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Messages - Corax13

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1
Hey Johan,

At first glance, the army seems slightly unbalanced.

You have this huge anvil of spearmen but no strong hammer :
The main function of swordsmen and pikemen is to act as a tarpit. 50 pikemen gives you an awful lot of attacks due to the horde rule, however, their strength might not be enough to punch through anything with an armor. Swordsmen have good armor save and a parry save, but also lack in strength, so if your pikes get charged and the sword countercharge, the only thing they'll do is add combat res. If you do want to proxy it and pass your pikemen for halbediers (50 halberdiers, now that's a nice killing machine). I would suggest switching roles. Use your swordsmen (including free company passing as swordsmen) as your main regiment, 5 wide, 10 deep. With Bsb, hold the line, etc., they'll be a really tough nut to crack. and use your pikes as the dettachment just to add numbers for combat res.

Ok, now that you are more solidly anchored on the table, how are you gonna reply to the opponent that gets stuck in your tarpit? You need a hammer. Greatswords usually excel at this, but if all you have are knights,  then they either need to be able to roll over whatever opposition they face so they don't get bogged dow, or you need to split them for more manoeuvrability. On that topic, if your general is going to be a hochmeister (grand master) by all means give him a runefang. Then he becomes a killing machine and a monster killer especially. Don't need to give him much more than that : a shield, heavy armor (or is it fullplate) and barded warhorse means he has a 1+ AS. The other knights don't need to be Reiksguards, Innercircle knights are enough provided they are armed with lances. Okay, they won't kill much (but your Hochmeister will take care of that) but they won't die much either. A mounted warpriest is a good idea in that unit for hatred. You could perhaps split the knights 10-6. 10 with lances and including the GM and 6 with great weapons and the warpriest? They might die quick but if they catch weak units they might be able to crush them and that way the entirety of your hammer wouldn't be stuck on one side of the table while your anvil got slowly decimated.

Wizard... definately a level 4, no less! All the schools are good (some better than others), it depends on your opponent. In a case like yours, Beast lore might be good to give extra oomph to your spearmen. 

BSB... No magic banner, just tool him so he can't die, with armor and talisman and make sure someone else is there to take challenges in his stead.

Canon is good against monsters or huge targets, otherwise it is a bit disappointing. Hellblaster volleygun with an engineer (a must have) will give you more bang for your buck against rank and filers and cavalry.

Mortar is no good. Consider instead one of the swanky wizmobiles. The huricannum, I believe, gives you +1 to hit. Combined with an appropriate buff from a beast wizard and hatred from a priest, your pikemen suddendly become more of a killing unit.

Captasus... only if you have points to spare and your opponent relies on wizards (dark elf, tomb kings, vampire counts). Same story for witch hunter, although he is quite cheaper and fluffier (as in fluff).

Alternatively, here is what you could do.

50 spearmen, FC, with BSB and warpriest, + detachments of 10 crossbows and 10 handgunners.
Position: Static until the wave hits you.

Canon on one side and the other (if you don't want to pass it as a hbvg) perhaps in a far corner (just like the dwarfs)

Swordsmen and freecompanies together on one side try to roll a flank (you should really pass 30 of them as greatswords and the 20 others as a dettachment). Another warpriest in there might be useful. And perhaps your wizard should bunker with the swords.

Then your knights in one big block (or two like I suggested above) try to roll the other flank and focus on whoever reaches the pikes...

This is by no means to be taken litteraly, more like ideas to explore. It seems to me you have a good army, but in 7th edition. 8th edition Empire doesn't rely as much on spears and really focusses on synergy within large blocks. As such, I find halberdiers are way more efficient than spears... Anyhow.. food for thought

Good luck!

2
The Electors' Forum / Re: Big trouble with gun line dwarves
« on: June 01, 2012, 04:21:18 AM »
Although there is a lot of artillery, that ain't a proper gun line army.

Actually, with the rangers (scout), the miners (underground advance), the anvil (boost movement) and the core warriors (heavy fighters) he means to take the fight to you. A gun line would be more like two or more blocks of thunderers, an engineer and some regular crossbows just sitting back and shooting down your troops from a distance.

If you are facing a gunline-typed list, use pistoliers to outflank the main blocks and go for the war machines (they don't seem well protected in the list you provided). A captain on a pegasus could be good too in that respect.

Lore of metal is always good against dwarfs.

In melee, you'll almost always strike first (even your greatswords if pitted against his great weapon dwarfs due to better initiative). So use heavier weapons whenever you get a chance (halberds, lances, great swords) to lower the armor save. Don't put extra armor on your guys as the dwarfs will just take it away with str. Think numbers.... have more guys than your opponent and use detachments to outflank.

Demigriffs with Str5 and armor piercing are your best friend. It is usually easy to outflank dwarves. Just make sure the dwarves are already in combat because, they are one of the few units that can seriously hurt DGK.

Handgunners will do good damage at close range.

Outriders in a good position with the vanguard move should be able to do some damage.

A steamtank should also be considered.

Put some hexes on his war machines with lore of shadows and see them misfire.

Anyways, there are lots of ways to tackle dwarfs... except in a frontal assault.

Take it from a long-time dwarf player!

3
The Parade Ground / Re: Redoing My empire army. Basic 2k list
« on: June 01, 2012, 03:49:46 AM »
Pistoliers are your only ballistic unit (aside from artillery). What is their function? Harrass the enemy, disposable unit? The rest of your army is slow moving, so pistoliers will be left by themselves without support if they eventually find themselves in a bind. They could be used to soften certain units before they fight your main infantry blocks but a more basic ballistic unit (handgunners, crossbows or archers) could probably serve the same purpose at half the cost. Outriders (with the vanguard move) could position themselves well and do way more damage.

And why the wizard on pegasus? Does he really have to be everywhere? If you want to move him fast, use the lore smoke and mirrors (teleport). Oh and shadows won't protect your troops, it's actually Hexes that will handicap your opponent. If you go infantry strong, definitely consider using an Amber wizard. In combination with warrior priests and one of the magic chariots, an Amber wizard will make your troops super killy and resistant.

With the points you'll save, boost the Greatswords, 'cause they'll be the ones doing the real work (not the spearmen). Think about adding a WP in their ranks for the hatred.

As for detachments, use only one but with 30 instead of 20. Too many detachments hinder movement and since they don't get steadfast from the parent unit, some generals see them as an easier target.

Think about using one of the new magic chariots to help boost your guys. Most people seem to like the Huricanum (for the +1 to hit and +1 PD), but I prefer using the Luminark (or both actually). At 120 pts, they are a bargain and they definitely add oomph to your troops. But don't put the wizard on it.

I like the 4 demgriffs, but basesize is wide so sometimes one guy will be left out of the action if you put them 4 wide.

Oh and on a final note, at 55 pts, you should never go out without a Witchhunter with a brace of pistols. He might not do anything in some battles (but at 55 pts it isn't quite a loss) but if he does hit his mark, your opponent's strategy might unravel quickly (think Vampire count or Dark Elf sorceress for example).

Good luck!

4
Not that big actually.

Basic demigriffs are 58 pts, and you must put at least 3 so 174 pts.
If you go with a full command, add 30 pts, so 204 pts = 20,4 % of your special allotment, well within the requirements.


5
Why not just scour the bunches of pages in the battleground for good builds and go from there?  It's almost like you are asking us to do all you research for your benefit a lone.  Once you finish going through slap something together and ask how to strengthen or revamp.

Yeah, I should have explained myself better. I don't want you guys to do the work in my place, I want to get ideas outside the box, without preconceived notions. Just people throwing stuff out there... Then again, I'm probably too vague...

I like the idea of the two canons and a bunch of demigriffs, but would the artillery and monsters be my main assets or would they play a supportive role. If so, would they be better suited to support an Infantry build or a Cavalry build?

What about a steamtank? Does it have its place in a 2000 pts games? And if so, in what role?

Would a specialized army (all cav, magic heavy, all shooting, etc) be worth it in a small tournament?

6
Oh, don't worry about what I have or not. This is a friendly tournament so I can proxy what's missing. Do not limit yourself with what is...

7
Hey folks,

I'll do this one in reverse, instead of submitting my list I want you to build my list.

I have a "friendly" tournament this weekend and I need an all-comers list worth 2000 pts. Chances are I am going to face Ogres, Lizardmen, O&G, High Elves, Vampire counts and maybe Dark Elves... so yeah, right off the bat I know I need to take a LVL 4 caster (or two), but what else would you see?

Without going too much into details, try to explain the reasons and tactics behind your choice... 

The idea here is not for me to literally apply your list but to actually generate and discuss various builds and strategies....

Thanks for your help

8
The Electors' Forum / Re: What makes a Province?
« on: May 19, 2012, 01:18:56 AM »
Actually, although Stirland seems at first glance one of the poor provinces, this is largely exagerated.

In fact, some of the best wines of the Empire comes from the vineyards of Stirland. It is rural, that much is true, and close to Sylvania, but that doesn't mean it is out of resource or resolve.

For my Stirland army, this translates into Huntsmen to represent the various farmers and woodsmen, perhaps some militia as an angry mob, led by zealous witch hunters. No artillery because the old noble families of Stirland are too proud, but I see lots of knights and good men at arms to defend their estates. Wandering bands of sigmarites roaming the countryside would be likely too. I know that one of the regiment of renown from Stirland, according to the Heraldry of the Empire book, is the Stir River patrol (set up as crossbows or swordsmen, I am not sure yet).

 

9
The Electors' Forum / Re: Witch Hunter model alternative?
« on: May 07, 2012, 03:26:12 AM »
Reaper does have one :

http://www.reapermini.com/OnlineStore/abram/sku-down/02861

And if you look for Inquisitor, there a nice female witch hunter that comes up.

My personal favorite... from the Moot with a vengeance: http://www.heresyminiatures.com/shop/index.php?main_page=product_info&products_id=9

10
The Electors' Forum / Re: Witch Hunter? Flying carpet?
« on: May 07, 2012, 03:20:52 AM »
Put your witch hunter in a disposable unit of hunstmen. They are scout and skirmisher. If a character joins a unit of skirmishers, he gains the special rule skirmisher (seriously!!). Even better, put two for only 110 pts all told!!!!  :eusa_clap:

Oh, and no magic item, it's a waste of point. Use a brace of pistols intead. Make sure you'll be in range of your target on round 1.

...and remember, witch hunters choose a "model" to be the focus of their hatred (not necessarily a character). Might be useful to get rid of a champion with special abilities (like a marksman or a blood knight champion).

Don't over think him, he's just a stick of dynamite! 

11
The Electors' Forum / Re: Proper use of detachments?
« on: May 04, 2012, 06:00:54 PM »
Fascinating! Shows how much deployment of the detachments come into play.

If you stayed back an inch but with a slight \ angle, would it allow you to charge the flank of the enemy?

Then again, whenever you angle a defensive unit, you commit yourself (not as much with the muso free reform now, but still an issue with shooters). 

12
Hey guys,

Here are a few pictures of the start of my army of Morr. Sorry for the quality of the pictures or the lack of proper background, but it should still give you a pretty good idea.



Midnight black laquered armor, white cloak, and something to warm those cold undead hearts!



The other side



Riding to glory or doom!



They are equipped with various weapons. I've kept two with lances (3 if you include the SB) so I can put them in front if I choose to go lance, but mostly I use GW with my knights, so the other riders have morning stars (which I count as GW even if I did put shields for purely esthetic reasons).

I figure, the best weapon against skeletons has to be blunt and if you want to smash those squishy zombie brains, you'll need spikes, so a big spiky mace or club should be appropriate. For all other undeads, fire should do the trick!

I think the Ravenguard heraldry fits well with the fantasy setting.

It's a start.

Now, I've got to work on the knights on foot (Great swords), the Order of the Shroud (fanatics lead by a witch hunter), the war altar of Morr, etc.

Lots of fun in perspective!





13
The Brush and Palette / Imperial militia captain
« on: May 04, 2012, 03:41:48 AM »
Here's a conversion I made recently for a painting contest.

He is the Dreaded Captain Valtramini, leader of a crew of imperial bucaneers!







He is actually a small, almost exact replica, of a friend I LARP with.

14
The Parade Ground / 2500 pts Knights of Morr against VC
« on: May 04, 2012, 03:08:11 AM »
Hey,

Here is my first list in 8th ed. 2498 pts of Empire tropps against Vampire counts

I tried testing as much stuff as possible. I'm open to comments. I've used the list already so I'll tell you how it went after I get some or your comments to see if I was on or off the mark.

General
Hugo Von Schleck - Light wizard, LVL 4, Luminark of Hysh, Dispell scroll - 345 pts

Captain BSB
Grigor Loubov - Captain, BSB, AOMI, Pistol - 140 pts

Priests
Markus Brockner - Warrior priest, HA, SH, Dawnstone - 94 pts

Leto Von Stryker - Warrior priest, HA, Mounted (Barding), GW - 88 pts

Witch hunters
Robart Grūda - Witch hunter, Brace of pistols - 55 pts
Matthias Silas - Witch Hunter, Brace of pistols - 55 pts

Core 
40 Halberdiers, FC (BSB and Warrior priest on foot in unit)
      Detachment: 2 X 10 Halberdiers (one on each side of the unit) - 390 pts

9 Inner circle knights, FC, GW (mounted WP in unit) - 255 pts

Special
30 Great swords, FC
       Detachment: 10 Handgunners - 450 pts

4 Demigryph knights, FC - 262 pts

10 Flagellants (protecting my two magic chariots from a rear flank which they did) - 120 pts

13 Huntsmen + Muso (2 witch hunters in unit) - 114 pts

Rare
Celestial hurricanum - 120 pts

Luminark of Hysh - (points counted in the wizard slot)

* Sorry if I didn't use the proper format for a list, it's my first post in this section. I will amend my ways if need be.

I had fun playing this list and I am quite curious to know what you think of it...

Cheers  :::cheers:::


 

15
The Electors' Forum / Re: Proper use of detachments?
« on: May 04, 2012, 02:37:53 AM »
Thanks La Guerra for bring the thread back on topic.

Yes, I think its possible I forgot the steadfast bonus granted by the parent unit.

There's so many small rules now that it's easy to forget one. Let see, I had:
Steadfast due to the horde,
the general's leadership,
the reroll due to the BSB,
Hold the line, and I still missed it?

It's true though that I AM notoriously unlucky with my dies, although since I left my dour dwarves it seems to be a bit better, but definitely I must have forgotten something.

Anyhow, I'm not giving up, but I do want to know more. That idea about the detachments being in front of the main unit is quite intriguing. Any more manoeuvre ideas?

16
The Electors' Forum / Re: Proper use of detachments?
« on: May 03, 2012, 06:43:02 PM »
Detachments do have some uses, despite what the above posters have said. They give us a quick and easy way to strip Regeneration, for example. We accomplish that by putting a Priest in the parent unit, having a shooting unit as a detachment, and casting Soulfire. The benefits of the prayer extend to the detachment, which means that you can strip that pesky Regen off the Hydra before you cannon it off the board. ;)

So let's say a unit of handgunners as a detachment for an anvil like a bus of swordsmen? Interesting choice, albeit static! And you have to spend some precious PD to hopefully get Soulfire off...

And if they were assigned to a parent unit of archers and get the skirmisher rule, would there be a benefit? They sure can't move and shoot so that rule about not having -1bs for moving wouldn't apply...

So far, I just find detachment cumbersome since they take space on your battle line and you have to move them with your parent units to keep them relevant. However, it seems they are a must in 8th ed.

One thing for sure, 10 guys is not enough. 20 guys for 40 "parents" is like a folding horde of 60 since they all share the same rules. Not bad! However, there is still the problem of my opponent charging the unit first.

I don't know, maybe I'm tackling this from the wrong angle...

17
The Electors' Forum / Proper use of detachments?
« on: May 03, 2012, 03:01:40 PM »
I think I posted this in the wrong section last time, so I am reposting it here...

Hey guys,

I need help figuring out how to best use detachments tactic wise.

The first Empire 8th ed game I played, I used a horde of 40 halberdiers with a war priest and a BSB, supported by two detachments of 10 halberdiers, one on each side. Now, my opponent (VC), charged my first detachment with some cav. and before I had the time to reply with my parent unit and/or supporting units (knights), the detachment lost the fight, broke, got run over and made my knights flee of the table due to their total destruction. Yes, I had the BSB, the steadfast rule, the hatred, etc., but you can still miss a leadership test with all that...

What I'm trying to figure out is how to avoid my opponent jumping on those more vulnerable units first? Especially if I were to use shooters. Should I employ less detachments but with more guys, should I deploy them a bit behind my parent regiment, should I remember the steadfast rule even if I loose 5 guys in one go? Did I answer my own question?

Anyways, I'm open to your ideas...

Corax :ph34r:


18
Empire Army Book 8th Edition / Trying to figure out detachments
« on: May 02, 2012, 04:56:06 PM »
Hey guys,

I need help figuring out how to best use detachments tactic wise.

The first Empire 8th ed game I played, I used a horde of 40 halberdiers with a war priest and a BSB, supported by two detachments of 10 halberdiers, one on each side. Now, my opponent (VC), charged my first detachment with some cav. and before I had the time to reply with my parent unit and/or supporting units (knights), the detachment lost the fight, broke, got run over and made my knights flee of the table due to their total destruction. Yes, I had the BSB, the steadfast rule, the hatred, etc., but you can still miss a leadership test with all that...

What I'm trying to figure out is how to avoid my opponent jumping on those more vulnerable units first? Especially if I were to use shooters. Should I employ less detachments but with more guys, should I deploy them a bit behind my parent regiment, should I remember the steadfast rule even if I loose 5 guys in one go? Did I answer my own question?

Anyways, I'm open to your ideas...


19
Empire Army Book 8th Edition / Re: cant decide on an army theme
« on: May 02, 2012, 04:42:23 PM »
Hey, if you're going Stirland, with peasants and all, you can still work it into that war priest/light magic combo you suggested.

Being on the border of Sylvania, it wouldn't be out of place to have witch hunters amongst the peasant mob. A light wizard is always a plus when fighting the undeads as is a war priest with a following of sigmarites (fanatics) (might not be as good as before, but fluff-wise, still an awesome option). Archers and/or hunters would also fit in nicely. And maybe some converted pistoliers ranging about the borders.

I am personally, building a Knights of Morr army based in the town of Siegfriedhof, near the border with Sylvania. It will have lots of knights and a few demigryffs, but mostly alot of peasants armed with scythes, pitchfork and torches, captained by a fanatical witch hunter. Can't wait to get my box of Empire militia to start converting my peasants.

20
There's a blurb on the Games Workshop website that tells you how to quickly build a 1000, 2000 and 3000 pts army.

If you buy a battalion, you need to add some sort of general and maybe a wizmobile. The wizard kit is cool because you can use the wizard in combination with the wizmobile or not already. It makes 2 wizards I think and there's likely bitz leftover, so not a bad deal in itself.

Before you start though, think about what you want to do. Do you want to play competitive? Do you want to play relaxed games with your buds, do you want to collect or do you want to go all fluff? That's really the most important question you have to ask yourself.

If you want to go competitive, then read the posts on this forum and average it out. You'll need at least two battalions, plus demigryffs, a few war priests, maybe the war altar and one or the two wizmobiles, a BSB, a general of some sort (maybe a wizard lord since you'll definitely need wizards), perhaps eventually a great griffin (the kit is a good deal if you magnetized some of the options), the hellblaster kit, etc. Anyways, you'll need lots.

If you play relaxed games, then start with a few things like a battalion and use proxy to test stuff out before buying the rest.

My favorite is fluff building. You find/create interesting background and you build from there, even if the list ends up unbalanced, then you pick something from here, some from there and you convert stuff or use other ranges, etc. This is best, if you play on a smaller scale like with the "Warbands" rules, and it adds a lot of role play to the game...

Don't forget to check on Ebay or with regular games stores to find the old Empire Army box. I'm sure there are still some of those around and that's where you really get your money's worth!

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