Post by 1plussave on Mar 18, 2023 16:45:29 GMT
Empire - Army Book (2013-4) [2,500pts]
Lords [360pts]
Balthasar Gelt, The Supreme Patriarch [360pts]: AB - Amulet of Sea Gold, AB - Staff of Volans, AB - The Cloak of Molten Metal, Lore of Metal, Wizard Level 4, Imperial Pegasus
Heroes [393pts]
Battle Wizard [90pts]: Lore of Heavens, Wizard Level 1
Magic Items [25pts]: BRB - Dispel Scroll [25pts]
Captain of the Empire [101pts]: Battle Standard Bearer [25pts], Full Plate Armour [6pts]
Magic Items [10pts]: BRB - Enchanted Shield [5pts], BRB - Warrior Bane [5pts]
Master Engineer [65pts]
Master Engineer [65pts]
Warrior Priest [72pts]: Heavy Armour [2pts]
Magic Items [5pts]: BRB - Charmed Shield [5pts]
Core [627pts]
Crossbowmen [143pts]: 12x Crossbowmen [108pts]
Detachment: Archers [35pts]: 5x Archers [35pts]
Crossbowmen [143pts]: 12x Crossbowmen [108pts]
Detachment: Archers [35pts]: 5x Archers [35pts]
Halberdiers [341pts]: Champion [10pts], Musician [10pts], Standard Bearer [10pts], 28x Halberdiers [168pts]
Detachment: Archers [35pts]: 5x Archers [35pts]
Detachment: Crossbowmen [108pts]: 12x Crossbowmen [108pts]
Special [630pts]
Outriders [220pts]: 10x Outriders [210pts]
Champion [10pts]: Repeater Handgun
Outriders [115pts]: 5x Outriders [105pts]
Champion [10pts]: Repeater Handgun
Outriders [115pts]: 5x Outriders [105pts]
Champion [10pts]: Repeater Handgun
Pistoliers [90pts]: 5x Pistoliers [90pts]
Pistoliers [90pts]: 5x Pistoliers [90pts]
Rare [490pts]
Celestial Hurricanum [130pts]
Helblaster Volley Gun [120pts]
Helblaster Volley Gun [120pts]
Luminark of Hysh [120pts]
Something fun to roll with, a lot of magic, a lot of gun and more bows than you can shake a stick with some string at.
Kind of wish I could get some Huntsmen in there, but the number of cavalrymen is fixed and everything else is either paired or needed for my strategery: I've got the dual Helblaster for Requisite Filth, both need an engineer. The Warrior Priest amusingly unlocks Flaming ranged attacks by passing on his prayers to nearby detachments and helps keep the Swordsmen fighty. The Captain is there for obvious reasons, as is the Scroll caddy. The Luminarks Bolt thrower shot is actually pretty nice to complement Gelt's No Strength attacks, the Hurricanum has +1 Power dice, so fairly obvious there. 36 Crossbowmen to whittle and finish anything that takes damage from the main line, also to make it harder for the enemy to just stay out of range and wait. The bow units are chaff and roadblocks as necessary.
The main event is the cavalry force; enough Outriders to slow down a shooting phase and 2 units of Pistoliers to hunt down the most wounded units or war machines and to dive in the way of more valuable units who need screening. With Gelt's magic I can swing armour saves on a unit by an additional -3 in a single magic phase, making my S4 shooting absolutely lethal to armoured targets; Plague of Rust, Transmutation of Lead and Blades of Aiban will allow me to take down armoured enemies who are defended against just being Searing Doomed, at the same time Searing Doom and Gehenna's Geholden GeHounds will let me take down other units or single models with any sort of armour save. Reliably 3 dicing Final Transmutation is just the icing on the cake.
It will be a decision of the moment for Enchanted Blades as to whether a unit of Armour Piercing Crossbowmen is more enticing than essentially BS5 Outriders, or a Helblaster on steroids attack. Glittering Robe will spread some defence amongst my side towards S3 and S4 hits, I can cluster near the Luminark for a little more.
As it is I'm just a little torn on the Swordsmen and the Scroll caddy; Halberdiers are a point cheaper, or the same cost with shields and are more meta but less endearing, a block of 23 archers costs the same but leaves me with absolutely no close combat force, 23 Handgunners is available but would have to drop the command for their points bump, I wonder if I'm just attached to the swordsmen by wistfulness for their cheaper days. Would a block of Spearmen with shields at 1 point cheaper be just as good?
The Scroll caddies lore is also bugging me; he will rarely be needed to cast and he can be a pain to enemy shooting, War Machines and Leadership with the Signature but if he gets Harmonic Convergence he will really be a boost to the line, on the other hand is there another lore that would guarantee to benefit me in the magic phase? Fire gives me more magical Flaming hits to deal with chaff, Shadow guarantees Melkoth's with a chance at the Withering, Life for the lore attribute, Death is bad on a level 1, Beasts isn't great for a shooting list, more Metal is redundant, Light has a decent signature for S6 hits.
Granted an all shooting list is never going to be the most competitive choice, doesn't mean we can't try though. Anyone want to argue with me on the Swordsmen/Other options split and the Best LoreTM for a level 1 in a list with a Loremaster and 5 Bound spells?
Edit: I already talked myself into the 28 halberds over 23 swords, they just do that bit more damage.
Lords [360pts]
Balthasar Gelt, The Supreme Patriarch [360pts]: AB - Amulet of Sea Gold, AB - Staff of Volans, AB - The Cloak of Molten Metal, Lore of Metal, Wizard Level 4, Imperial Pegasus
Heroes [393pts]
Battle Wizard [90pts]: Lore of Heavens, Wizard Level 1
Magic Items [25pts]: BRB - Dispel Scroll [25pts]
Captain of the Empire [101pts]: Battle Standard Bearer [25pts], Full Plate Armour [6pts]
Magic Items [10pts]: BRB - Enchanted Shield [5pts], BRB - Warrior Bane [5pts]
Master Engineer [65pts]
Master Engineer [65pts]
Warrior Priest [72pts]: Heavy Armour [2pts]
Magic Items [5pts]: BRB - Charmed Shield [5pts]
Core [627pts]
Crossbowmen [143pts]: 12x Crossbowmen [108pts]
Detachment: Archers [35pts]: 5x Archers [35pts]
Crossbowmen [143pts]: 12x Crossbowmen [108pts]
Detachment: Archers [35pts]: 5x Archers [35pts]
Halberdiers [341pts]: Champion [10pts], Musician [10pts], Standard Bearer [10pts], 28x Halberdiers [168pts]
Detachment: Archers [35pts]: 5x Archers [35pts]
Detachment: Crossbowmen [108pts]: 12x Crossbowmen [108pts]
Special [630pts]
Outriders [220pts]: 10x Outriders [210pts]
Champion [10pts]: Repeater Handgun
Outriders [115pts]: 5x Outriders [105pts]
Champion [10pts]: Repeater Handgun
Outriders [115pts]: 5x Outriders [105pts]
Champion [10pts]: Repeater Handgun
Pistoliers [90pts]: 5x Pistoliers [90pts]
Pistoliers [90pts]: 5x Pistoliers [90pts]
Rare [490pts]
Celestial Hurricanum [130pts]
Helblaster Volley Gun [120pts]
Helblaster Volley Gun [120pts]
Luminark of Hysh [120pts]
Something fun to roll with, a lot of magic, a lot of gun and more bows than you can shake a stick with some string at.
Kind of wish I could get some Huntsmen in there, but the number of cavalrymen is fixed and everything else is either paired or needed for my strategery: I've got the dual Helblaster for Requisite Filth, both need an engineer. The Warrior Priest amusingly unlocks Flaming ranged attacks by passing on his prayers to nearby detachments and helps keep the Swordsmen fighty. The Captain is there for obvious reasons, as is the Scroll caddy. The Luminarks Bolt thrower shot is actually pretty nice to complement Gelt's No Strength attacks, the Hurricanum has +1 Power dice, so fairly obvious there. 36 Crossbowmen to whittle and finish anything that takes damage from the main line, also to make it harder for the enemy to just stay out of range and wait. The bow units are chaff and roadblocks as necessary.
The main event is the cavalry force; enough Outriders to slow down a shooting phase and 2 units of Pistoliers to hunt down the most wounded units or war machines and to dive in the way of more valuable units who need screening. With Gelt's magic I can swing armour saves on a unit by an additional -3 in a single magic phase, making my S4 shooting absolutely lethal to armoured targets; Plague of Rust, Transmutation of Lead and Blades of Aiban will allow me to take down armoured enemies who are defended against just being Searing Doomed, at the same time Searing Doom and Gehenna's Geholden GeHounds will let me take down other units or single models with any sort of armour save. Reliably 3 dicing Final Transmutation is just the icing on the cake.
It will be a decision of the moment for Enchanted Blades as to whether a unit of Armour Piercing Crossbowmen is more enticing than essentially BS5 Outriders, or a Helblaster on steroids attack. Glittering Robe will spread some defence amongst my side towards S3 and S4 hits, I can cluster near the Luminark for a little more.
As it is I'm just a little torn on the Swordsmen and the Scroll caddy; Halberdiers are a point cheaper, or the same cost with shields and are more meta but less endearing, a block of 23 archers costs the same but leaves me with absolutely no close combat force, 23 Handgunners is available but would have to drop the command for their points bump, I wonder if I'm just attached to the swordsmen by wistfulness for their cheaper days. Would a block of Spearmen with shields at 1 point cheaper be just as good?
The Scroll caddies lore is also bugging me; he will rarely be needed to cast and he can be a pain to enemy shooting, War Machines and Leadership with the Signature but if he gets Harmonic Convergence he will really be a boost to the line, on the other hand is there another lore that would guarantee to benefit me in the magic phase? Fire gives me more magical Flaming hits to deal with chaff, Shadow guarantees Melkoth's with a chance at the Withering, Life for the lore attribute, Death is bad on a level 1, Beasts isn't great for a shooting list, more Metal is redundant, Light has a decent signature for S6 hits.
Granted an all shooting list is never going to be the most competitive choice, doesn't mean we can't try though. Anyone want to argue with me on the Swordsmen/Other options split and the Best LoreTM for a level 1 in a list with a Loremaster and 5 Bound spells?
Edit: I already talked myself into the 28 halberds over 23 swords, they just do that bit more damage.