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Author Topic: Fighty 1600 pts test Army  (Read 390 times)

hameq

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Fighty 1600 pts test Army
« on: June 12, 2011, 02:40:38 PM »
Heya everyone, first post! yay!.
Heres a 'test' list im thinking of for empire... Let me know what you think.
(My explaination at the end :)



General:
Warrior Priest, hand weapon, heavy armour, Enchanted Shield, Tali. of Protection, VHS (144)

Captain, BSB: Griffon Standard, Armour of Meteoric Iron, Sigil of Sigmar  (175)

40 Halberiders, halberd, light armour, FC (220)
5   Handgunners - detachment                   (25)
5   Freecompany - detachment                    (25)

30 Swordsmen, hand weapon, shields, FC (170)
5   Handgunners - detachment                     (25)
5   Freecompany - detachment                      (25)

5   Silver Mountain Knights, 'vanilla' (115)

30 Flagellants                                   (300)

5   Silver Mountain Knights, 'vanilla' (115)

Cannon (100)

Cannon (100)

Mortar (75)


Total: 1614        touch over :( .. any suggestions..? :D



So my aim with this army is to have the flaggies hold the centre of the line while my to vanilla knights act as a sort of 'detachment', by being close at hand to flank charge the unit the flaggies end up fighting ++ for CR :)

Then holding the 'flanks' of my lines are Halberiders on one side and Swordsmen on the other; each with detachments of:
5 Handgunners & 5 FC, for counter-charge + Stand and shoot

In the Halberider unit i have a Warrior priest geared for hero hunting (VHS) with +3 As and 6+ Ward Sv. Hopefully the Hate re-rolls help

In the Swordsmen Unit i have a BSB, Griffon, for that nice rank bonus :)

Cannons/mortar: To shoot!

Let me know what you think i need/ dont need...... i have a feeling magic could be a prob...

Cheers in advance :D

Offline csjarrat

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Re: Fighty 1600 pts test Army
« Reply #1 on: June 13, 2011, 08:56:51 AM »
bsb is illegal, cant take magic banners and other magic items.
drop griffon standard to make it legal.
drop the detachments (which are also miscosted, handgunners are 8 points not 5)
put those points into a lvl2 light mage. if you are going to go fighty then you need combat buffs and light is the best way of doing this.

i'd also consider mounting the priest, dropping the vhs (just keep him out of challenges as he'll likely die regardless) and combining the knights into one group of ten led by him. hatred prevents rubber lance syndrome and they work well supporting infantry blocks with light buffs.
Compared to the state troops they are a gentle handjob on a friday evening - jaggedjimmyj in ref to knights