Another addition to the long list of new empire empire army lists - there is a slight difference though. This army list is supposed to be as competitive as possible so go nuts and take it apart. Nothing here has to be taken and I have access to pretty much all models so don't be afraid to say you should replace X with Y because Z.Fantasy Army: Empire
Anyway here it is an empire army based around 2 big units
Battle Wizard Lord (250pts) Lore of Life, Wizard Level 4, Dispel Scroll, Dragonbane Gem, Potion of Toughness
- You might notice that my characters are on the low side in terms of protection but I figured with a level 4 of life the lore aspect would let me heal characters not to mention only have 2 big units means I can keep 4+/5+ regen on one - if this fails I can pray for 5++ and F2S on the other unit. Ward save against flaming weapons to go in synergi with regeneration.
Captain of the Empire BSB, Full Plate Armour, Crown of Command, Enchanted Shield, Luckstone (136)
- Stubborn 2+ Armour save with 1 reroll
Master Engineer (65)
-naked to baby sit volleygun
Warrior Priest Heavy Armour , Shield, Dragonhelm (79)
- 3+ armour save, 2+ ward against flaming attacks. Going to sit in Wizard Lord's unit of greatswords for regen.
Warrior Priest Heavy Armour, Charmed Shield (72)
- 4+ armour save, discard first hit on a 2+
Witch Hunter Brace of Pistols, Ironcurse Icon (60)
- gives a 6+ ward save to the unit for war machines, this guy will make the halberdiers last longer
Witch Hunter Brace of Pistols (55)
37x Halberdiers Standard Bearer - Holds a warrior priest, BSB and witch hunter making it Stubborn ld8, 3d6 break tests, 6++ war machines, MR 2 and hopefully hatred, +1 to hit, 5++ combat and re-rolls to wound.
15x Halberdiers (Detachment)
10x Handgunners - Chaff clearers not really an optimal choice but hey, chaff needs to be cleared.
10 Knights Great Weapons - Flankers for flanking and possibly war machines although I have cannons for that...
37x Greatswords - The big unit with wizard lord, warrior priest and witch hunter. Hopefully if everything goes right will have 4+ regen, 5++ in combat, 2 MR, hatred, +1 to hit and possibly re-rolls to wound.
Celestial Hurricanum - To be placed inbetween the big units of halberdiers and greatswords, giving +1 to hit to both units.
Helblaster Volley Gun - Possibly sub-optimal? Needs to be tested and needs commenting.
Helstorm Rocket Battery - Also a suspicious choice I was intrigued by the new changes ie everything is indirect fire so I can comfortably sit this thing behind a building or somewhere else for good points preservation and also D3 S3 small templates can be potentially pretty game changing if I get lucky and lets face it games are often decided by getting lucky and in order to do that you've got to give yourself the opportunity
Steam Tank - 2nd cannon and burst damage. The new Stank can't be played like the old one for a number of reasons - 1. grinding is done in the movement phase and you're limited to 3D3 meaning you won't be able to break anything via combat res. 2. Impact hits are still amazing so it's likely I'll only use this bad boy to charge something stuck in combat already to turn the tide. 3. The S8 cannon can be 36" now and that's long enough for pretty much everything if you count for the bounce and overshot. 4. T6 can be easily wounded by big greatweapon hordes and this makes me less inclined to roll the stank into my opponent's deathstar like I did before.
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