Well crunching numbers and scanning for ideal competitive lists I came across an idea I over looked entirely with The Empire's Block/Buff format. After tossing around numbers for around 15 hours and going through several pages of a note book I settled on this as a possible variant.
2495/2500pts
Lords: 519pts
General
Griffon
Full Plate
Enchanted Shield
Sword of Might
Wizard Lord (Shadow)
Lv4
Power Stone
Heros: 480pts
Ludwig
Engineer
Pigeon Bombs
Engineer
Pigeon Bombs
War Horse
Barding
Light Armor
Witch Hunter
Brace of Pistols
Witch Hunter
Brace of Pistols
Core: 626pts
Knights [w/GW] (9)
Sargent
Standard
Musician
Archers Regiment (13)
Standard
Archers Detachment (7)
Archers Detachment (7)
Archers Regiment (13)
Standard
Archers Detachment (7)
Archers Detachment (7)
Special: 370pts
Reiks Knights (5)
Standard
Gleaming Pennant
Pistolier's (5)
Sargent
Brace of Pistols
Pistolier's (5)
Sargent
Brace of Pistols
Rare:
Steam Tank
Steam Tank
Unit Game Plan
The army focus on tying down enemy units so they can be engaged on my terms with faster more maneuverable units.
The General him self is ok... but its the fact his LD is given at 18" and he can be were he needs to be when focusing on a unit hes also cheaper than a War Alter and the Griffon Packs a bit of a punch.
The Wizard Lord is ideal as a shadow, being able to adjust enemies stats, Strength vs Stank, Toughness vs volley's of arrows, WS/BS/I/M vs just about anything all prove very useful, but its the Lores Attribute of teleporting with witch hunters that makes it Ideal to hunting enemy characters, while giving a few good DD spells vs low I armies.
Ludwig, he and the 9 man unit of knights with great weapons are a reserve unit ment to avoid conflict unless they are a finisher unit, but can hold for a few turns on there own. His main reason in the list is the massive 18" BSB bubble.
The witch hunters in addition to helping concern the enemy about his characters, serve as decoy cover for the wizard, and provide MR2 to the small units of archers they join vs those Magic Missle attacks.
Engineers, with the current rules for Pidgin bombs, it would seem unwise not to take them and hide them some where, seeing they need to drop the bomb on them selves more than once to die and can move and use them and at a different target from any unit they join while providing a means of dropping Str 4 AP Small Blasts into CC.
The Archers are cheap as swords men and skirmish and shoot so not to shabby for there points even if there job is to redirect the enemy and annoy the one unit hit by wither.
Pistolier's are very fast vanguard units that can provide additional ranged damage and disrupt the enemy from the rear when it presents it self with there ability to do drive by shootings at 16".
The 5 man Rieks Knights are going to be doing the conga line to limit the attacks back at them.(LD8 stubbern /LD9 general 18" with a RR Gleaming Pennat/18"BSB)
Steam Tanks, with the revised rules are random for movement but much more reliable for everything else the improved points cost, cannon strength and the fact the steam gun can now hurt those pesky T3 hords on a 3+ really is better than Str 2 ignores armor for versatility.
The list is rough and needs revising but I would like others input and suggestions. Deployment I have atm 8? units I am not to worried about not going first.


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