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Author Topic: How would you update the empire in 8th ed?  (Read 41882 times)

Offline Derek Contyre

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Re: How would you update the empire in 8th ed?
« Reply #175 on: November 23, 2009, 09:21:53 AM »
Lol. Uh, greatswordsmen can take detachments. . .
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Offline Derek Contyre

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Re: How would you update the empire in 8th ed?
« Reply #176 on: November 23, 2009, 09:25:44 AM »
Ok guys, here is a re-write of the Empire army book and some changes I made to the list of characters, core, special and rare.
Hopefully you guys enjoy it.

Some good ideas in there, especially with the changing magic item rules and such.
I have been researching different weapon and combined arms tactics from the middle period (medieval) in our history and found some interesting things about pikemen and infantry developments as a whole.
I will try and transfer them here for you.

Core:
All infantry command options are: musician+4, standard+8. Sergeant/Duellist/marksman +12

Sergeants of Spearmen and Halberdiers are equipped with full plate armour, shields a hand weapon, spear/halberd and pistol.
Duellists of swordsmen regiments are equipped with full plate armour, shields a hand weapon and pistol.
Marksmen of Handgunners are equipped with a brace of pistols, a handgun and light armour.
Marksmen of Crossbowmen are equipped with a brace of pistols, a crossbow and light armour.
Pikemen sergeants are equipped with a Pike, hand weapon, full plate armour and a pistol.

Halberdiers 4pts, light armour, hand weapon, halberd. State troops, stats; same
May be equipped with heavy armour for +2pts.
Sergeants may exchange their halberd for a great weapon+3pts, an extra hand weapon+2pts.

Swordsmen 5pts, Light armour, shield, hand weapon. State troops, stats; same.
Duellists may exchange their hand weapons for a great weapon+3pts, or an extra hand weapon+2pts.

Spearmen 4pts, light armour, shield, hand weapon. State troops, stats; same
Sergeants may exchange their spears for a great weapon+3pts, an extra hand weapon+2pts.

Handgunners 7pts, State troops
May take light armour+1pt or heavy armour+3pts
Champions may take a repeater handgun +10, or a Hochland +15 instead of his handgun.

Crossbowmen 7pts, light armour, crossbow. State troops
May take pavise+3pts (+2 AS vs. shooting, cannot be used in combat)

Pikemen 8pts same stats as a halberdier, Pikemen are NOT state troops.
Pike, light armour. May be equipped with heavy armor+2pts
Pikemen sergeants may exchange their pikes for; a great weapon+3pts, an extra hand weapon+2pts.

Fight in four ranks, even when charging (this represents a steady quick march into the enemy with pikes lowered).
ASF against all enemies CHARGING the FRONT only, regardless of magic abilities, special rules, or anything else that enables a model to strike first(no one, and I mean NO one can hit a forest of pikemen first, no matter how quick you are).
+1S on the turn any enemy infantry with movement six or less charges the front, +2S if any cavalry, monster, large target, chariot or any model which moves seven inches or more on its profile(including 2d6 and 3d6 moves).
(The above rules represent the lovely force we call momentum, you charge a hedge of pikemen who are braced, you will take casualties regardless of who you are.)

I included the Pikemen with the above rules for stopping cavalry and infantry effectively, as this is what they were proven to do when utilised by the Swiss, they weren't purely defensive infantry, they just work better when defending.

Archers, 5pts, bow.
May skirmish+1pt, may take light armour+1
May be upgraded to huntsmen+2pts, bs4, may replace bow with longbow+1pt minimum unit size, 5+(huntsmen only)

Knights 20pts each. Full plate, lance or great weapon, warhorse. shield. Command as normal
may take barding +2pts may upgrade to inner circle+5pts +1S and +1WS

Lancers 15pts each. Ws4 bs3 s3 t3 w1 i4 a1 ld7. Command: musician +7, standard +12, champion (suitable name?) +12(the champion has +1 A).
Warhorse, lance, light armour, hand weapon.
May take, heavy armour+2 shield+1, barding+1
Fast Cavalry (if a shield or barding is taken then Lancers no longer count as fast cavalry).

Militia/Free company 4pts, hand weapon, extra hand weapon.
may take light armour+1, may skirmish+1, may replace extra hand weapon with pistols+4.

Special:

Greatswordsmen, 10pts, full plate armour, Greatsword, hand weapon. State troops
m4 ws4 bs3 s4 t3 w1 i3 a1 ld8, stubborn.
May take a magical standard up to 50pts.

Pistoliers same as book but. . .
The pistoliers train daily to utilise their pistols, either in close shooting harassment or combat.
Pistoliers, if in combat will lay about themselves with their pistols. The pistoliers brace of pistols counts two hand weapons in the close combat phase, even from horseback (So essentially each pistolier will have two, ws3 s3 attacks each turn.).

Outriders; same as book.

Great cannons and mortars.

These are the same points costs as the book, a Great Cannon and/or a Mortar may take an engineer as a unit upgrade for 30pts; Engineer m4 ws3 bs4 s3 t3 w1 i3 a1 ld7. Same as book but non hero choice.
He is equipped with light armour, and a belt of tinkering tools (hand weapon).
Master of Ballistics-Great Cannons/Mortars; extra crewman.
He may take a Hochland long rifle +15, a repeater handgun +10, a brace of pistols +5, a repeater pistol and pistol +10, a grenade launching blunderbuss +10 and/or pigeon bombs +25(all same as book)
Master of Ballistics-Great Cannons/Mortars; This special ability allows the Engineer to reroll the artillery dice once per turn. This can stop a misfire.
If a engineer is taken as an upgrade for an Empire Great Cannon and/or a Mortar then the Great Cannon and/or Mortar become 2 for 1 special choice.
Example; a mortar is taken with an engineer upgrade allowing a second mortar to be taken as a single special choice.

The two Cannons and/or Mortars with the engineer are deployed at the same time as normal with the other war machines but MUST be deployed within 5 inches of each other.

Rare:

Flagellants 12pts. Stats as Empire army book but +1T
If your army includes a warrior priest or an arch lector then one and only one unit of Flagellants becomes a core choice.

Helblaster volley gun and Helstorm Rocket battery.

Helblaster 105pts.
May take a specialised Helblaster Engineer (see Great Cannons and Mortars) for +35pts
Extra crewman, Master of Ballistics-Helblaster.
Master of Ballistics-Helblaster; Helblaster may reroll any to hit rolls that miss.
If the Helblaster suffers a misfire and is destroyed, the Helblaster Engineer is killed along with the rest of the crew and machine.

Helstorm 110pts.

Steam Tank; 300pts
Same as book but may customise the layout, as in white dwarf number ....
(Does anyone know of the white dwarf where it showed you the customization you can do to your Steam Tank? I will try and find the article on it but they are all in storage.)
When I find the white dwarf article I will put the upgrades in here.

Lords:
I’m not going to touch special characters, have no experience with them and don’t intend to play empire with special characters anytime soon.

General of the Empire. M4 WS5 BS5 S4 T4 W3 I5 A3 LD9 95pts but slight points drop for equipment.
Hand weapon.
Ancestral Heirloom. Commander of Armies.
Great weapon +5, additional hand weapon +5 and/or a pistol +8.
May have a Longbow +5 or and/or a handgun +10
May wear Full plate Armour +10, Heavy Armour +5 or light armour +3.
May carry a shield +3
May ride a warhorse +14, which may have barding +5, an Imperial Pegasus +50 or a Griffon +185.
If mounted the General may take a Lance +5
May choose up to 100pts of magic items.

Commander of Armies: The General of the Empire is a hardened, battle tested individual, able to inspire the entire empire army with his presence.
If the General of the Empire is alive on the field than all State troops (including detachments of any kind) in the Empire army uses the Generals Leadership for any leadership based test, including break tests.
(I was gonna include every model but thought it would be a mite too good.)


Templar Grand Master. Same as book.

Arch Lector of Sigmar. Same as book. . . but slight points drop:
Great weapon +5, second war hammer +5.
May ride a warhorse +14, which may have barding +5
May ride upon a war Altar of Sigmar +125(only because people have been clamouring for an increase and it seems too good for what it does).
May choose up to 100pts of magic items.

Wizard Lord 165pts same as book but slight points drop.
May ride a warhorse +14, which may have barding +5.

Heroes:

Captain: Same as book but slight points drop.
Great Weapon +3, Halberd +3, additional hand weapon +3, and/or a Pistol +5
May take a Longbow +5 or a Handgun +10
Light armour +2, Heavy Armour +4, full plate +8, Shield +2
Warhorse +10, barding +4, Imperial Pegasus +50
50 pts of magic items.
Captain Battle standard Bearer. +25, normal options.
May take a shield+2

Warrior priest, same as book.

Battle wizard, same as book.


So there you have it, a whole list, re done just a little, let me know what you think about it. It took several days of hard thinking, including the points values and the why’s and wherefores but it looks pretty balanced to me, 8 years should be enough to discover if you know anything about the empire or not lol.

The reasons I made the state troops cheaper was twofold. First, GW will like that idea as they will be able to sell more models . . . or components, not too sure which. And second, it allows our foot sloggers to stand a chance against the huge amount of sheer killiness that we face against other armies.

The thought for the difference of equipment between champions was due with models and rules.
In the Rulebook, it states that characters can use different weapons than the unit they are in.
Unit champions are characters in the rules and I thought it would be awesome to represent this.
I gave them all full plate as base as the old sixth Ed models were basically armoured to the teeth.
Maybe I should make the champions 8 pts and then the full plate as an upgrade? What do you think of that idea?

Magic Weapons:

Runefang, 100points. Even though some of you said you wanted the Runefang costed down, it has been in two editions for the same price and I think it is ok for what it does. Although maybe opening it up to other lord choices is a good idea too?
Wyrmslayer sword, all scaly skin saves are lost. 10pts
Sword of Justice 15pts.

Magic Armour.

Gilded armour 35pts.
Dawn Armour. . . 35pts.
Helm of the Ratslayer 20pts.
Shield of the Gorgon. . . 20pts
Bronze shield 15pts.

Arcane Items.
Seal of Destruction 40pts.

Magic standards. (a much discussed topic, hopefully my suggestions will be useful and/or interesting lol)

Imperial Banner. I think this is priced fine the way it is. 100pts
Banner of Sigismund. 50pts
Griffon Banner, 50pts
Banner of the Daemonslayer, 50pts. Unit causes fear, available to anyone.
Banner of valour. Same, it seems well priced and helpful. . . Maybe make it 40pts and units within 6inches reroll panic tests?
Standard of Arcane Warding. Same, a good banner, a good price.
Steel Standard. Same.
Banner of Duty. Unit automatically rallies if fleeing. 20pts.

Ok guys, peruse at will and let me know if you like/don’t like/disagree/agree with anything I have written.
I will test run these point values every Sunday for you. . . It will be a little project of mine for the next half year until they release 8th edition and I spend every waking moment after work perusing through the things they have changed.  . . first of the mark, halberd rules.
« Last Edit: November 23, 2009, 10:41:58 AM by Derek Contyre »
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Offline Inarticulate

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Re: How would you update the empire in 8th ed?
« Reply #177 on: November 23, 2009, 12:39:29 PM »
I like almost everything in there, except handgunners with heavy armour. Even light armour isn't good.

I would love to see a fire by ranks option. So can fire in two ranks on flat ground. This will also equal them out with pavise crossbowmen.
I for one welcome our new flying cat overlords.

Offline Wolfgang aus Wien

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Re: How would you update the empire in 8th ed?
« Reply #178 on: November 24, 2009, 04:26:31 PM »

It already fires a large template

Opps sorry! How about multiple small templates? :D

Some will argue this point, but in my approximately 10 years or so of Warhammer experience, WS is by far the most important stat (aside from 'special rules', of course...).
What makes Halberdiers 'suck' is WS 3.
Not because this is a 'broken' rule, but because in a real life (....) game of Warhammer, most of your opponents will be fielding top heavy über-armies in which NO ONE - with the possible exception of the odd Goblin or Skeleton they had no choice but fielding in order to satisfy the bare minimum requirements of 'core troops'.....- will be anywhere under WS 4  or better.
With toughness/armor to match.
Which makes halberds useless.

Precisely why Swordsmen need to be WS 4.

Halberds do slightly better as detachments / counter-charge unit but has limited uses.

I'd say leave it as it is as every army book has its "sub-par" units.

If anybody has problems with Halberds units then don't use them! You can't have everything! And tbh, Empire players have a lot of options to get around problems like that.

I would think the biggest (and its the elephant in the room that is staring at us in the face) is Goldswords.

Possible solutions:

1. +1 Toughness to base stats (but they have full plate already)
2. +1 Attack to base stats (the usual step for special infantry)
3. Skirmish (will cause new problems)
4. +1 WS when charging.
5. Able to take detachments
6. Becomes core if X hero / lord choice is taken

I think the additional issues with the Goldswords is that they are a special choice and that the most important units for Empire (Pistoleers, Cannons and Inner Circle Knights) are special choices already this drives Goldwords down the pecking order.

Statistically, I think they are fine for a human army. Issue here is more of an army design flaw then a unit design flaw.

In my opinion, it's not that the Halberdiers or Swordsmen are 'broken' the way they are, what's 'broken' is the army selection process as a whole, meaning what's classified as 'core' , 'special' etc.
Example:
As per fluff, a Chaos Warrior is a 'chosen one from among the Marauders'.
Okey-dokey.
That works well and makes sense if said Chaos Warrior is used as something like a unit champion for a Marauder unit or if there's a small unit of Chaos Warriors as a 'special' choice, sort of along the lines of Greatswords.
Where it goes wrong is when large units of Chaos Warriors show up as 'core'......

This has, of course, a lot (= everything) to do with sales, GW know very well that there's a limit to the number of figures any wargamer (especially their core constituency of 6-15 year olds) is willing to buy and possibly even paint, so 'realistic' looking armies (with lots of troops which actually are core) are out.
Small, top-heavy elite armies HEAVY on characters, magic items and other flim-flam are in.

Offline Soulcaresser

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Re: How would you update the empire in 8th ed?
« Reply #179 on: November 29, 2009, 01:10:25 PM »
I have read allot of the comments. And i must agree with you all that the book needs a update! I hope also that at least some units of Kislev return or perhaps a mix would be VERY nice. But GW knowing the units that are less taken will get the boost and offcourse the new plastic kits of the knights and the war altar. Maybe really maybe the kit of the waraltar could be made into a war wagon. But that would only be speculation. And bringing Reikguard back on foot would be a VERY nice idea!

Offline Fandir Nightshade

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Re: How would you update the empire in 8th ed?
« Reply #180 on: December 07, 2009, 05:16:18 PM »
I would like to have

Halberdiers stay as they are but get stubborn

handgunners 8 points a pop fire from two ranks and reduce the range to 18 inch no penalty for stand and shoot reaction.

duelists instead of archer detachments aka free company with pistols

free company as skirmishers

knights no longer as core choice some light cav (lancers if you want) as core choice

pikes as core choice 8 points a pop and grant them detachments

greatswords stay as they are but give them a magical banner up to 50 points (they only stripped it off them because of the ancestral heirloom rule...asses).

Offline Sir Paradus Hithili

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Re: How would you update the empire in 8th ed?
« Reply #181 on: December 13, 2009, 11:11:10 PM »
Here's a renew of what I would like to see in our 8th ed book.

Magic items:
-Sword of Sigismund 35pts
-Sword of Righteous Steel 20pts
-Sword of Justice (same but also gets +1 str) 25pts
-Wyrmslayer Sword 10pts
-Gilded Armour 30pts
-Dawn armour 30pts
-Armour of Tarnus 30pts
-Helm of the rat slayer 15pts
-Bronze shield (change to first hit form shooting or combat each turn)
-Jade Amulet 30pts
-Luck Stone 15pts
-Crystal Ball 10pts
-Banner of Sigismund 50pts
-Griffon standard 50pts
-Banner of the Daemonslayer (40pts and change to the unit causes fear.) Not restricted to just knights.
-Banner of Valor (Change to the unit is immune to panic and fear)
-Banner of Duty (Change to auto pass rally tests)

SC:
-Deathclaw is +185pts
-Bring in Tyrus, Magnus and Marius in the Lord choices.
-Volkmar 340pts
-Balthasar regains his pancrea potion from 6th ed.
-Luthor gets +1 attack and an extra +1 DD, 200pts

Lords:

1. General of the Empire
:Can take one of the following upgrades in addition to his magic item allowence.
-Master Archer, Can shot as many times as he has attacks. 20pts
-Inspiring general, +1 ld. 15pts
-Follower of Ulric, Hates all enemies with a ld value lower than 7. 5pts
-Wealthy, Can take 150pts worth of magic items instead of 100pts. 10pts
-Skill at arms, +1 Ws and I. 10pts

: The Griffon costs 175pts.
: New rule, The Commander: All friendly units and characters within 12" of him can re-roll failed panic and rally tests.

2. Wizard lord
-160pts base

3. Archlector
-War Altar is 125pts

Heroes:

1.Captain of the Empire
:Can take one of the following upgrades in addition to his magic item allowence.
-Master Archer, Can shot as many times as he has attacks. 20pts
-Inspiring general, +1 ld. 15pts
-Follower of Ulric, Hates all enemies with a ld value lower than 7. 5pts
-Wealthy, Can take 75pts worth of magic items instead of 50pts. 10pts
-Skill at arms, +1 Ws and I. 10pts

2. Master Engineer
-Remove the Mech steed
-+1 Bs and can take upto 50pts worth of magic items.
-55pts

Core:

1. Halberdiers
-Attacks are Armour piercing.

2. Knightly Orders
-Replace the Great Weapons with the cavalry hammer.
Same rules as in 6th ed.

3. Huntsmen
-Can take 1 unit per every archer unit.
-Min unit size 5-10
-Bs 4.

4. New unit Pikemen
-Same rules for DOW pikemen
-Not state troops
-8pts base.
-Command costs 4,8,8.

Special:

1. Greatswords:
-Immune to fear
-Can take upto a 50pt magic banner.

2. Inner circle Knights
-+1 Ws
-28pts base.
-Replace the Great Weapons with the cavalry hammer.
Same rules as in 6th ed.

3. New unit Halfling archers.
-Same stats and rules as in the DOW list
-New Rule: Magic resistance 1.
-pts 7

Rare:

1. Stank
-You get half VP if it's taken down to half its wounds.
-Only one per every 2000pts.

2. Helblaster
-Change the six misfire result to the 6th ed six misfire result.

3. Flagellants
-12pts
-T 4

4. New unit Warwagon

5. New unit Reiksguard
-Stats same as a Greatswords but +1 I and Ws.
-Same options and unit size as the Greatswords.
-Equipment: FPA, Shield, hand weapon
-Special Rules: Stubborn, Immune to fear.
-Points: 13

There we go.

cheers.



« Last Edit: December 13, 2009, 11:15:14 PM by Sir Paradus Hithili »
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