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Author Topic: RT Army  (Read 5467 times)

Offline Atchman

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« on: June 07, 2003, 11:42:40 AM »
Hey Folks,

Thought I would be the first to post a "new topic" since Grutch beat me to the "first post" :lol:

This is my new "Menagerie Army".  

EC, Griffon, Holy Relic, FPA, Sheild, Lance

Scroll Caddy, 2 D Scrolls

2 x Battle Captain on Pegasus, FPA, SH, Lance

6 Inner Circle Knights Panther, Full Command, War Banner

8 Knights Panther, Full Command, Steel Standard

6 Knights of the Blazing Sun, First Knight, Standard Bearer

10 Handgunners, Hochland Long Rifle

10 Handgunner, Repeater Handgun

5 Huntsmen

5 Pistoliers, Marksmen, Repeater Pistola

1 Great Cannon

1 Steamtank, Hellblaster Only

5 DOW Lt Cavalry (Altdorf Mounted Police)

It is a fast list, but has significant mounted and infantry shooting.  

atch
"Do not gloat when your enemy falls; when he stumbles, do no let your heart rejoice"

Offline Unsung Zero

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« Reply #1 on: June 07, 2003, 03:45:24 PM »
Cool new forum.

as for the list...I love the battle capt on the pegasus but two is a bit redundant...I almost never have them earn thier points back in actual fighting, only really in marchblocking.  Your list is fast enough that march blocking isnt really all that important and wizards and warmachines will be a non factor after turn 3 anyways.

I think youll be much better off with a warrior priest or battle standard to lead the knights into fight.  That or drop the griffon, get a grandmaster to provide support.  The knights are great but they cannot beat everything alone.  

I would also suggest dropping the handgunners and possibly the cannon for more units of pistoliers.  Up their size to 6.   Also 1 cannon will be left behind and easy to ignore.  Possibly grab a second or drop it all together...probably the latter.  

I like the DOW light cav but they may be a bit redundant if you get more pistoliers...maybe consider some duellists to better protect the flanks and rears of your knight units.

Without any infantry blocks and only 3 real combat units, you need survivability.  I suggest making the block of 8 up to 9 and give it a character to lead it and possibly getting more knights for the other units.  You should want at least 2 large units if you are relying on them.  

If you do get more pistoliers and keep the captains on pegasus, dont be afraid to do a combined charge on the enemy front.  thats something like 18 str 4 and 7 str 3 attacks.

gd luck
Its like my grandmother always used to say, why buy the whole cow, when you can get the sex for free!

Offline Atchman

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« Reply #2 on: June 07, 2003, 05:23:53 PM »
The list is a bizarro list.  What the strategy is, is to combine charge one hard enemy unit with the griffon and both peg boyz.  The knights will either support charge the units nearby or be there to exploit the all out attack.  The Stank will also support the action.  

I am considering dropping the Holy Relic for the Laurels of Victory.  That way I can be assured that I can break the unit in one turn.  I should hit and wound twice on average so that is 4 CR, add a couple for the Griffon, now I'm up to 6 CR, both pegboyz should hit and wound 3 times between them, so I'm up to 9, if the 4 ST 4 attacks of the Peg boyz hit anything they should finish up the job.  Against a unit of knights that is only one or two ranks deep, I should easily be able to crash through them with a charge.  Ranked up infantry is still a problem, especially T 4 infantry.  The strength of the attacks should negate all infantry armor however.  

Really the handgunners and the cannon are there for annoyance and chariot busting and sniping enemy war machines.  Also, they can hold table quarters with their US of 10.   I figure if the rest of the army is coming to them, they are fairly safe left behind.  

I may drop one of the hangunner units to up the Holy Relic to the Laurels and boost the size of my pistoliers and change one of the small knight units to IC White Wolf Knights.
"Do not gloat when your enemy falls; when he stumbles, do no let your heart rejoice"

Offline IH8Skaven

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« Reply #3 on: June 19, 2003, 02:37:36 AM »
I like this army Atch.  This has got to be the fastest Empire army I've ever seen and speed kills!  (MY DE army needs no stinking revision!)  

I envy you for having not only all them Knights painted up, but the commands as well!  I have 15 Knights painted and ready to rumble, but only one command.  

Of course, I'm sure you face quite the sobs from players regarding your Knights and ST being "cheesey."

I've never used a Griffon myself.  Don't have the model, and when I bring an EC I resign myself to the fact that he'll sit back hold the troops in check.

Offline George

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« Reply #4 on: June 19, 2003, 03:46:50 AM »
Quite like the idea of this army...certainly something most general's wouldn't expect.

I am considering using a variation on the list on my O&G friend/foe. He generally likes using savage orcs and night goblins (very big units of). His standard tactics involve two fast flanks. 12 savage orc boar boysz (bigunz) and 12 goblin wolf riders (fast cav).

As I don't have the models I would remove 0ne BC on pegasus and change knight units to: 6 Knight Panther full command warbanner, 12 KWWolf and 6 Knight Panther no command.

Also I own no rare units so would swap ST and DOW unit of 15 Gswords (griffon banner) and a mortar. Any extra points would go to huntsmen.

This leaves me pistoliers to buy and paint.

My plan would roughly be:
Smash through boar boyz (I hate those things)  with most of WWolves, EC & BC. While bringing the unit KPanther with out command behind.
Pistoliers and other KPanther will hold/destroy wolf riders.
Gswords to hold in middle.
Then EC and BC to handle war machines while knights pour in on flanks.
Hopefully by then huntsmen and artillery have dealt with fanatics!

Does this sound feasible.
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Offline Elkerlyc

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« Reply #5 on: July 01, 2003, 04:41:19 PM »
@George: better have a warbanner for your greatswords or none magical at all. Griffon is only useful if you have ranks and lots of spare bodies. 15 Greatswords have neither.
History, although sometimes made up of the few acts of the great, is more often shaped by the many acts of the small.

Offline Atchman

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« Reply #6 on: July 02, 2003, 01:08:19 PM »
The last little adjustment I'm thinking about is to drop the DOW light cavalry all together.  That way I can add one new pistolier to the unit, up the Holy Relic to the Laurels of Victory, and upgrade the reapeater handgun in the one handgunner unit, to another Hochland, since I suspect that wizards and Skaven weapons teams will be my bane. Besides that in the RT world you need to have more core, than special or rare to get max points.  

My other debate is whether to drop one of the Battle Captains and just get a regular plain captain to lead the units of knights.  When I did this last time I used the army, my bizarro charge thing didn't work because not enough whacks to break down a ranked up foe.  You would think that 9 ST 6, 4 ST 5, and 4 ST 2 attacks would be enough, but sometimes it isn't because they start out 5 ahead of you.  You should beat a ranked up unit, but the enemy has tricks too!  

What's really bizarro about this army is that if the enemy isn't too sure about moving forward against it because of the speed, you still have 20 shooters and a greatcannon (and a hellblaster if you want to risk it).  You can snipe for a couple turns then countercharge.
"Do not gloat when your enemy falls; when he stumbles, do no let your heart rejoice"

Offline Calimehter

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« Reply #7 on: July 02, 2003, 06:06:57 PM »
Cute idea, tho I can't help but think your sports score will suffer a bit if all you're doing is crashing into units with flyers head on to break them.  :)

The Laurels sound like a perfect match for your strategy, I would really get them if you could.  No 4+ ward on the general if you do, but the mount will still probably die before he does anyway if the enemy manages to get his shots through . . . and with a cannon and some shooting of your own, that might not be a given even if its there.

Let us know how it goes!