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Topics - Big Brother

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The Electors' Forum / Building around Greatswords
« on: February 16, 2013, 07:54:36 AM »
I want to build an army around Greatswords. I know they may not be the current favorite unit, but I like the way they look, ad it's my army, so they are in.  :-D

That being said, I wanted to start some discussion and get some input as to how to best utilize the Greatswords and design the army around them (2000 points).  I'll start with my thoughts.

Pros: Greatswords have the best infantry army we can field at 4+. They have high strength attacks (5), they are stubborn with high leadership, and they have decent weapon skill. They can also take a magic banner.

Cons: they are toughness 3, and have ASL, so they could take a beating. They are also a special selection, and are nearly twice as expensive as halberds.

The pros initially make me think a hoard is the way to go. Lots of quality attacks, stubborn if things go poorly. Of course, the points costs start to add up, and with support, you can end up in Deathstar range very quickly.  Either way, I am thinking the plan should be 30-40 in a hoard.

Next, I think we need a magic lore to support. A level 4 battle Mage is probably necessary for magic defense and to ensure we get the spells we want. But which lore?

Fire: all offensive.  Only buff is +1 to wound. With str 5, Greatswords are wounding toughness 3 on 2s and toughness 4 on 3s. Just not a good enough lore to compliment the Greatswords.

Beasts: only one buff that helps the Greatswords (all the rest buff characters), though it is the signature spell. Wyssan's does boost the toughness, which addresses an issue, but the extra strength isn't really needed.  Curse is a helpful spell in keeping the Greatswords alive, but I just down think this lore has enough to really support Greatswords specifically.

Metal: enchanted blades +1 to hit looks good, and glittering robe will give Greatswords a 2+ armor save. Plague of rust isn't terrible, but not great either. On the plus side, we could take Gelt in this list.  The +6 to cast should mean more spells go off with less dice. And lore master gets all spells.

Light: Pha's and speed of light both make Greatswords harder to hit, both in close combat would mean weapons skill 4 or less enemies need a 6 to hit. Speed of light also boosts Greatswords chances to hit, and Timewarp adds not only extra attacks, but makes them hit in initiative order, though it is still pretty low. All of these are great for the Greatswords, and have fairly low casting costs, so more spells per magic phase.  Other spells are useful, too. One issue though is no spells that boost wounding power of other units.

Life: addresses the toughness issue, and can keep bringing the Greatswords back. With the exception of dwellers, a very defensive lore.  This could be ok, as it would let the Greatswords out grind an awful lot.  Not sure i feel it though.

Heavens: iceshard, harmonic, and curse all look helpfull. Iceshard and curse make the Greatswords harder to hit (together about on par with Pha's and speed of light), and harmonic helps hit, wound and stay alive. 3 very useful spells. Only problem is I am not sure about the rest.

Shadow: miasma is very good, and signature. Enfeebling looks pretty good. Withering and mind razor aren't bad, but address areas that are already strengths for Greatswords. Could help other units perhaps.

Death:  soulblight and doom and darkness seem usable, but kinda meh for this.  Just not the type of list for this lore.

Base on this, I think choices are lore of light or heavens, with life a distant 3rd.

So, what do you all think?  I'd like to discuss this a bit, then move onto the rest of the army.

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The Electors' Forum / Digital army book update
« on: January 12, 2013, 04:45:10 AM »
My digital army book got an update today. Any one know what changed?  I don't see a new FAQ up on the website.

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The Parade Ground / 2000 list - could use feedback
« on: December 17, 2012, 06:43:06 AM »
Trying to make a better balanced list. Could use your thoughts.  Simple enough plan, dual hammer and anvils, with some artillery support.

Arch Lector, heavy armor, enchanted shield, war altar
Battle Wizard Lord, dispel scroll
Captain, BSB, full plate, shield, helm of Skaven slayer, luckstone
Warrior Priest, heavy armor, shield, barded horse

37 halberds, full command
9 Inner Circle Knights, full command

20 Greatswords, full command
5 archer detachment
5 archer detachment
Cannon

Helblaster volley gun
Steam tank

1999 points

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The Electors' Forum / Warrior Priest And flaming attacks
« on: May 18, 2012, 07:44:16 PM »
Based on the following from the BRB FAQ,

Quote
Q: Do all forms of Flaming Attacks cause Fear in war beasts, cavalry and chariots? (p69)
A: Yes, any model that has a Flaming Attack will cause Fear. This includes unit upgrades, models that only have ranged flaming attacks and even Wizards with spells that cause Flaming Attacks.

Since the WP has a prayer that creates flaming attacks, he should cause fear to cavalry, war beasts, and chariots, correct?

And while thinking about it, does flaming attacks cause fear for a steam tank?

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The Electors' Forum / Detachment Rules
« on: April 20, 2012, 03:40:48 AM »
If a parent company (such as great swords) has the Gleaming Pennant, does the detachment get to use the reroll?

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The Electors' Forum / Detachments and victory points
« on: April 16, 2012, 07:18:45 PM »
How do detachments work for victory points? I didn't see anything in the book. Are they considered part of the parent unit (since purchased by the parent as an upgrade), and thus to get victory points you must kill the parent and all detachments?  Or are they a unit unto themselves for victory points?

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The Electors' Forum / Magical Attacks?
« on: April 12, 2012, 03:02:10 PM »
I am fairly new to Empire, having gotten started in Warhammer last year with High Elves.  I am working on a semi-fluffy army (but reasonably competitive) from Stirland of vampire hunters. One thing I noticed when reading the Empire book is a sever lack of magical attacks for a unit.  Is there a way to give a unit magical attacks, or are we just stuck putting magical weapons on characters and using magic missiles for ethereal units?

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