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==Unit Analysis== ===Lords & Heroes=== ====Named Characters==== *'''[[Boris Todbringer]]:''' Elector-Count of Middenland and best general you could ask for. He has both Crush the Weak and Hold the Line, making him mesh well along both state troopers and less organized forces. He's also hella stacked between full plate, a shield, and barding on his pony while only having a runefang (Auto-wounds and ignores armor) and the Amulet of Ulric (Heals all wounds, Resist Magic 1 and Immune to Psychology) to make him in combat. Unlike Karl, you can't add anything else on him, so your best bet is to group him on some cavalry. *'''[[Emil Valgeir]]:''' The Ar-Ulric, the highest priest. He's pretty much a buffed Priest, with +1 WS/I/W/A and +1 to all channel rolls and the ability to re-roll these prayers. He gets an S+1 weapon that ignores armor and deals ASL to enemies in b2b while his heavy armor gives him immunity to fire and resist magic (1). Do remember that since he's a Warrior Priest, he gets to take talismans just like them. *'''Grand Master Rein Volkard:''' Grandmaster of the Knights of the White Wolf. He's pretty much the big angry beatstick of the two with his huge hammer and heavy armor. *'''Grand Master Heinrich von Torlichhelm:''' Grandmaster of the Knights Panther. Like the rest of his boys, his pride's not in going heavy, but in going fast with his Arabyan Warhorse. Unlike Volkard, he has a shield, so he has a Parry Save to at least hold him up in combat. *'''Vorn Thugenheim:''' The Schwarzhelm to Toddy's Karl. He's the special BSB that has his own Inspiring Presence for units within 8" and his banner gives his unit immunity to fear and terror. In combat, he's pretty much a Knight of the White Wolf with his fancy hammer and a 3+/5++ save thanks to the armor+pelt+amulet. ====Generic Characters==== ''Note:'' While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army. *'''General of the Empire/Captain:''' Has very good attack capabilities and gives his unit Lizardmen style Leadership against Break tests. Captains are your BSB. *'''0-3 Midden Marshal:''' A confusing mess of a character. Despite losing both Hold the Line and starting off in light armor, it's somehow '''10 POINTS''' more expensive than the General. The only reason you'd want him is to share Crush the Weak and granting his unit immunity to Panic so they don't flee when taking heavy casualties or the cowardice of others. *'''Seneschal of the White Wolf:''' maybe your pocket Marshall for the Heroes slot he is also a Grand Master of the White Wolf with -1 W/I/A/Ld and the option to not go it on foot *'''Warrior Priest of Ulric:''' All sorts of goodness wrapped up into a zealotry bundle of wolfskin. Channels power dice like wizards gives any unit he joins Hatred and can cast prayers that increase in Power Level for them each cast during the turn. Among them, he can give the unit d6" more inches on a change, cause the unit he is touching to explode, or -1 hit his unit cc. they can also take Ulrictalismens to further augment them. Taking one for every major melee unit would be ideal. *'''Wizard Lord/Battle Wizard:''' Gives you all the [[Dwarf Fortress|fun]] you can expect from magic-users. At the very least, upgrade the lord to level 4. A Wizard Lord using the Lore of Beasts can take a griffon as a mount. Battle Wizard While being lower level and therefore less useful than a Wizard Lord, you can also take nearly three of him for the same price. Again, upgrade him to level 2 and use him as a scroll caddy. *'''Witch Hunter:''' This guy buys you Magic Resistance 2 and a small boost against Terror for a unit, and a character assassin who works just as well with his pistol as up close. And he's cheap, too. Ridiculously cheap. Take these guys, and send them after whoever your opponent's most important character is. Be warned, the only model you can buy him in is Failcast, and his model is both incredibly prone to bubbles (Oh Boy) and includes a sword which is always bent beyond usability in the casting process. (Double oh Boy) ====Mounts==== All the mounts available to the generic Heroes and Lords above. *'''Warhorse:''' Standard mount. *'''Imperial Pegasus:''' *'''Imperial Griffon:''' ===Core Units=== *'''State Troops:''' These guys will probably end up being the backbone of your army, and are fully integrated into the STATE TROOPS. They come in six flavors: **'''Halberdiers:''' Halberdiers give you +1 Strength to your attacks, which makes them ideal for detachments so they can get into your opponent's juicy flanks. Taking shields isn't worth it; halberds are two-handed, so the shields can't be used in the Combat phase. These and spearmen are your typical 50 man horde unit. **'''Spearmen:''' Spearmen let you fight with an extra rank.<s>Again, shields aren't worth it</s>. Spears are one-handed, you don't get a parry but it is sometimes useful for a 5+ rather than relying on pajamas **'''Swordsmen:''' Swordsmen give you +1 WS and a shield, which increases their hardiness. **'''Archers:''' Instead of Armor Piercing or extra reach, Archers have Volley Fire, so the guys in the back rows will be more useful than ablative armor. Still not all that useful here, because why would you be deploying your ranged units in more than two ranks, to begin with? More usefully, they can move and fire during the same turn, which makes them more responsive to enemy developments, and they're considerably cheaper than Handgunners or Crossbowmen. **'''0-1 Swords of Ulric:''' For 3 points over the Warriors, you get Furious Charge in exchange for being locked into light armor and sword-and-board. Would you want these over the average swordsmen? Well, being handicapped does make it a tough sell. *'''Free Company Militia:''' Wielding two weapons and without armor, these guys will live fast and die young. *'''Huntsmen:''' Dirt cheap archers with Scout. Get in some first turn shooting and territory claiming, then spend the rest of the game taking potshots. *'''Warriors of Ulric:''' If you wanted an alternative to all the detachments of a mainline Empire army, you have these roving bands of bastards instead. Sword-and-board, greatswords, double-weapons, they can handle whatever you give them. They'll be no sturdier than the trooper though. **'''Sons of Ulric:''' For 1 point/model, you can grant everyone Hatred and the ability to use magical standards. *'''Knights of the White Wolf:''' Fluffwise: AWW HELL TO THE FUCKING YES! They are motherfucking Viking-furries with greathammers from the deep forests of Middenland, what's not to love?. They are the closest you'll get to Vikings in an Empire army. To become a Knight of the White Wolf you have have to kill a wolf with your bare hands and skin it. They wear no helmets, 'cause they are just that awesome. They wear the fur of the skinned wolf on their armor, so they look pretty badass. They come without shields, so they lose that 1+ armor save, but the wolf pelts give +1 against Missiles. they're wielding great weapons that give +1S and +1 more on charges for no Initiative penalty. They are your only Core knights option. ===Special Units=== *'''0-1 Greatswords:''' DEM BEARDS. Come equipped with greatswords (duh), full plate armor, and are Stubborn. Make a great tarpit or anchor for your army. They can also are StateTroopers, and can now take a magic banner. Take thirty or more. *'''Crossbowmen:''' Trades Armor Piercing for an extra 6" range. The loss of the specialty guns means you're probably better off with Handgunners unless you're taking a whole boatload of them and try to blast as much of your opponent's army on the first turn. *'''Teutogen Guard:''' Ulric's version of the Reiksguard. They're a point cheaper than their average Imperial kin, but they come decked with the White Wolf loadout, lack any mounts. They are esencaly Greatswords in fullplate and take no penalties to initiative. **'''Brothers of the Axe:''' For +2 points/model, you give each member the ability to re-roll wounds. Still slow, but now you know they'll make their marks when they hit. *'''Wolf Kin:''' A skirmishing band of berserker savages, not unlike the Dwarf [[Slayer]]s. These guys share the Reiksguard statline as well, but they lack any armour by default. Thankfully they can be customized a bit between dual weapons, shields, and greatweapons, and light armour at least gives them a fighting chance. They also have Hatred (Everything) to guarantee that they land their blows. *'''Hunting Hounds:''' One (optional) man leading around a bunch of dogs. Since they're expendable and fast cavalry, this makes them pretty much useful for making some harrying attacks. ===Rare Units=== *'''Great Cannon:''' Hell yes. If you're good with your aiming, you can snipe monstrous creatures and characters with it. Goes 'splodey (you're playing Empire; get used to it). An amazing deal for 100 points and really no Empire army should go without at least 1 cannon. *'''Mortar:''' Unreliable and low Strength, but they do cover a large area. You might be better off with the Helstorm now. ''Alternate view'' - the previous version of these was kind of broken, so their points were increased and their S was lowered. They are now stone-throwers with the large blast, S3 AP (S6 AP, D3 wounds for whatever is directly under the hole). These won't do much against an MSU Chaos Warrior army, but against hordes of gobbos or skavens, or even the High Elf "World Dragon" death star (unless it's White Lions, or has Alarielle casting High Magic, or both- in which case, your opponent is an asshole), it'll thin them out. And if you happen to have Lore of Shadow and Wither the target's T, all the better. Certainly not as flashy as the Helblaster or Great Cannon, but shouldn't be totally dismissed either *'''Handgunners:''' Handgunners give you Armor Piercing and a unit leader with access to a Hochland Long Rifle, which lets him aim separately and snipe your opponent's characters; a repeater handgun, which adds two more shots to the gunline's massed fire; or a brace of pistols with too short a range on a melee-averse unit (pfft). They're Move or Shoot, so take care where you deploy them since they shouldn't be moving around much. It can be used either as State Troopers and should be kept small, no more than 10-15 models in each unit. *'''Winter Wolves of Middenheim:''' Wondered where the Gryph knights went? [[Thunderwolf Cavalry|Well, now they ride around on giant wolves!]] These wolves are a point faster then Gryphs with the only real drawback of lacking barding. Oh, and the fucknuts pricing, only 4 less then Demigryph knights, but your paying for [[Thunderwolf Cavalry]], they are going to mess up a lot of things. *'''Knights Panther:''' Come with a shield and lance, which bumps their armor save up to 1+, and they get a +2 Strength bonus and +d3" on the charge. Unlike the White Wolf, these guys don't get any sort of special gimmick to them besides their charging and bearing the only 1+ armour unit in the army. A takable knight unit if your not spending your rare choices on anything particular. *'''Children of Ulric:''' You now have [[Wulfen]]. They're not cheap, but you have superhuman war beasts as fast as horses and come with Fear, Frenzy, and a 5+ Regen. They will tear up Rank and files.
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