Author Topic: 1500 nuln army vs. OK  (Read 1461 times)

Offline Oberst Rotbart

  • Posts: 40
1500 nuln army vs. OK
« on: January 17, 2005, 02:25:18 AM »
One of my friends is starting OK.  His army (for now at least) will basically be the battalion box with a bruiser, and maybe a yhetee or scraplauncher. :?
So here's the list:

19th Battalion of the Artillery Train of Nuln


Hauptmann Fritz Rotbart (captain)-110pt.
--full plate, shield, icon of magnus, sword of might

Battle Wizard-140pt.
--lvl 2, rod of power, celestial order


24 swordsmen-288pt.
--full cmd., 10 halberd detach., 7 FC detach.
--captain here, center of army

20 spearmen-265pt.
--full cmd., shields, 10 halberd detach., 5 handgun detach.
--hold flank with artillery

10 handgunners-80pt.
--near spearmen

5 IC knights-180pt.
--full cmd., war banner
--opposite flank of artillery, flanking unit


2 cannons-200pt.
--on flank with spearmen

5 pistoliers-112pt.
--marksman w/ repeater pistol
--flank w/ knights


--on flank w/ cannons

total - 1500pt.
"Don't you know this is an Empire forum? And that you can't spell? Honestly." So says Rufus Sparkfire

Offline armlessfred

  • Posts: 342
1500 nuln army vs. OK
« Reply #1 on: January 17, 2005, 05:05:54 AM »
Well the list seems pretty solid but I think you should drop the mage as a captusus(captain on pegasus see atchman's article in the warroom if you havent already). He can jolt around with your pistoliers, marchblocking and misguiding some of those nasty units. Give him the VHS and let him go assassinate the bruiser. The guys a monster in combat with 4 wounds so grab a GW giving you S7 on the challenge. Your cannon should prioritize on either his iron guts or bulls first as they're going to knock the chocolate out of something. Force him to march around your helblasters arc of fire. You outnumber his units by quite a margin so get your calvary and captusus behind him as quickly as possible. The last thing he wants is a unit of IC knight pouring S6 hits into the rear of his bulls. Remember +2 combat res for charging the rear+ warbanner + your number of wounds. Bulls only have LD 7 so  if they lose combat they're hiking it. Good luck and stomp him into the dust.
*insert something funny here*
Like->if you haven't got the testicular fortitude to at least stand and fight, you're not worth listening to.

Offline Gyro LC

  • Posts: 372
1500 nuln army vs. OK
« Reply #2 on: January 18, 2005, 04:03:49 PM »
I disagree about losing the mage.  Gut magic is nasty with low casting values.  With one butcher he'll be able to cast minimum two, maximum four spells a turn, all on 3+.  If he brings a bound item like the Bangstick you'll be in big trouble without a wizard and the Rod to provide dispel dice.

It's certainly a good list.  I typically don't use IC knights anymore, but going up against ogres would be a good reason to take them.  You need to be able to kill at least one ogre on the charge and S6 is vital for that.
All the Dude ever wanted was his rug back.

Offline King of Fighters

  • Posts: 69
1500 nuln army vs. OK
« Reply #3 on: January 18, 2005, 04:47:28 PM »
I like the list alot. It seems very fair, and is a good representation of a Nuln list in my opinion. The selections seem weel picked, and I would go ahead and keep the mage (trust me, gut magic is nasty). Where are the Huntsmen!!! Against Ogres, I think you will need them. Also, with your captian...He only has a 3+ save right now. With the 4 and up strength of the Ogres, that won't protect him very well. I would suggest ditching the Full Plate, Shield and Sword of Might and give him a GW and AoMI. I don't have my book with me, so I don't know if that would allow him to keep the Icon of Magnus......