home

Recent Posts

Pages: 1 ... 8 9 [10]
91
The Old World Cometh Again !!! / Heros in detachments
« Last post by commandant on May 13, 2024, 02:56:54 PM »
It was pointed out to me recently that the rules don't state that detachments stop being detachments if they are joined by a hero.   This used to be the case but I can't find anything to state that it still is.
92
The Old World Cometh Again !!! / Re: All the magical nonsense
« Last post by commandant on May 13, 2024, 02:51:54 PM »
It was 1500 points.

Block of veteran infantry (25 or so)
2 units of knights (1 inner circle)
2 unitis of pistoliers
crossbow detachment and combat detachment (10 each)
archers.
Level 4 wizard.
Grand Master


I was doing okay.   I made some bad mistakes in the first turn.   I ran my knights (which I took instead of greatswords at 1500 points) too close to his pistoliers.   But I killed on unit of knights, 1 unit of pistoliers, his archers and his Grandmaster when he triple charged my veteran infantry block.   I had charged his crossbows (overrunning from killing his archers) with the combat detachment so my plan was to drive off the crossbows and reform charge into the big fight after that unit (which had both my general and my BSB in it) fell back in good order.   Instead the veteran infantry fled when I rolled a 12 followed by a 12 and were cut down by his knights and pistoliers.

It was not the hardest 1500 point Empire army I have seen (no steam tank) but it had a lot of elements.

Yeah, I've also concluded 15" spells aren't very good. There is a huge difference between 18" spells and 15" spells, because a lot of powerful units have max charge declaration ranges in between those values.

15 inches is just below an average charge roll for swift stride.   They are quite good against infantry that is movement 4/5.   That said a lot of units with swift stride don't have that many wounds so 2d6 Str4 hits can do serious damage.   It is a risky idea though.
93
The Old World Cometh Again !!! / Will I ever win a game with Empire?
« Last post by drweir4 on May 13, 2024, 02:42:33 PM »
Got some more test data fresh from the forges. This experiment builds on the previous failures and actually feels like it might be moving in the right direction. Compared to the previous it felt like it could actually win a game, albeit being a bit inconsistent

Played against a very good errantry list which also happens to be the perfect counter to this list and while it ended as a lose it could have been a major empire victory at several points. I probably made 1 mistake which was not playing around the horn better, but otherwise it came down to some outrageous luck. I was counting and turn 1 a lone he made 10/10 6++ lady saves. I don’t usually blame dice because it’s all just variance but this time felt a bit exceptional.

I’ve got 3 new ideas to test from this one which I will report back on soon, but it feels like at least some progress to something interesting for empire

The Empire of Man - wtf - [2000pts]

# Main Force [2000pts]

## Characters [867pts]
Captain of the Empire [130pts]: Hand Weapon, Great Weapon, Demigryph, Barding, Hand Weapon, Wicked Claws, Full Plate Armour, Battle Standard Bearer
Engineers [45pts]:
• 1x Empire Engineer [45pts]: Hand Weapon
General of the Empire [292pts]: Hand Weapon, Shield, Lance, Imperial Griffon, Heavy Armour, Serrated Maw, Wicked Claws, Full Plate Armour, General, Talisman Of Protection
Wizard Lord [400pts]: Hand Weapon, Wizard Level 4, Dark Magic, Imperial Griffon, Heavy Armour, Serrated Maw, Wicked Claws, Lore Familiar, Sword of Might, The White Cloak

## Core [501pts]
Empire Archers [56pts]:
• 7x Archer [8pts]: Hand Weapon, Warbow, Scouts
2x State Missile Troops [70pts]:
• 10x State Missile Trooper [7pts]: Hand Weapon, Crossbow
  • Regimental Unit: Veteran State Troops
Veteran State Troops [305pts]:
• 24x Veteran State Trooper [10pts]: Hand Weapon, Light Armour, Drilled, Shield, Halberd
• 1x Sergeant [5pts]
• 1x Standard Bearer [55pts]: Banner of Iron Resolve
• 1x Musician [5pts]
  • Detachment: State Missile Troops[1], State Missile Troops[2]

## Special [632pts]
2x Demigryph Knights [126pts]:
• 2x Demigryph Knight [63pts]: Demigryph, Barding, Hand Weapon, Wicked Claws, Hand Weapon, Shield, Full Plate Armour, Lance
4x Mortars [95pts]:
• 1x Mortar [95pts]: Gun Crew, Hand Weapon, Mortar
94
The Old World Cometh Again !!! / Re: More misadventures in the Empire ;)
« Last post by Tiberius on May 13, 2024, 02:40:03 PM »
Also cannons used to cost 100. Not 125. Though they would compete for special choices.


Of course bretonnians cannons only cost 100.

95
The Brush and Palette / Re: Solland Army
« Last post by Count James on May 13, 2024, 01:56:50 PM »
Great job.
I'd use them as a big unit. They'd crush smaller units underfoot

Thanks! It's tempting because our knights are fairly cheap and I don't have a STank or big unit of Flagellants (yet..?)

Army shoot is a great idea. I've not had them all out at the same time yet so it'll be interesting when I do... I've got an orange paint now so I need to go back and highlight most of my reds again. Also want to varnish everything before I venture out onto the battlefield...
96
The Old World Cometh Again !!! / Re: All the magical nonsense
« Last post by Dazgrim on May 13, 2024, 01:36:38 PM »
How was your game against the other Empire player? What were they running?
97
The Old World Cometh Again !!! / Re: More misadventures in the Empire ;)
« Last post by Dazgrim on May 13, 2024, 01:33:56 PM »
This is where the drop from d6 to d3+1 really hurts.
98
The Old World Cometh Again !!! / Re: 2k list
« Last post by Dazgrim on May 13, 2024, 01:30:30 PM »
You've not really lost much in model count from the Empire list you started with. What? The outriders, 2 DGK and 4 knights?
99
The Old World Cometh Again !!! / Re: All the magical nonsense
« Last post by Skyros on May 13, 2024, 12:51:59 PM »
Yeah, I've also concluded 15" spells aren't very good. There is a huge difference between 18" spells and 15" spells, because a lot of powerful units have max charge declaration ranges in between those values.

Especially if it's for a hex or magic missile or something else that can't be cast into combat, a 15" spell almost always seems to go from 'out of range, can't reach them' to 'in melee' in a single turn.  Hex spells are harder to use than magic missiles, as magic missiles kill on their own, but hex spells need to be cast one turn before the enemy is in combat, which can be hard to manage.
100
The Old World Cometh Again !!! / Re: 2k list
« Last post by Warlord on May 13, 2024, 12:31:52 PM »
Good choices… but very elite. I feel like you need more bodies or redirectors.
Take some hounds?
Pages: 1 ... 8 9 [10]