Has anyone tried leaning hard on fear and terror in a list? I had a really eye opening game this week where a unit failed a terror test from my charging griffon and caused a panic cascade through my opponent's army. He had tremendously bad luck on his rolls. But it got me thinking, what if we could do more of that, but make luck less of a factor.
Here's some ideas I had:
1. Wizard Lord with daemonology on an Imperial Griffon. Casts Gathering Darkness which is -2 Ld and no inspiring presence. Versus a leadership 8 unit, they have 58% chance of fleeing. Versus an Ld 7 unit, they have a 69% chance of fleeing. If they don't flee and they get into combat, then they must take a break test with -3 Ld (-2 from the spell, and -1 from Terror). Of course the wizard would have to win the combat, but hopefully he can manage that, especially with a combo charging unit of knights or something.
2. Combo-charging terror causers. Same as above, but have a second terror causing (another griffon, or a steam tank) unit ready to charge, in case they pass their terror test. Unlike fear, a unit can take more than one terror test per phase. And because the unit would flee before chargers are moved, this gives you a chance to redirect charges and such.
3. The Necromancer Terror Enhancer: Could be a wizard on an imperial griffon, or a wizard nearby terror causing units. This guy can throw spirit leech which is the same as Gathering Darkness, only casting value 8+ instead of 9+. He can also spiritual vortex to make that one unit -3 Ld and everyone else within 12" of the 5" template -1 Ld, which might help force additional panic tests from fleeing units running through. Bonus if you can set up the vortex template in a place where a fleeing unit would run through it on their flight.
4. The Fear Star. We have cheapish troops. Why not take them in large numbers and make them cause fear? You can do that by putting a necromancy wizard in the unit with Deathly Cabal. That also gives the unit a 6+ Ward Save, which is nice any day. If you can combo that with Spirit Leech and/or Spiritual Vortex, then there's a pretty good chance they will fail their fear test, causing them to fail charge, or suffer a -1 to hit in combat. It's a little riskier because it exposes your wizard to combat, but if you had this on a largeish unit of 30+ troops, there's a pretty good chance you'll be out-numbering the opponent to maximize the effects of fear. And if (when) you win combat, the -x Ld Spells will make it more likely the enemy unit will break and give you a chance to run them down.
Anyway, just some thoughts on what might turn out to be a hidden strength for Empire, and also checking to see if anyone has tried these or something similar.