|
Post by gangland on Feb 26, 2020 16:10:30 GMT
Hello all,
So I have picked up a good bit of Empire last year but I have yet to do anything with them. Now that my play group has a regular playing Ogres I figured it is finally time for the sons of Sigmar to take the field, I'm just not sure what to do with them. I want to start off with a 1500pt list and work up from there, I'm thinking of running a gun line. I have just about every troop choice though I may have less of some and more of others (nothing some proxying can't fix though). I'm a bit confused as to the role of detachments and what to do with them and who should be a parent and who should be a detachment.
Anyway here are my thoughts based on my poor understanding:
Lots of units of rifles and crossbows, focusing more on one depending on who I'm playing against, ie more guns for dwarfs, chaos warriors, and Ogres and more crossbows for Dark Elves and Vampire
Greatswords, and knights to make up the CC portion of the army. Maybe a tarpit unit or 2 of swordsmen/Spears.
2cannons and 2 hellblasters with a master engineer
A BSB and a lvl 4 mage or two.
That all may be beyond 1500 but those are just my starting thoughts. Feel free to criticize and tell me what would be better or what I'm missing.
|
|
|
Post by tileag on Feb 26, 2020 16:24:56 GMT
I usually play or play against 2500, so not entirely sure about 1500 points lists. But the great thing about Empire us how versatile it is. Jack of all trades, master or none though so keep that in mind. You can have a gunline, a foot slogging infantry heavy army, a mounted cavalry army, magic heavy etc. Just depends what you want to do.
I personally like a more balanced swiss army type of list so it has a bit of everything. This usually sees me taking knights, greatswords, halberd horde, steam tank, hellblaster with engineer, smaller detachments of archers. Characters being a L4 wizard and/or a general along with said engineer and a warrior priest or 2. I also really like flagellants but i feel like they are so expensive and their rules need a little tweaking so i usually dont run or see them run.
Good luck!
|
|
|
Post by gangland on Feb 26, 2020 17:03:25 GMT
Thanks I forgot about Halberds for a CC option. Yeah I want to play lower points to get use to the army at first. I have enough models to muster a very sizable force.
|
|
|
Post by tileag on Feb 26, 2020 17:46:31 GMT
Yea the halberds with a warrior priest will get you hatred first round S4 attacks at a minimum and then whatever buffs the priest and wizards can get off. Still got to be cautious of some matchups with close combat but hey....steel faith and gunpowder
|
|
|
Post by tileag on Feb 26, 2020 17:49:33 GMT
One other thing, i think 2 cannons and 2 hellblasters along with missile troops may be overkill for 1500 when it comes to shooting. May want to make sure your other areas are strong enough and you have enough character support
|
|
|
Post by gangland on Feb 26, 2020 19:37:34 GMT
How would this be?
Lvl 4 wizard
Warrior Priest with heavy armor and shield
Captain BSB with full plate, enchanted shield
1 unit of 10 Crossbows
3 units of 10 gunners
24 man Halberd unit with command
10 knights with Lance and shield full command
25 unit swordsmen with standard
Hellblaster
Cannon
That gets me 1500pts exactly.
My thought is to place the wizard in a range unit, possibly lore of heaven for rerolls but metal would be good against dwarfs. BSB and priest in the halberds, Spears to hold units in place for knights or halberds
And lots of fire power.
|
|
|
Post by tileag on Feb 26, 2020 21:37:17 GMT
Yea give it a shot. If it doesnt work maybe drop 2 of the missile units and beef up your halberdiers or swordsman (or another wp in the knight unit for those sweet sweet rerolls). Trial and error.
|
|
|
Post by FvonSigmaringen on Feb 27, 2020 10:12:09 GMT
Although BS shooting improved in 8th by shooting in two ranks, that advantage was lost by other rules changes (like the increase in cost of our shooting units). Our Move or Fire units tend to underperform. Hence, in general, the longer range of Crossbowmen outweighs the AP of Handgunners. I would also try to save points somehwere for the Dragonhelm on the WP, and a musician for the Swordsmen. Or the Spears, as you mention Spearmen to hold units, but there are none in your list.
|
|
|
Post by FvonSigmaringen on Feb 27, 2020 12:38:53 GMT
Since you have about every troop type, you might consider more Crossbowmen and/or Outriders instead of the Handgunners. For the cost of 30 Handgunners (+3 points),you would get 13 Outriders; they will net you 39 shots instead of 30 shots. They also have a 5+ AS, but more importantly the Vanguard special rule, which means they should be able to shoot from turn 1. If you insist on Handgunners, consider taking some as Detachments. Our Support Fire has been nerfed too, but at least they have a chance to get a few more shots in.
|
|
|
Post by FvonSigmaringen on Feb 27, 2020 12:44:14 GMT
And, of course, Archers are the best unit for a Wizard bunker.
|
|
|
Post by gangland on Feb 27, 2020 15:48:31 GMT
Yeah I had a unit of Spears but decided I'd rather have the 6++ with swords netting the same missile defense. I figured handguns would be best against dwarfs who I face the most, but I do have outriders so I'll see how many and tweak my list from there.
|
|
|
Post by gangland on Mar 2, 2020 18:45:40 GMT
Played an impromptu game of 1500 with my friend using my high elves and my Empire. I got to test out my 1500pt list. We only made it to turn 4 but I was able to take out everything except his Swordmasters and Bolt throwers. The Phoenix is a proxy for the island of blood prince because my model was in storage. 
|
|