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Post by FvonSigmaringen on Jul 20, 2018 19:09:08 GMT
Regarding the Wand Wagons:
You are right that the spell of the Luminark is much better than that of the Hurricanum. However, the Hurricanum is much better than you seem to think. It does not give +1 WS, but +1 to Hit, which benefits Swordmen, and Greatswords too, but, indeed, even our characters with the highest WS. Since most Empire armies already include one or more cannon, you do not really need Solheim's Bolt. Since most Empire armies already include Priests, you already have a source for a 5+ ward (admittedly, only in CC and you need to get the Prayer off). And since most Empire armies include Wizards, it is usually best to spend you PD on them. So, in most cases, I should think the Hurricanum is the better choice.
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Post by mottdon on Jul 21, 2018 13:40:34 GMT
I think a lot of Empire players feel as you do about the Hurricane, but I prefer the more defensive approach. An Empire army that is hard to kill, can be incredibly frustrating for opponents. And I love the laser cannon. I've even taken a few armies that didn't have a single cannon, but a Luminark, and when they have used up all their DAD stopping some big nukes spell, hit them with a Laser Cannonball. They usually aren't expecting it, and haven't hidden their monsters of characters. It's quite often overlooked.
My preference is to take both though, with two HBVGs. 😉
Good points on the Steam Tank. Though, I never have cast Timewarp on a Steam Tank. I don't think that I'd do that for an extra attack from the Engineer. Now, regrowing wounds....well, I think that's up to the player.
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Post by FvonSigmaringen on Jul 21, 2018 14:29:51 GMT
Birona's for the Engineer was, of course, tongue in cheek. However, the spell can be useful, since it also doubles the Stank's movement. A pity it does not double the Impact Hits too...
And you are quite right: if you do not want to take a cannon, the Luminark is a very good substitute, with the advantage that it cannot blow up. Indeed, as an innate bound spell, it will not even crumble in case of a Miscast.
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Post by FvonSigmaringen on Jul 21, 2018 16:33:42 GMT
Regarding the Master Engineer, it may be useful to provide some clarification of this FAQ:
Official Update Version 1.2, p1: Q: If a Master Engineer uses his Master of Ballistics special rule on a friendly war machine, does he have to confer his Ballistic Skill to the war machine and re-roll one artillery dice, or can he choose to confer just his Ballistic Skill or just the re-roll? (p35) A: He must confer both.
As it is written, it seems to say that the ME must re-roll one artillery dice, but that would contradict the AB itself, and the more precise wording in the German and French versions make it clear that that is not the case: he just must confer both abilities. Does that really matter? Of course, the BS only applies to the HBVG, the HRL or the mortar, and normally you would want to confer his BS, which is greater than that of the crew. However, there are various effects that can lower the BS, and, according to the FAQ, once you have invoked the MoB special rule, you always must use the BS of the ME, even if it would be currently lower than that of the crew.
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Post by mottdon on Jul 21, 2018 19:19:45 GMT
Hmmm. That is worth noting. It's not likely to come up all that often, but good to know incase it does.
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Post by mahbruck on Jul 22, 2018 6:16:36 GMT
Great guide. Empire is my third army and I'm trying to build it seriously. Just miss a critical component, metal Kurt Helborg
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Post by FvonSigmaringen on Jul 22, 2018 8:55:08 GMT
Staying with the topic of FAQ, here is one that is as correct as it is irrelevant.
Official Update Version 1.2, p 2 Q: Does the War Altar of Sigmar confer the Stubborn special rule to any character mounted upon it? (p47) A: No.
Now, this is correct, since Stubborn is not listed on BRB 82 as one of the special rules conferred from mount to rider. However, it is also irrelevant, because Break tests are not taken by the character, but by the combined unit, and the combined unit is affected by the Stubborn special rule. The same principle applies e.g. to the Larget Target special rule. The War Altar will not confer the Large Target special rule to the character mounted upon it, but that is irrelevant, because one does not shoot at the character, but at the combined unit, and the combined unit is affected by the Large Target special rule.
Note also that the War Altar on its own will not be able to use the Stubborn special rule that often. The War Altar does not have a crew, and has itself no Leadership value. The only way to benefit from Stubborn would be by using the General’s Ld through the Inspiring Presence special rule. However, if you take the AL on WA, the General will usually be the Arch Lector himself (at least in normal games), and once the AL is dead, the WA will not be able to use the Stubborn special rule at all.
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Post by FvonSigmaringen on Jul 23, 2018 8:28:46 GMT
And since we are on the subject of the War Altar, it is perhaps useful to point out that the WA itself does not provide +1 S to any Light Wizard casting the Banishment spell. Also, if the AL is killed, the WA on its own cannot cast the spell.
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Post by mottdon on Jul 23, 2018 12:01:35 GMT
Okay, I'm thoroughly confused. Are you saying that the Stubborn rule on the War Altar (ergo the Arch Lector) is useless? That it would have no effect...ever?
If the Arch Lector can't use the Stubborn rule, and the War Altar can't use it without the AL, then what good is it? This seems like a Mobius Strip of logic.
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Post by FvonSigmaringen on Jul 23, 2018 12:23:28 GMT
1. As long as both the AL and the WA are alive, the combined unit AL + WA will take Break tests using the Ld of the AL with the Stubborn special rule of the WA. That is why I said the FAQ is irrelevant.
2. If the AL is killed, but the WA is not destroyed, the WA will automatically fail ALL Ld tests, unless it can use the Ld of the General (so, a character other than the AL must be the General). If it can use the General's Ld, then it will also be Stubborn, when taking a Break test.
3. Obviously, if the WA is destroyed, but the AL still lives, the AL will not benefit from the Stubborn special rule.
Does that clarify things?
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Post by mottdon on Jul 23, 2018 12:41:32 GMT
And since we are on the subject of the War Altar, it is perhaps useful to point out that the WA itself does not provide +1 S to any Light Wizard casting the Banishment spell. Also, if the AL is killed, the WA on its own cannot cast the spell. This is a very good point. Only Light Wizards can add +1S to the Banishment spell. So it really comes down to a casting order decision for the Empire player. Cast Banishment from the Lv4 wizard (who would get the +4 wizard level to add to his casting total at S6) or from the War Altar (casts with only the total on your Power Dice roll, only needing a 4, but making it easier for your opponent to dispel since he will get to add his wizard levels to his dispel attempt, but it also is at S7). The War Altar is more sure to take down those big bad targets (monsters, high Toughness characters, etc.) but the Wizard will give you a higher casting total, making it more difficult to dispel. (Note that I didn't say that it would be easier to cast, only because the War Altar's Banishment has a casting total of 4, making it possible to cast on 1 dice, 2 reliably. This could be a reason for holding it until the end.) One good strategy would be to throw out 6 dice at Banishment from the War Altar, hoping for a irresistible force, and ensure you have a strong spell, that suffers no miscast. If it doesn't get IF, then it puts your opponent into a tough decision as to try and stop a 6-dice roll, or throw out their Dispel Scroll. This decision is compounded by the fact that the Lore of Light has the lowest casting spells in the game, so you get more mileage out of your Power Dice. Your could potentially get a lot of smaller spells off with fewer PD. And with things like the Hurricanum and Luminark providing +1 PD and DD, as well as at least 4 channeling attempts from 3 Light Wizards and the Arch Lector, your chances to generate additional PD is really good. Unless you are facing some magically oriented armies (like Vampire Counts, Lizardmen, etc.) you should be able to outclass your opponent in the casting dice department. Another strategy would be to cast Banishment from your Lv4 first, and bar your Wizard just rolling incredibly unlucky, this should draw out a Dispel Scroll rather quickly, leaving the door open for the War Altar and other minor spells. I'd probably follow up with a few of the minor Light Spells, that will more than likely be let through (Shem's Burning Gaze, Pha's Protection, etc.) since they'll be waiting for that War Altar Banishment spell (so be sure to save at least 2 PD for it). Those are just two quick strategies that revolve around a Light Council build.
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Post by FvonSigmaringen on Jul 23, 2018 15:49:39 GMT
Yes, those are two good strategies, and I should think they depend on the available targets. If you have a HVAT you might kill in one go, you should go for the first option. If there is no such target available (e.g. because it is in CC, or hidden within a unit), then go for option 2. You do not even have to start with Banishment, then. Depending on the situation, Pha's Protection, Birona's Timewarp, or the Net of Amyntok may be more important spells.
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Post by wilsonthenarc on Jul 25, 2018 21:06:38 GMT
General of the Empire:
What can I say about this guy.....meh. Almost identical to a Captain, except that this one has W3, and Ld9, can take up to 100 points in magical items as well as an Imperial Griffon as a mount. Not sure this guy is worth the cost increase, but that's honestly up to the user. By the time you spend all the points for those things that would require you to take him over a Captain, then other's opponent's equivalents will be able to crush your General all day long.
This always makes me so sad.
Like, a mid-level Lizardman Saurus hero just owns a General of the Empire in a fight. Not even close. I think my General of the Empire once got killed dead in a challenge by an Ogre Unit Champion.
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Post by knoffles on Jul 26, 2018 8:16:34 GMT
KevinC could this post be made into a ‘sticky’ please. Not that I’m expecting this to disappear under a pile of other tactics bits for a while! Cheers
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Post by redknight on Aug 8, 2018 7:20:36 GMT
Guys where can I find the rules for the brace of pistols ?
In the Empire rulebook I only see the rules for brace of pistols including repeater handgun.
No rules for the brace of pistols alone ? It's confusing.
As well, Mottdon, you say in the guide that the Witch Hunter with brace of pistols can make 2 Sniper shots. Is that right ? When you do a Sniper shot do you have to replace your normal shooting attacks (in that case 2) in order to make a SINGLE sniper shot ? Or can you you just snipe 2 times, 1 with each pistol.
The wording in the rulebook is not super clear in the Sniper rule.
I am still afraid I get this wrong.
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