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Old 03-26-2008   #1 (permalink)
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Default 1000pts against the new counts

yes, we really do play games at staff meetings! hard work you know
anyways, i'll be going up against 1000pts of vamp counts which is *very* magic heavy! (lots of bound items especially)

now, part of the problem with the list is also what i can feisably get built within only 1 week too... but hopefully the list isn't too bad?

1000pts Empire Army;

Heroes;
Battle Wizard w/Hand weapon. Level 2 Wizard & Rod of Power.
Cost; 130 pts

Warrior Priest w/Hand weapon, Additional Hand weapon, Great weapon. Armour of Meteoric Iron & Sigil of Morr.
Cost; 138 pts

Captain w/Hand weapon, Full plate armour. Battle Standard Bearer w/Banner of Arcane Warding
Cost; 113 pts

Core Units;
20 Spearmen w/Hand weapon, Spear, Shield & Light armour.
Musician
Standard Bearer
Cost; 132 pts
Detachment; 8 Free Company w/Hand weapon & Additional Hand weapon.
Cost; 40 pts
Detachment; 9 Halberdiers w/Hand weapon, Light armour & Halberd.
Cost; 45 pts

10 Crossbowmen w/Hand weapon & Crossbow.
Cost; 80 pts
Detachment; 5 Archers w/Hand weapon & Bow.
Cost; 40 pts

Special Units;
6 Inner Circle Knights w/Hand weapon, Lance, Shield, Full plate armour & Barded Warhorse.
Musician
Preceptor
Cost; 180 pts

Great Cannon

cheers!
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Old 03-26-2008   #2 (permalink)
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Default Re: 1000pts against the new counts

i quite like this list - it has good anti magic, a good solid defensive unit and a strong hammer unit.

i just wonder if you would be better with a second melee unit instead of the crossbowmen.

i'm (as always) at work without the rules, and without being able to check, not sure about a couple of things you have included:
Warrior Priest - can he choose the additional hand weapon and a great weapon? i thought it was a case of one or the other
Crossbowmen - did they change to state troops in the new book? i cannot remember - if not, you cannot have the detachment for them - going from the design of the models in this edition, i think they may well be state troops, but thought it worth pointing out in case.

i'm not sure if a mortar or a volley gun may not be a better option - at this level, there aren't going to be too many big nasties - probably just 2 vampires and perhaps a small unit of black knights or grave guard - it may be worth considering
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Old 03-26-2008   #3 (permalink)
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Default Re: 1000pts against the new counts

well,
a) yes, empire characters can carry multiple weapons in their new book! (though oddly enough, high elves can't?!?)
b) crossbows did indeed move to state troops!

my reason for the cannon is i know for a fact that my opponent will be bringing along his corpse cart. so the cannon get's the nod simply because it can potentially 2-shot the cart. (the cart is treated as a monster - not a chariot and it can regenerate!O.O)

the vamp counts army is basically based around the spearhead, so it'll be something like;
2 vamps
corpse cart
10 wolves
vargulf (eek!!!)
10 grave guard w/nasty magic banner
skellies.

the way spanky plays them, he relies on the cart's nastiness + all his bound items to dance his way into combat... he typically uses his power dice to raise some zombies which he again then dances into combat to hold you up and/or get a flank charge in.
so i figured the magic resistance will be handy to stop things like the rod of flaming death, while the rod of power let's me store 2 power dice to then use as dispel dice...

i'm worried about sinking so many pts into the knights though - his vargulf is really nasty! hopefully my warrior priest can hold his own with his nifty 2+ save? though i've also thought of dropping the magic armour & going for hand weapon/shield + heavy armour & van horstmann's speculum?!?
i think spanky might be expecting that though...

cheers!
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Old 03-26-2008   #4 (permalink)
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Default Re: 1000pts against the new counts

its a desperate day when you resort to van horstman's speculum! and besides, that would be better off on a wizard imho.

the good thing is that the grave guard at 10 is going to be fragile - unless he has more? but then he is running out of points real fast!

corpse cart and dire wolves cannot count towards his minimum core - make sure he knows that!

yeah, i changed my mind on the cannon if there is a cart and a varghulf there - don't forget the varghulf can regenerate too, and can keep those wolves marching to boot.

remember also that that Varghulf has no rank or rear, worth bearing in mind with your detachments

bearing in mind that he is going to be hitting you hard though, i would go large infantry over the knights, though they do have the psych advantage!
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