wound and ld and access to 50 more points of magic items.

And yes combat detachments would be very useful to you as well.

Cheers,
Carlos the Craven

Yes, could have made myself more clear.
yes, a warrior priest is as good as a wizard at defence but aren't in the same class when on the attack.
I would have a good think about which lore's of magic you use as some are better Vs some opponent but not others.

deadkez
09-07-2007, 23:50
The flaggies are unbreakable so no characters.

As for the size, I wouldn't be too bothered about rounding it up to an even number, you can't match another 5x4 infantry unit for SCR anyway as you can't have a banner and it doesn't matter if you lose combat anyway... I'm yet to fully explore the possibilities of these yet (just 1 game, taking 20 with PoD), but I'm thinking of going 7 wide (7,7,6). This gives me 15 S5 Attacks first round of combat against most frontages, and if I get a decent martyr roll, who needs SCR!

How are you deploying all those ranged detachments? Let me know your secrets...

For Sigmar's sake take a Lord choice, you are Empire, you need as high Ld as you can get,,, there's daemons, treemen and wyverns out there...
I was talked out of sticking with cheap as chips choice and now take a Lector (I am weak and bow down to peer pressure), but a GotE will go with your current army (if you could take a magic item that gives you an extra W and +1Ld for 30pts and also allows your greatswords to take the Warbanner so your BSB can go in a units thats more likely to break without him, you'd take it, true?)

As for magic items... (if we are talking UK GT):
2 scrolls or the 'destroy spell' scroll
VHS
Warbanner or Griffon Standard
wizards staff, turns a caddy into a half decent wizard for 15pts, but if you take it, he stops being just a caddy..hmm, you decide.
Rod of Power
Ring of Volans.
Sword of Sigismund.

Any way, best of luck.

soots
10-07-2007, 00:02
Very in character and well themed. Youll score lots of points for army composition.

However, i think youll get steamrolled by most armies. You have no offensive grunt and apart from the flaggellants unit and greatswords, your army will fold rather quickly.

It will be a good experience though and hope you have lots of fun.

gortexgunnerson
10-07-2007, 10:23
Having played in the GT final with my empire as a balanced but more agressive list version, I must admit i was shocked that the armies were so power heavy. With the onset of special characters the armies are lethal and very power played to one particular skill. Hence unfortunately, firstly if your playing UK GT no composition score so no bonus, and secondly it probably wont be too much fun getting hammered in most games.

Your army is fighty enough to take a combat army, doesnt have enough shooting to kill someone off and is very magically weak. Thou balanced it will be beaten by most combat, shooty or magic army. As their armies have a plan and an aim. They know how they will win the game, where as I cant see a obvious game plan for you. Set up and walk across the board? An army for tournment play should know how it intends to win the game before you start. If you a playing an army that cannot choose it fights, infantry heavy etc then you have to be very sure that anything that does hit your line will bounce off or that you have enough guns to force them onto your line.

My Empire I took to the final had,

1 Lv4
1 priest
1 Lv2
1 Engineer

10 Handgs, detch 5 handgs
10 Handgs, detch 5 handgs
6 Knights
10 free company
25 Swordmen

18 Greatswords, 2* detach 8 swords
2* Cannon
1* mortor

2*hellblasters

Was abit of a problem as wrote the army under the new book, turned up and was told couldnt use it so had 10 mins and the models in my case to rewrite the army. I did ok but wasnt feeling anything for my army as was very scrppy produced, I faced

Empire, 4 cannon, 2 hellbasters, Gelt, 2*lv2 6*Knights
Drycha, all hide in wood
Throek
Lizards 2gen Slaan, 40K skinks
OnG with 10 Lvs of magic and 8 warmachines
1 other armies cant remember off the top of my head.

My army had lots of magic, plenty of shooting and the greatswords with griffin banner and detachments are an awesome combat unit! And yet I found myself out shot and out magiced in most games. Ironically my weakest element, combat was the only one I shoot strong on with my greatswords performing fantastically all tournment.

Back on point, work out an idea for your army and a way to win the game, I know this may bring calls of support for balanced armies but having a way to win the game allows you to have a playing style, force your oppenent into this style and the game is yours. If you have a balanced army reacting to their plans then you will play to their style and a good player will beat you as their army will have been designed to play thay style and yours is not.

I think you have the starting of a gunline with lots of missile detachments, if that is the style drop the non gunline elements and build in strong combat units to hold the line when stuff starts running away.

As a last point am not avocated that people shouldnt play balanced armies just saying that if your playing for fun it isnt much fun to turn up and get hammered 6 games in a row by highly specialised special character led armies. You should prepare for them, most special character get very upset when hot with a str10 D6 wounds cannon ball lol :)

KnightGriffon05
23-07-2007, 14:25
are Flagellants really needed?Also i personally dont like the Rocket Battery. You have to be very lucky to get a good shot. Also REMOVE the engineer. I repeat: REMOVE the engineer and get either another wizard or a captain.