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The Empire Tactica for the [[Age of Sigmar]] rule-set, so you can follow your god into the next world!
The Empire Tactica for the [[Age of Sigmar]] rule-set, so you can follow your god into the next world!


==The Empire Warscrolls==
Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.


This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar, most of this is based on theory. Take everything with a grain of salt.
===Why play The Empire?===


===Named Characters===
Because you love gryphons that can still fly, manly men who have (and are in love with, apparently) cool mustaches and drowning your enemy a la imperial guard. Aside a few characters, the Empire can be played in many aspects like you'd play an IG army: your basic troops (going by the SDK system) are cheap-and see their utility enhanced by being deployed en masse- and so are most of your heroes (who buff your army to great extent). In the meanwhile you pack up some nasty guns like the Steamtank.  
*'''Karl Franz on Deathclaw:''' The big cheese of the Empire. All units within 15" of him don't take Battleshock tests, and with Deathclaw's Piercing Blood Roar rule he can force a single enemy unit to roll 2D6 and pick the highest result when rolling Battleshock. Deathclaw can re-roll failed hits if Karl Franz took a wound. The Silver Seal lets him re-roll failed saves, and ignore Mortal Wounds on D6. His Command ability allows a single unit of Free Peoples to make an extra attack.
Wanna drown the enemy in corpses but don't want to play vampire counts in fear of being accused of cheesemonger and sparkly faggot? Want to be a MAN? Want to pack some seriously big guns? Then serve the <s>mighty God-Empero of Mankind</s> KARL FRANZ!!
*'''Kurt Helborg:''' Makes enemy units that fail battleshock tests lose an extra guy. Also, all Free Peoples units within 15" of Kurt re-roll charge distances. In the utterly hilarious/stupid (take your pick) tradition of AoS, Kurt Helborg is the 1 named character in the Army to have real life affect the game. If you have a bigger and better moustache than your opponent, you re-roll failed hits with his Runefang. His command ability lets a single unit re-roll Charge distances.
*'''Balthazar Gelt, The Supreme Patriarch:''' Gets +1 to an unbind attempt for every enemy wizard within 18" of him when he attempts to unbind spells, you get +1 to cast if fighting in the Realm of Metal, and he knows the Searing Doom Power.
*'''Valten:''' [[Commissar Yarrick|He can come back from the dead]]...a lot. His fucking rule even has the exact same name as Old Man Yarrick's special rule. Makes an extra D3 attacks once per game with either his dual hammers or Ghal Maraz.
*'''Marius Leitdorf:''' The insane crazy Elector Count is back! If you pretend to ride a horse in real life, you re-roll failed hits. If you actually talk to it, you re-roll failed wounds too. His command ability is you roll a D6 and take the result: 1-2 you pick an enemy unit within 15" and they have -1 to hit, 3-4 all State Regiment troops in the army don't take battleshock tests, and 5-6 a State Regiment can move, shoot, or attack twice in your turn.
*'''Ludwig Schwarzhelm'''
*'''Markus Wulfhart:''' With Monster Hunter (+1 to hit against Monsters), D6 damage against Monsters, and can make a unit of Archers Wulhart's Hunters, giving them a permanent +1 to hit.
*'''Volkmar the Grim'''
*'''Luthor Huss, Prohpet of Sigmar'''


===Nobility & Heroes===
*'''Empire General'''
**'''General of the Empire on Imperial Griffin'''
*'''Grand Master'''
*'''Demigryph Knights'''
*'''Empire Knights'''
*'''Reiksguard Knights'''
*'''Celestial Hurricanum'''
*'''Empire Battle Wizard'''
*'''Amber Battle Wizard on Imperial Griffon'''
*'''Luminark of Hysh'''
*'''The War Altar of Sigmar'''
*'''Warrior Priest'''


===Free People units===
==Warscrolls==
*'''Crossbowmen'''
 
*'''Handgunners'''
===Heroes===
*'''Spearmen'''
 
*'''Archers'''
*'''Battlemage on Pegasus:'''
*'''Greatswords''' With Oathsworn Honour Guard and Hold the Line! Greatswords have the potential to deal 2 attacks each at 2+ to hit and wound if they stand still.
 
*'''Pistoliers'''
*'''Huntmarshal:''' Super archer with Monster Hunter (+1 to hit against Monsters), D6 damage against Monsters, and can make a unit of Archers Wulhart's Hunters, giving them a permanent +1 to hit. And you don't have to be close to them to grant the bonus, meaning you can use a big horde of 30+ improved Archers, use their free initial move, then alpha strike something with 30 shots with re-rollable 3+ to hit. Very good with said combo, or if your army has a problem with big Monsters, or even as a Hero sniper.
*'''Outriders'''
 
*'''State Troops'''
*'''Master Engineer on Mechanical Steed:''' Awful. Almost as bad as the unmounted guy at melee and exactly as good at range, and incredibly unreliable movement.
*'''Free Company Militia'''
 
*'''Master Engineer'''
===Troops===
**'''Master Engineer on Mechanical Steed'''
*'''Knights of Order:''' These guys are not much better than regular knights but the riders do hit on a 3+ rather than a 4+. On the charge their lances inflict 2 wounds and they get a `+1 to those rolls. They will destroy anything with poor saves. Sigmarines though, may tank a bit of their damage.
*'''Witch Hunter'''
*'''Flagellant Warband'''


===Warmachines===
===Warmachines===
*'''Empire Cannon:''' If 3 Crewmen are within 1" of the Cannon, this thing fires 2 shots that do D6 wounds. If you're incredibly lucky, you just dealt 12 wounds.
*'''Greatcannon:''' If 3 Crewmen are within 1" of the Cannon, this thing fires 2 shots that do D6 wounds. If you're incredibly lucky, you just dealt 12 wounds. With a Human Engineer within 1" you re-roll hits, also it can grapeshoot a close unit, which has the potential of making them mincemeat: a mortal wound on a roll of 6 for each model within 10", and because you fire two shots, that means one third of the number of models in the unit of mortal wounds, nice. As always, an excellent unit, and the basis of lots of armies.
*'''Empire Mortar'''
*'''Helblaster Volleygun:''' You decide whether you load 1 deck, 2 decks, or 3 decks. For each deck you decide to load, you roll a D6 to determine how many shots you get. However, any doubles rolled means the Volleygun jams and cannot fire that turn. A Human Engineer within 1" can allow you to re-roll ALL of the dice.
*'''Helstorm Rocket Blaster'''
*'''Empire Steam Tank'''


==Formations==
*'''Field Mortar''' Like a very powerful catapult, he can shoot things it can't see. Very accurate, and long range with a close Master Engineer. Also, it's very very powerful against great hordes (of 20+ models, it deals 2D6 Damage to them). Great choice against hordes, but has 10" minimum range and only one shoot, overall the Cannon and the Helstorm Rocket Battery are probably better options.
*'''State Troop Detachment:''' 1 Empire General (Can be mounted on Griffon), 3 Units of State Troops (Hand Gunners, Crossbowmen, Archers) in any combination, and 1 unit of either Greatswords, Pistoliers, or Outriders. A unit within 6" of another State Troop Detachment unit adds +1 to hit, and have +1 Bravery when within 10" of the General. And if a 1 is rolled for a bravery test, no models flee. And if a unit contains a bannermen, [[Awesome|then your unit is unbreakable.]]
*'''Brotherhood of Knights:''' 4 units of Empire Knights or Demigryph Knights in any combination. All models in formation get +1 attack when charging, and have +1 bravery.


==External Links==
==External Links==
Rules are here [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-the-empire-en.pdf]
Rules are here [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-the-empire-en.pdf]
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]
{{Age_of_Sigmar_Compendium_Tactics}}

Latest revision as of 22:33, 19 June 2023

The Empire Tactica for the Age of Sigmar rule-set, so you can follow your god into the next world!


Why play The Empire?[edit]

Because you love gryphons that can still fly, manly men who have (and are in love with, apparently) cool mustaches and drowning your enemy a la imperial guard. Aside a few characters, the Empire can be played in many aspects like you'd play an IG army: your basic troops (going by the SDK system) are cheap-and see their utility enhanced by being deployed en masse- and so are most of your heroes (who buff your army to great extent). In the meanwhile you pack up some nasty guns like the Steamtank. Wanna drown the enemy in corpses but don't want to play vampire counts in fear of being accused of cheesemonger and sparkly faggot? Want to be a MAN? Want to pack some seriously big guns? Then serve the mighty God-Empero of Mankind KARL FRANZ!!


Warscrolls[edit]

Heroes[edit]

  • Battlemage on Pegasus:
  • Huntmarshal: Super archer with Monster Hunter (+1 to hit against Monsters), D6 damage against Monsters, and can make a unit of Archers Wulhart's Hunters, giving them a permanent +1 to hit. And you don't have to be close to them to grant the bonus, meaning you can use a big horde of 30+ improved Archers, use their free initial move, then alpha strike something with 30 shots with re-rollable 3+ to hit. Very good with said combo, or if your army has a problem with big Monsters, or even as a Hero sniper.
  • Master Engineer on Mechanical Steed: Awful. Almost as bad as the unmounted guy at melee and exactly as good at range, and incredibly unreliable movement.

Troops[edit]

  • Knights of Order: These guys are not much better than regular knights but the riders do hit on a 3+ rather than a 4+. On the charge their lances inflict 2 wounds and they get a `+1 to those rolls. They will destroy anything with poor saves. Sigmarines though, may tank a bit of their damage.

Warmachines[edit]

  • Greatcannon: If 3 Crewmen are within 1" of the Cannon, this thing fires 2 shots that do D6 wounds. If you're incredibly lucky, you just dealt 12 wounds. With a Human Engineer within 1" you re-roll hits, also it can grapeshoot a close unit, which has the potential of making them mincemeat: a mortal wound on a roll of 6 for each model within 10", and because you fire two shots, that means one third of the number of models in the unit of mortal wounds, nice. As always, an excellent unit, and the basis of lots of armies.
  • Field Mortar Like a very powerful catapult, he can shoot things it can't see. Very accurate, and long range with a close Master Engineer. Also, it's very very powerful against great hordes (of 20+ models, it deals 2D6 Damage to them). Great choice against hordes, but has 10" minimum range and only one shoot, overall the Cannon and the Helstorm Rocket Battery are probably better options.

External Links[edit]

Rules are here [1]

Age of Sigmar Compendium Tactics Articles