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Title: 2000 points


aceofspades - August 15, 2005 01:47 AM (GMT)
ok finally an army list first one so tear it apart



captain
full plate
lance
barded steed
holy relic

captain
armour of meteoric iron
great weapon

wizzard
level 2
2 dispell scrolls

master engineer
HLR

CORE

25 halberdiers
full command
10 spears
10 free company

25 swordsmen
full command
10 spearmen
10 free company

8 knightly orders

10 hand gunners
10 crossbowmen

10 hand gunners
10 crossbowmen

SPECIAL

great cannon

great cannon

mortar

mortar

RARE

hell blaster volly gun


points 1999
models 147

the reason fo no Count and the reason for the enginneer are do to fluff reason which i will write later

Sultansean - August 16, 2005 06:43 PM (GMT)
Get another Knight so the unit with the captain in it is an even 10 (i assume he's going in the unit of knights). Then upgrade them to inner circle and give them full command. I think you only need one close combat detachment so drop the spears and get units of 6 handgunners this will free up points for that knight. You should also drop the second level of magic on the Wiz cause sadly you wont get anything off anyways so it's just a waste of points. You could drop one of the missile uhits and get another hellblaster too, but some people might complain.

Murmandus - August 17, 2005 10:26 PM (GMT)
If you really want to save the points for more arty and shooty or combat. Drop the captain and wizard then buy a warrior priest, you have the combat and he adds ds plus can carry scrolls. Then stick in unit of knights with warhammer and he will have only 1 less attack than captain and will be lots better than a wizard. I would get rid of one of the mortars as they are only str 3 so you wont be doing alot with them, exchange it for another cannon with the points youve saved on characters, then like sultansean said make unit of knights inner circle. Or as another thing exchange the second mortar for a unit of pistoliers as they can then flank and warmachine and character hunt.

Sultansean - August 23, 2005 02:45 AM (GMT)
Sadly Warrior priests cannot carry scrolls, although you would find the extra dispel dice very helpful. An idea would be to give handgunner champions HLR's to mage snipe, which is a fluffy way of the empire countering magic especially as you have an engineer. 2 mortars and 2 cannons is a nice balance of artillery pairs seems to be the way to go. Pistoliers are an awesome unit, maybee drop a unit of crossbowmen?

Funky the Elf - August 26, 2005 08:19 PM (GMT)
Im intersted in your fluff and I always think its cool when fluff is more important than power.

Be aware though that without the EC's LD9 and no Imperial Banner around, your small units will be running before they know whats going on. :unsure:

ROMPologist - August 27, 2005 12:20 PM (GMT)
upgrading to lvl2 eith only one mage around is a waste of points as the spell will probably only get through on an IF, so drop that and invest the points somewhere else, maybe give the captain on horse a shield and the engineer a light armour...
or make he captain to a elector count as the extra LD is gamewinning

Gregourious - February 12, 2006 09:45 AM (GMT)
With all that shooting you must have five huntsmen and 1 maybe two throw away units to march block and divert. Free company or archer detachments are good for this. You should never leave home without the pistoliers. I agree with the other feedback drop a motar, increase the knights.

Halbreds make better detachments (strength four). while spears tack a charge better (fight in two ranks) so I would swop these around.





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