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Author Topic: Empire 1700pt list help...  (Read 10502 times)

Offline pw

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Empire 1700pt list help...
« on: September 26, 2009, 11:21:30 PM »
Hi, I'm thinking I might enter my Empire army into the Winter Warmer next January and have started twiddling around with lists. With only three games under my belt I could do with some tips. Here's list one:

General, Orb of majesty
Wizard      
Hero on Griffon         
Hero               
6 Halberds             
4 Crossbow            
3 Knights             
2 Flagellants            
Cannon            
Pistoliers            
Steam Tank

I guess question one is, are there enough heroes in there to command the army.
Second, can anyone think of a good reason to keep the Steam Tank beyond it being a nice toy?
And third, should I drop some Halberds and get more knights on board?


Offline Guthwine

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Re: Empire 1700pt list help...
« Reply #1 on: September 27, 2009, 12:02:12 AM »
1)4 commanders should suffice for 1700 points.

2)The steam tank with the new rules where it does not get destroyed if it looses the combat is useable but I would say even than it is still more a nice toy than an efficient unit.

3)Depends pretty much on your playstyle. Either more offensive power with 4 knights or defensive with more infantry.
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Offline lordgoober

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Re: Empire 1700pt list help...
« Reply #2 on: September 27, 2009, 02:23:19 AM »
question on point 2.  When did this rule get changed?

Offline Pugwash

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Re: Empire 1700pt list help...
« Reply #3 on: September 27, 2009, 09:21:59 AM »
Not sure about new steam tank rules... is the Winter Warmer using unofficial lists?

On the list, I agree largely with Guthwine. Drop a hero and use your general to give as many orders as possible.  Add a dispel scroll to the wizard, sword to the hero on Griffon, drop the extra halberds and steam tank and consider adding more knights or pistoliers.

The only reason I can think of to use the steam tank is if there are objectives or scenario's used at the warmer.  If so, the stank does a fair job of taking and holding things, if properly supported by cavalry.
« Last Edit: September 27, 2009, 09:24:08 AM by Pugwash »
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Offline Guthwine

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Re: Empire 1700pt list help...
« Reply #4 on: September 27, 2009, 11:37:31 AM »
question on point 2.  When did this rule get changed?

I think it was more of an idea, than a rule change to make the steamtank useable.

In my opinion the steamtank is great for casual games, but for a tournament there are surely better units to take for the amount of points. Also you could change the tank into the 4th unit of knights + a dispell scroll.
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Offline Raider4

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Re: Empire 1700pt list help...
« Reply #5 on: September 27, 2009, 12:05:24 PM »

... Add a dispel scroll to the wizard, sword to the hero on Griffon ...

There are no magic items in the Winter Warmer lists.

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Offline pw

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Re: Empire 1700pt list help...
« Reply #6 on: September 27, 2009, 03:00:04 PM »
Thanks for the suggestions. I'm guessing that playing the army aggressively will be more fun and dropping halberdiers saves me much pain in terms of painting.

Here's version two (with magic stripped out):


General,
Wizard     
Hero on Griffon                       
4 Halberds             
4 Crossbow           
5 Knights
2 Pistoliers                 
2 Flagellants     
Cannon           
       

5 points spare (I think).

Sound better? I'm a bit nervous about losing the hero but I'd guess I'll have four brigades, one of which will likely sit on the baseline and concentrate on not dying. This list certainly gives me two nasty fast units of knights and a mobile infantry unit led by Flagellants to dig out any entrenched enemy infantry.

Offline spiritusXmachina

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Re: Empire 1700pt list help...
« Reply #7 on: September 27, 2009, 03:48:03 PM »
I'm sorry but I disagree with Guthwine on this. I think it's a mistake to drop the second hero. You want to play offensively? Then you need a lot of commanders who can take over if others fail. And the wizard is more or less reliable as a commander.
But you only went the path halfways. If you really want to play offensively why don't you drop the cannon? Cannons are great (you can also use them to hurt enemies in woods or similar), but imo only if you have two units of them (and I guess you may not take two because of the 1700 restriction? Or is it 1000 minimums/2000 maximum?).

And did you think of how you will brigade your units? It can be helpful if you think of that beforehand.

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Offline Guthwine

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Re: Empire 1700pt list help...
« Reply #8 on: September 27, 2009, 06:21:40 PM »
I think there was a misunderstanding, his list was:

Quote
General, Orb of majesty
Wizard     
Hero on Griffon         
Hero               
....
I guess question one is, are there enough heroes in there to command the army.

Which are 4 commanders and my answer was:

Quote
1)4 commanders should suffice for 1700 points.
I never said he should drop the hero, in fact I was only confirming his choice of command.

I think the list is good, you could as Spiritus suggested drop the cannon and use a second hero.
« Last Edit: September 27, 2009, 06:23:49 PM by Guthwine »
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Offline pw

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Re: Empire 1700pt list help...
« Reply #9 on: September 27, 2009, 07:49:04 PM »
Hi, thanks for the ideas. I'm hoping to get a game this week and I think I'll go with:

General,
Wizard     
Hero on Griffon     
Hero                 
4 Halberds             
4 Crossbow           
5 Knights
2 Pistoliers                 
2 Flagellants
Spare points on a magic sword (I know I can't use them at the WW)

Brigages would likely be:

3 Knights
2 Knights 2 Pistoliers
2 Flagellants 2 Halberdiers
2 Crossbow 2 Halberdiers
2 Crossbow

I'd be aiming to have the top three brigades moving agressively while the others pootle about trying not to die. I'll let you know how it goes.




Bri     

Offline Pugwash

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Re: Empire 1700pt list help...
« Reply #10 on: September 28, 2009, 12:28:22 AM »
Quote
think it's a mistake to drop the second hero. You want to play offensively? Then you need a lot of commanders who can take over if others fail. And the wizard is more or less reliable as a commander.

Interesting.  I would never use the wizard for orders.  I've always found that the hero is 50/50 on a single order (fails when it's important) so I tend to use the general to 'set' my line, then switch him to running the cavalry after that, which is really where the Empire fighting is done. Being critical of myslef: I guess that means I keep the cavalry concentrated.  Also, not being able to use an Orb, makes this strategy a little more blunder prone.

I'll be interested to hear how it goes pw.  Particularly whether the extra hero is worth the points.
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Offline Stomm

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Re: Empire 1700pt list help...
« Reply #11 on: September 28, 2009, 07:12:58 AM »
Hi, thanks for the ideas. I'm hoping to get a game this week and I think I'll go with:

General,
Wizard     
Hero on Griffon     
Hero

As has been said, this command is fine. Obviously if magic items are allowed then give the SoM to the hero on a Griffon, a dispel scroll to the wizard, and I don't usually bother with any items for the general. And of course if you've painted the model, then the War Altar of Sigmar is a no-brainer for the wizard, and since its a chariot upgrade you can still take it at the WW.


             
4 Halberds             
4 Crossbow 

Personally I'd knock these both down to the minimum of 2. It saves you 200pts that you are otherwise going to pretty much just have sitting in your deployment zone doing nothing, or will be sent out and dispatched by your opponent in no time at all. Spend the points on more knights instead...

         
5 Knights

You want more than that if you can find the points...

2 Pistoliers

I never bother with Pistolers, as for 15pts more you can get a unit of knights which have a much higher survival rate in combat. Especially when used together with your knights, they are actually a liability in combat as your opponent can focus his initial attacks against the pistolers, therefore making it easier to take your knights out in rounds two and above of a combat...

Saying that, they might prove a useful support to a Steam Tank adding their close-range firepower. I have yet to try this tactic, but the unbrigade-ability of the ST does make using it rather tricky...
                 
2 Flagellants[/quote]

You're only allowed one of these at 1700pts I'm afraid...


Spare points on a magic sword (I know I can't use them at the WW)

Don't forget skirmishers or the WAoS, both are handy little ways of soaking up left over points that most other armies don't have...

Anyway, where's your artillery gone? Whilst I know it can be very vulnerable to attack by enemy flyers, you can actually use this to your advantage by using your artillery to draw your opponent into comitting his flyers early in the game, therefore removing the threat that they possess to your combat brigades when things get up close and personal...

Brigages would likely be:

3 Knights
2 Knights 2 Pistoliers
2 Flagellants 2 Halberdiers
2 Crossbow 2 Halberdiers
2 Crossbow

I'd be aiming to have the top three brigades moving agressively while the others pootle about trying not to die. I'll let you know how it goes.




Bri     

If you are going to take Pistolers, don't put them with your knights. As I've said pistolers actually make your knights more vulnerable to attack due to their lower saving throw. So by costing you the first round or two of combat, it then hands your opponent a bucket load of dice to take out your knights from pursuit bonuses...

My prefered cavalry arrangement is to mass them all together at the begining of the battle behind my infantry line, and then split them into two (or more, if I've got 9+ units) seperate brigades to swing around each flank, with the larger brigade being my main focus when it comes to attacking, and the smaller being there as a backup, or possibly a first wave attack.


Unless there are plenty of places for my infantry to hide, I will leave it protecting the artillery. And of course on deployment I will ensure that my artillery is at the centre of a continious line, flanked on either side by crossbowmen as they key to fighting off a first turn flyer attack is to kill as many of them as you can with S&S alone. I've actually seen HE Dragon Riders bounce off my cannons having been reduced to half-wounds in this manner before...

Offline pw

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Re: Empire 1700pt list help...
« Reply #12 on: September 28, 2009, 07:35:50 AM »
@Bri: Thanks for that reply, really interesting. I probably should have said that the WW uses the min/max from the 2000 point lists so the infantry have to stay. I take your point on the pistols. I might drop them in favour of another unit of knights and a cannon.

@Pugwash; I agree on the wizard, he's proved very unreliable in the few games I've had. In fact he's never even cast a single spell!
« Last Edit: September 28, 2009, 08:34:58 AM by pw »

Offline Lex

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Re: Empire 1700pt list help...
« Reply #13 on: September 28, 2009, 07:51:59 AM »
Winter Warmer army composition details ARE available 1700 pts @ 2k min/max and no MI other then dispell scroll, IIRC, but by all means check them to provide correct comments  ::)

And a good Empire general is playing with a mixed forces army, and will know/find the ways to use ALL his troop (combinations) to effect.

Eg. Flagelants make an excelent missile shield to deliver your cavalry "up the middle", granted you are limiting your cavalry to 20cm moves for the first couple, but they can still go their full 30 on the order that allows them contact, diverting the Flagelants away

Eg. A unit of pistoliers grouped with knight can be peeled of to hover on the flanf of an infantry line, allowing the knight to charge in and using pistoliers to shoot at the supporting units of your target, as even a 1cm driveback will strip away support !

Eg. Any Empire infantry unit with attached skirmishers will effectivly loose one flank, or even better....  units used as artillery guards can face forward, with the skirmishers facing backward, allowing you to charge pesky incomming flyers on initiative, before they do you!

Empire = mixed forces, hard to master but once you get a grip on it, a masterfull army
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Offline Guthwine

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Re: Empire 1700pt list help...
« Reply #14 on: September 28, 2009, 08:26:51 AM »
I wouldnt underestimate the pistoliers, they can be a great defensive shield for the knights with S&S, also they can shield your knights from shooting so they arrive at full strength for the charge and also they can be used as Lex said to shoot way enemy supporting stands.
And if all that fails they are equally strong like the knights allthough they wont last that long. But for flank charges they are still very efficient.
Warmaster:
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- Highelf WIP

Epic:
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-Space Marines WIP