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Empire unit choice


Introduction

Suggestions

Having played empire for a good 2 years now and seeing that there isn't an article to tell you the do's and don't's of an empire list. Of course i won't get everything spot on so if you think it could be improved please message me with your suggestion.

PLEASE NOTE THAT THIS WAS WRITTEN WITH 7TH EDITION AND THE OLD EMPIRE BOOK IN MIND, AND THAT THE ADVICE BELOW IS NO LONGER STRICTLY RELEVANT.


Characters

Templar grand master

Quite simply the best fighter you can get without a special character, with a unit of inner circle knights he will be able to run cricles around most units. And with 4 attacks and WS 6 he is best used for killing than leading.

Generals and captains

In a 2000 point match there is no reason why you would take the general over the grand master, unless your playing a defensive force where his leadership 9 will keep your battleline holding. Quite simply never use the general for killing, the grand master does it much better. Captains on the other hand are good choices. At 50 points he is cheap as chips and is able to perform a varity of roles, such as lone character hunting and kill war machine crews. Getting a captain with a battle bearer is also a good choice if you want your army to stick around when things go ill.

(However, A General does allow a unit of state troops to carry a 50 point magic banner, which is great for a unit like Greatswords, or perhaps even standard State Troops. He also is the only model that can carry a Runefang)

Warrior Priests/Arch Lectors

Arch lectors are a good very choice if you can squeeze him in, even more so if you give him a War Altar of Sigmar. Allowing you to cast any spell in the lore of light at power level 5, he can then go on to use his two prayers. He is best against undead as the magic missle weapons in the lore of light all confer an increase in strength agaisnt the undead. The warrior priest is a good character to have in your battleline, Hatred can help you tip a fight in your favour and the prayers and dispel dice are an added bonus.


Wizards

Although human wizards can't compare to the wizards of other races they can still be deadly. Make sure to take at least one as a scroll caddy, and if you wish to have some magic offense take another at lvl 2. Try not to overly equip them, they suck up a lot of points. However, Empire wizards have access to every standard lore in the BRB, which is a blessing within itself. Facing Bretonnians/Chaos Warriors? Lore of Metal. Cheap Horde Troops? Lore of Fire. Want more supportive Magic? Lore of Heavens.

Master Engineer

Never ever take it, a waste of points and a hero slot.


Core

Statetroops

The bread and butter of any empire army. Very cheap meaning you can get alot for a low amount of points and with detactments they can hold agaisnt most infantry. Don't expect them to hold agaisnt deathstar units or being charged in the flank, fear is also a major issue as their low leadership is a real pain. Quite simply if things go wrong the odds of them running are high. The way to prevent this is to keep your general near by as well as your standard. Thorwing a couple of warrior priests around can help as well. Swordsman are the best of the staetroops, 6 points for ws 4 and I4 as well as a 4+ save in combat is a real bargin. They can hold their own agaisnt most basic infantry of the other races, detactment wise they are best used as a parent unit. Spearman come a close second, the extra rank of attacks can help push a fight in your favour. They are best used as a defensive unit. Halberdiers come last as they try to do something empire troops aren't supposed to do; kill the enemy. They have no way to improve there armour save combat as the halberds are two handed, they are a good choice other as a detactment when they counter charge an enemy. The main use of statetroops is to either use detactments to get units into the flank of the enemy or hold the enemy unit until some knights can smah into the flank of the unit there flanking.

Crossbows and handgunners

These units are a must if you wish to make a gunline, en masse the amount of shots they get off is devestating. Deciding whether to use crossbows or handguns is down to you. Want the extra range? Take the crossbows. Want the extra bite? take the handgunners. Whatever happens try to keep them away from the fighting, they have no armour save and fall like wheat to a sickle in combat.

Miltia

Miltia are the best choice for your detactments, only taking up 5 points and with two attacks they can be devestating when they get into the flanks. That said they are like a glass tiger, they can dish it out but not taking it back, they have no armour save so they are likely to lose protracted combat. Also never take archers, they cost the same as handgunners and crossbowman and deal no where near as much damage

Knights

One the best units in the empire list. When they charge in the flank nothing can stand them, apart from deathstar units and the undead. With a 1+ save they take alot to shift and when backed up with a grand master (which makes them immune to psychology) they become the hardest unit in the empire list. If you make them inner circle they gain +1 strength, meaning with lances on the charge they have a whopping strength of 6.

Special

Greatswords

The best tarpit unit the empire can muster. With a greatsword, 4+ save and stubborn these guys are never likely to break. Keep the battle standard bearer near by and they will hold agiasnt anything. Their only weakness is fear, giving them a captain with the icon of magnus will make them immune.

Pistoliers and outriders

Pistoliers are the king of march disruption, place them on the side of a unit so they can't be seen (or charged) and fire away with pistols. If he turns the unit you simply move it again. Outriders i'm not so sure about, sure they have repeater handguns and BS4 but they take up a special slot and they still have to stay still to fire, in my opinion avoid them. Be careful though, with a armour save of 5+ all it takes is for a unit to reach them and the chances are there gone, also try to keep them away from mages and shooting units.

Great cannon and mortar

The great cannon is a brilliant weapon for killing monsters, chariots, character sniping as well as other war machines. Strength 10 D6 wounds will make a mess of anything it hits. The mortar is an excellent anti infantry weapon. Both machines are cheap as chips, and it is almost impossible to find a competitive Empire list without them.

Rare

Flagellant warband

One of the best anvil units you can get, unbreakable and they will never lose their frenzy. They can hold up entire armies, since they don't ever run away your oppenant will be forced to kill every single one. Like several other units in the army they have no armour save, so they will still die in droves agaisnt an elite unit.

Steam tank

The ultimate in shock and aura. Causing lots of impact hits in combat, being extremly tough, being able to fire its weapons even in combat. But if it starts losing wounds it will start to lose effectiveness as it won't produce as many steampoints. A steamtank under 5 wounds won't contribute much to the battle. Also note your oppenant will use every to try and kill it, so thats the heat of the rest of your army.

Helstorm rocket battery

If it hits something, brilliant! That unit is probably gone. The main problem with the Helstorm is the misfire chart, which can cause the Helstorm to fire upon your own troops. Regardless, the Helstorm is useful when taking on horde armies (Like VC, Orcs, etc.) as it fires just like a stone thrower.

Hellblaster volley gun

Potentially the most devastating piece of artillery in the game. It can potentially shoot up to 30 strength 5 armor piercing attacks! It does have the problem of misfiring and it has a very short range. In a game you might get 2 turns of shooting before it blows it self up (which it will). The Hellblaster is also a great unit for the purposes of psychology, as many are afraid of the potential damage the machine can unload.

and at the end...

Suggestions

If you disagree with what i have said feel free to send a message and explain what i should change and why. Thanks for reading.




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