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> 2250 Empire for dogcon, Ok i havent played 7th ed let alone write a 7th ed empire list so here
sabi
post Jan 23 2007, 06:25 AM
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What do u think of balance? it has been over 3 months since ive played and written an army list so im a little cluelles with how this list will faire with comp/gamewise effectiveness

Characters

Elector count on Griffon -392
-full plate armour enchanted shield
-Sword of power (+2 str, 40 points)
- Icon of magnus (4+ ward save 45 points)

Captain (BSB) -137
-Barded warhorse
-Sword of might, Helm of skavenslayer ( 6+ armour save, cause fear in skaven, total save with full plate and horse 1+)

Level 1 wizard -115
-2 scrolls

Level 1 wizard -95
-Rod of power

Core
21 swordsmen -151
Full command

10 Handguners -105
-Marksman
-Hockland

10 handguners -105
-Marksman
-Hockland


11 knightly orders -318
Full command, steel standard ( +d3 charge range)

6 Knightly orders -146
-Musician

6 Knightly orders -146
-musician

Special

6 Inner circle knights -221
-Full command, war banner

2 Cannons -200

Rare

1 Hellblaster –115

Total: 2246

Total power dice:4
Total Dispel: 4
Can save from 1-3 dice per phase and carry it to the next on a successful roll.

Comments apreciated thank you


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Actually I should come clean, about the initial PM from "Harry".


His was far more friendly and approachable. In fact, I think he even used the word please! I decided to jazz it up a bit. And by a bit, I mean I wrote the whole thing.
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Oom
post Jan 23 2007, 08:38 AM
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Hey mate, couple of observations.

Fwiw in the new armybook, EC is renamed General of the Empire (obviously everyone will still know what youre talking about though). Holy relic (not iom) is the 4+ ward, but looks like youve costed it right.

You can get a cheaper 1+ armour save for your bsb by just buying armour of merioric iron instead of paying for plate, barding, and rat helm. you lose the fear against skaven, but gain a dozen points or so, and an additional 2" charge range for what its worth. If this guy is running with the big block of knights id even consider putting an IoM here; not needing to take and fail a fear test to get that critical charge can be the difference in a game. He can survive a turn or two with a 2+ save.

With just a pair of lvl 1s, any dice stored in the RoP are worthless in your phase for anything but dispelling remain in play spells. At least consider a wiz staff on the second mage so he can throw 3 dice at his one spell. If the RoP is just for defence, youll honestly be better with one or two more scrolls, or a scroll of destruction (or whatever its called, that item thats a dispell scroll with a 50% chance of removing the spell from the game).

Swordsmen could do with being a bit bigger, being fielded 5 wide means losing ranks and or autobreaking is a big concern when starting with less than 25 of these guys. A detachment of any kind is worth considering - 10 swordsmen or halbardiers make excellent counter chargers (any help you get outnumber when caluclating CR), or 5 archers or free company just as diverters or shooting cover that wont cause panic when they break.

At over 100 points each, i think musos would be worth looking at on those shooting units for the cr in drawn combat and better chance to rally.

Everything else looks good.
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skaapie
post Jan 23 2007, 08:51 AM
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Nice list, the only thing I would suggest is making the 2 wizards level 2 each, this way you actually have some offensive magic capabilities. Not sure where you get the points for it but I would definately try as at the moment you have 1 scroll caddy and 1 wizard to boost dispel dice. Waste of quite a lot of points to just dispel.


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Its not necessary for warhammer to played like Irish boxing. Trading blow for blow in a fair fight is silly if you are the weaker fighter.

Lord of all things Fluffy
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sabi
post Jan 23 2007, 02:37 PM
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"icon of magnus" oops typo ment to be holy relic

Armour of meterionic iron would be beter geez how didnt i see that thanks for your contribution

Maybe ill drop 1 knight from each of the 6 mans to make the wizards level 2 (+ spare points from the captains swaped gear)

This post has been edited by sabi: Jan 23 2007, 02:38 PM


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Actually I should come clean, about the initial PM from "Harry".


His was far more friendly and approachable. In fact, I think he even used the word please! I decided to jazz it up a bit. And by a bit, I mean I wrote the whole thing.
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Elmin
post Jan 23 2007, 07:48 PM
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The king of cheese is back at last!
May he reign over us in all his cheesy capacity forever!

But seriously its a good list. In regards to the magic, I think you're absolutely guarenteed 5's at dogcon without it, and realistically two level 2's arent going to make much of a splash. (Having said that i doubt making them level 2's will change anyone's mind, but you never know - your shooting is on the strong side [which is appropriate if you ask me] and toning down the magic is a concession in this area in anyone's books). I'd rather put that 70 points into the swordies and a detachment.
About the rod of power; stay with it. Keep storing 2 power dice and you have 2+ to have 6 dispel dice - which is absolute gold.

Now lets work on keeping your griffon alive longer than turn 2! wink.gif

- Nathan

Ps. Sorry about the brackets in brackets i kept having afterthoughts biggrin.gif
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warpaintoz
post Jan 25 2007, 05:37 AM
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For a minimum of points, going the level 2 wizards is a must!
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