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===Special Units=== *'''[[Knightly Orders of the Emprie|Inner circle Knights]]:''' Order knights can be upgraded into Knights of the Inner Circle for +5 points each, which gives them the buffed full plate armour, Strength 4, but they become a Special unit. If that Renowned +1 armour save and S6 on the charge is worth 25 ppm, or [[Dragon ball|to go even further beyond]] with Reiksguard is dependent on your opponents. *'''[[State Troops#Greatswords|Greatswords]]:''' DEM BEARDS. Come equipped with greatswords (duh) at 8 points, starting with light armor, but you can pay to go up to Medium or Heavy armor. Still Stubborn, making a great tarpit or anchor for your army. Of note is that they can now take a magic banner. Take 30 or more and have them supported by your other State troops. **are partly less good as you remember from 8th. Changes to Greatewapons will mean that you swing simultaneously as normal humans and before greenskins and dwarfs on the charge, but after that first round, they become worse halberds. They are still elite humans with that WS4, LD 8, Armor, and Stubborn (also nerfed from 8th), but don't think they will hold out forever. *'''Huntsmen:''' BS4 archers with Scout but are not State Troopers. Useful for early game board claiming, accurate potshots, and body blocking. If you do not have them starting mid-way or close to your opponent's deployment zone, then Archers in skirmish formation will serve you better for points. If Markus Wulfhart is in your army, you can buy a unit of these guys to be Monster Hunters. *'''[[Flagellant|Flagellant Warband]]:''' Pretty expensive for infantry, but man, can these crazy bastards dish out the hate. They're Unbreakable, they have Frenzy, and you can martyr D3 models to gain rerolls during the first combat round. A big block of these will create a tarpit of Death like no other but are expensive and very much a glass cannon. If sending them after other cheap hoards, you can sacrifice their flails for two-weapon wielding - Trading that First round S5 for 3 attacks per model (first rank only) and a flimsy 6++ Parry. Also, they have some rather appealing (or appalling, your choice) facial hair for the most part. *'''[[Dwarfs (Warhammer Fantasy)|Imperial Dwarfs]]:''' You get a gang of hardy dwarfs. Their loadout can be pretty diverse, and handguns are an option for them. not a great choice for any reason. You're paying 2 ppm for one Toughness, two Leadership, - two initiative and dwarf rules compared to swordsmen. Compared to handgunners/crossbows, you pay 4 ppm for light armor, one Toughness, and dwarf rules. The only possible justification is if you wanted an Empire Dwarf Seaguard for the lols, which would come in at 13ppm With shields. This happens to be the cost of a spearman and a crossbowman... *'''[[Halflings (Warhammer)|Halflings]]:''' They're cheaper, but most puntable chaff even compared to other naked troops. Their height makes all attacks take -1 to hit, and they have excellent Hand-eye coordination. You can capitalize on this strength by using them as very accurate archers (cost the same and may also buy shields) or as a 3.5 ppm shield wall of chaff (that combination -1 to melee and that 9th'ed shield plus 8ld will keep them in a fight against most chaff humanoids). **capitalizing on that Initiative 5 with a light wizard, The Speed of Light lets them reroll 4s to hit against most chaff units. Use spears. *'''[[Ogre Kingdoms|Imperial Ogres]]:''' Ogres but can't take Ironfists. Still Fat Monstrous Infantry with a lot of attacks. The unit can take Ogre Pistols, guns with their 24" range. With the loss of Demigryph knights in special, this is your only option for multiple wound high strength lolz. *'''[[Sisters of Sigmar]]:''' What if the Warrior Priest was a unit. You get a gang of angry battle nuns with Hatred, Immunity to Fear, and are a <s>wizards</s> Pious servants of Sigmar. If you compare them to something, they are your Swordsman but pay a discount as the Priest is built in. Being a unit of Warrior Priests, they can hit pretty hard and are hardy in melee with bucklers and ''Shield of Faith'' but possess no missile protection. If your not trying to get a rank bonus or taking a heavily armored hero, Fighting in Skirmisher mode takes some of the pressure off while getting you closer to the enemy. *'''[[Outriders]]:''' 3 shots each at BS4 for 20 ppm (handgunners are 1 shot each at BS3 for 8ppm). Additionally, these sick bastards are fast cavalry(they can move and fire their big weapons on 5/6+ to hit) with a +5 save, and if you don't think you need fast cav, they can take barding for free. You still can get an S6 armored piercing 18" Noobtube for 15 points, including the champion. However, you lose a repeater handgun, and 15 points are 75% of another outrider, making this hard to recommend. If it had flaming attacks, it is a no-brainer but a [[what|high explosive grenade in the Old World is flameless I suppose]]. *'''[[Great Cannon]]:''' Frankly, I'm amazed this unit made it through untouched, except for a 20 point cost reduction (I wonder what army Mathias Eliasson plays?). Making it even more of a no-brainer than before. F**k it, take three for the same price as 10 Reiksguard with full command. Remember that cannons are ''much'' less accurate than in 8th edition, and The rule of duplicates will prevent you from taking three in smaller games. *'''[[Mortar]]:''' Gunpowder Stone-thrower. With a large template. Fantastic for brutalizing T3 blocks.
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