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Messages - Mr.Altdorf

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Empire Army Book 8th Edition / 5 man detachments worth it?
« on: December 26, 2011, 03:48:53 PM »
Hey guys going to a tournement soon looking for some input on 5 man detachment? The way I see it can be used for

Speed bumps- delaying for more shooting
Combat rez- not gonna be breaking ranking but the charge and flanking could help with combat
Extra attacks- 5 halberd attacks might be good but then again anyone tougher then empire( pretty much anything lol) will being getting a few more attacks as well

I was thinking ide use 5 with frontage of 3 to save space on the line thoughts?

The Parade Ground / Re: 2400pt tourney list
« on: December 26, 2011, 03:38:02 PM »
Well I was thinking GoTE empire has no combat skills really which is why I'm reluctant to take him, I supposed give him a couple items and horse and he's reall not much cheaper then a TGM, also I have a feeling that when the Knights go hunting might leave my troops lacking in leadership...

Ide have to agree the 2 stanks in my experience is either ridiculously good or they take a couple wounds and become kinda useless. I'm hoping the life wizard will help with this although it's new to me haven't tested it.

Thoughts on 20 greatswords? I don't know if this will be enough I can't seem to find the points to fit more in possiblly dropping the crossbows but then I feel I'm dangerously low on scoring units.

Thanks for the input.

The Parade Ground / 2400pt tourney list
« on: December 25, 2011, 11:21:38 PM »
Hello looking for some thoughts, I also realize I probably won't make to many friends but tired of being friendly and losing so ide say this is a very much competitive list here goes.

TGM- sword of might

Wizard lord- level 4, crimson amulet, rod of power
(uses life)

Captain- Bsb, full plate, barded horse

WP- heavy armour, shield, vanhorstmans


29 swordsman- full command

20 crossbows

9 knights - full command, great weapons, banner of eternal




20 greatswords- full command

Steam tank

Steam tank

Total- 2396 pts

Not to sure about the TGM seems a bit weak, artillery to soften up blocks stanks to tarpit and knight and and greatswords for some killing power. Wizard takes life to heal tanks and a bit of unit buff, priest for tough characters crossbows for anything fast hunting war machines. Obviously stanks might suffer from pit of shades and stuff but I figure with the rod my magic defense is ok, also I've always hand problems with hero hammer blocks particularly nurgle daemons with there special character can't remember the name off the top of my head which is the reason for the eternal fire banner on the knights might help a bit with regen stuff.

Please be critical very open to suggestions.

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