Warhammer-Empire.com
The Empire at War ... The Gamers Guild => The Parade Ground => Topic started by: Folken on January 12, 2009, 03:06:54 AM
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Hey, this list is in part focusing around using the lore of beasts, hence why all the characters are infantry. I just finished testing it out against warriors of chaos. I took two lore of metal mages who each got distilation and spirit of the forge, dropped distilation for rule of burning iron to help chew out the enemy lord. My opponent resigned after a spirit of forge w/ rerolling wounds killed a unit of chaos knights then I managed to power stone a second spirit of the forge.
Anyways here is the list:
Lord:
Arch Lector of Sigmar w/ Great Weapon
w/ AoMI, VHS, Holy Relic (231)
Heroes:
Warrior priest w/ heavy armor
w/ Enchanted shield and Icon of magnus (134)
Battle Wizard lvl 2
w/ Rod of Power, Power Stone (150)
Battle Wizard lvl 2
w/ Dispel Scroll, Wizard's staff (135)
Core:
5 Blazing Sun w/ Musician (123)
5 Blazing Sun w/ Musician (123)
10 Crossbowmen(80)
10 Crossbowmen(80)
15 Flaggelants w/ Prophet of Doom (160)
24 Spearmen w/ shields and Full Command (164)
w/ 5 Archer Detachment (40)
w/ 9 Halberdier Detachment(45)
23 Swordmen w/ Full Command (163)
w/ 5 Archer Detachment (40)
w/ 9 Halberdier Detachment(45)
10 Huntsmen (100)
Special:
2 Great Cannons (200)
1 Mortar (75)
Rare:
15 Flaggelants w/ Prophet of Doom (160)
Total: 2248
Naturally, this list has a lot of core and still has a special and rare choice. I have a local tournament this saturday so thinking of some small teaks I can do. I could drop the huntsmen for a second mortar or a flaggelant to give marksmen to the crossbowmen so there is another target for hammer of sigmar outside of combat but I am wanting to play this list more aggressively.
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Im not really a fan of the mortar, unless its in a tailored anti elf list. I'd rather take the more manly rocket battery.
Army composition looks solid enough for an infantry theme.
If you were going for a beast lore themed army, why didnt any of the mages take lore of beast? :-D
My point being that the lore choice is most based on adversary, unless the rules at the tournament require the same lore choice throu all the battles. So i thought perhaps you could dedicate one wizard to be the beast wizard, and the other could be swapped depending on opponent. If so you could drop the wizard staff (since beast has low casting values) and take, say, the ring of volans instead, to boost your already competent magic phase. But i completely understand if you would change the wizard lore on a battle to battle basis, i would do that.
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Actually, I would probably have the mage w/ the rod of power take beasts given it has low casting while the other would be my second. Against warriors of chaos, metal made too much sense not to take it, especially when he brings a chaos lord.
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Intresting list with a nasty magic phase. Whats up with the halberdier detachments? I´d keep the huntsmen, they give you the opportunity to march block your opponent, which gives your guns another turn to shoot him to bits.
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Whats up with the halberdier detachments?
They are detachments so have good chances of getting a charge and killing something. I am not sure what the question is.
I am also thinking of swapping the Icon for the Doomfire ring and dropping a flaggelant from each unit to put the points elsewhere.
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I'd take shields for the halberd detachments - gives you some flexibility. I use it too and it's quite handy to be able to choose between extra save or +1S.
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If the enemy is too dangerous that it would be unwise to throw in the halberdiers I would be planning on the flaggelants or cavalry to get the flank through a normal charge instead.
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Hey guys, report in:
I pulled a flaggelant from each unit to upgrade one of my knights to inner circle and swap out the Icon of Magnus for the Doomfire Ring.
First was against High Elves:
This had a scenario that involved capturing enemy standards, I got the points already as he had no standards in his army.
His list was essentially a variety of cavalry, two repeater bolt throwers, 2 eagles and archers for the core. I used a Beast and a Death mage. I settled on a style of deployment, the parent units w/ halberdiers and flaggelants on the sides. My IC rolled up one of his flanks while cannonballs just kept flying all over the place not connecting with his dragon. We ran out of time(got there late) before he made any serious commitments to engage so w/ all of my major units intact so just some minor units lost I pulled a minor victory.
Second against WoC:
This scenario had objectives to control at the end of the battle.
I was facing an infantry block of chosen, warriors, marauders and the marauders that come in from the table edge(they didn't show up till turn 4). I took a beast mage who w/ beast cowers managed to pull a dispel scroll and stop a chaos chariot then knights twice so uber. Cannons again just bounced around this time overshooting but my first time grapeshotting the cowering knights managed to kill off most of them. Flaggelants managed to get a charge on both of his warrior blocks killing all his characters other then a sorcerer. Bears Anger only lasted one round before the mage with it was killed by lucky wounding on 4's. My priests got free reign with their spells so soulfire cleansed the field of many a chaos warrior so w/ the general killed and three standards captured and almost everything was destroyed in his list I got a massacre w/ all the objectives controlled.
Final against OK:
This had the objective of killing off enemy characters.
Enemy characters were a tyrant, butcher and hunter. I went w/ a fire and a death mage. I do not think he used the most efficient mode, lots of iron fists(extra hand weapon or a shield). His slave giant only took a single wound from the cannon and laughed but that went away when the crossbowmen managed to just finish him off. The flaggelants managed a charge on the tyrant's unit while the prophet got a ward save from a prayer so exchanged a wound each w/ the tyrant while his comrades killed the ironguts in the unit so the tyrant died in the overrun. In the end, most all the enemy orgres were destroyed and enough characters to accomplish the objectives.
So yeah, I took the tournament. I think I found an excellent harmony with this list as its a combination of everything, the flaggelants are impressive in their ability to kill naturally. All these units give them many chances to set it up so they can get the charge.
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Congrats on yet another victory. How did the doomfire ring work out?
Perhaps i ought to get my hands on another 10 flaggies so i can use 2x15.
Did the mortar manage to kill anything?
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Doomfire was fun, usually I use it like the prayers to pull out dispel dice to give my mages clearance/pull dispel scrolls.
Flaggelants I fielded either w/ a 7 or 6 frontage depending on what fit in between my lines. People think that they won't get the charge off that often but w/ Empire we really have the means to set the enemy up for it. Furthermore, I have enough shooting and magic to handle most troops that would be used to divert the flaggelents and the units themselves are only 150 points.
The mortar did manage to take out a unit of elven archers in the first match, second match it blew away despite all my estimates being perfect but managed to squish a chosen chaos warrior onetime(apparently she felt marauders were targets unworthy of her talents) and the ogres just blew all over.
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Thanks for the battle reports! I run a list kinda like this. I think it's kinda funny you got the ogre player in round 3.
Congrats on the win.