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 Tactica - Empire Core Choices

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Owen Farmer
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Owen Farmer


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Join date : 2009-09-06
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Tactica - Empire Core Choices Empty
PostSubject: Tactica - Empire Core Choices   Tactica - Empire Core Choices I_icon_minitimeWed Sep 16, 2009 2:31 pm

Empire Core Choices

I have done a list of what I think are main strengths and weaknesses on the Empire's core choices. This has been inspired by Andi Avery's Vampire Counts core unit tactica. Empire infantry are the main stay of any respectable Empire General. The key to using these units is basically keeping them alive and using their static combat res to win you combats. Units of core blocks should be between 25-30 models, this allows your units to be able to take a few casualties as they cross the battlefield and not cost you any valuable rank bonuses. With a leadership value of 7 these blocks come under threat for terror and fear causers. To help prevent this your blocks should be close to your general or have a fighting character in with them. I would also recommend detachments to protect the vulnerable flanks of your core units.


State Troops

Swordsmen
6pts per model, they come with light armour and shield. The command group will cost you an extra 25pts.

Strengths : -
The swordsmen weapon skill 4 is a good place to start, this is a big strength to the swordsmen. weapon skill 4 is as good as it gets for standard humans, making (most) your enemies standard infantry hit you on 4s. Combined with the swordsmen 5+ amour save (4+ with hand weapon shield bonus) helps the swordsman to perform what I would say is his main job of the infantry, basically, to stay alive and hold on to their static combat res. Lastly the swordsmen comes with an initiative value of 4 and this gives him a little bonus when it comes the striking first but this comes with another problem which I will come to in the weakness.

Weaknesses : -
The main weaknesses of the swordsman is his strength and toughness value of 3. His strength 3 means that he is always going to struggle to kill anything. Also combined with a low toughness 3 he he could end up over relying on his armour save.

Overall : -
Swordsmen are the best core infantry the Empire can put on the table. They have the ability to hold the line and stay alive. Quite simply these are a must for any true Empire army.


Spearmen
5pts per model, they come with light armour. You can up grade them with a shield for an extra 1pt per model, also their command group will cost you an extra 20pts.

Strengths : -
The spearman's main strength is the number of attacks you can put out combined with a armour save of 5+ (you'll need to pay extra for the shield). Meaning that the unit can be charged (by standard infantry) survive and fight back with 2 ranks. You can also increase the ability for your spearmen by putting a warrior priest into the unit thus giving them hatred. As with with halberdiers you can also upgrade your spearmen with shields so when times are hard you can fight with hand weapon shield.

Weaknesses : -
The main problem with spearmen is that they suffer from the same problem with swordsmen in that they are only toughness and strength 3. But don't have the advantage of weapon skill 4. In the heat of battle the 5+ armour save soon counts for nothing when facing a strength 4 opponent.

Overall : -
Spearmen are a close second to swordsmen when it comes to core state infantry. A unit of spearmen with a warrior priest is a great combination.


Halberdiers
5pts per model, they come with light armour. You can up grade them with a shield for an extra 1pt per model, also their command group will cost you an extra 20pts.

Strengths : -
The main advantage of the halberdier is his strength 4. Against weak toughness 3 foes such as Goblins and Elves he can really hurt them. His light armour combined with his optional shield should see the unit safe across the battlefield and if the going get tough he can always drop his halberd and go hand weapon and shield.

Weaknesses : -
Halberdiers struggle to kill enemies, their main problem is their number of attacks 6 (including command group) combined with their weapon skill 3 just isn't enough. Also their light armour really doesn't count for anything when the fighting begins. I tend to find that they spend more time using their hand weapon shield bonus in which case your better off with swordsmen.

Overall : -
Halberdiers are by far the worst Empire hand to hand combat state troops out there. They have poor armour 6+ a poor weapon skill with which you are going to struggle to hit anybody before you even get a chance the use your strength 4.


Crossbowmen
8pts per model, they have no armour. You can give them a command group at the cost of 20pts.

Strengths :-
Crossbowmen have a massive advantage of being able to fire 30” this means to can start shooting the enemy from turn 1. It also means that as the enemy moves closer to you they will be in close range a lot quicker. Crossbows also have a strength of 4 which proves handy when shooting at toughness 3 low armoured troops.

Weaknesses : -
The weakness of crossbowmen is that they can't move or shoot so find it difficult, if out of position in the game, to be able to move into right position and open fire. Against heavily armoured troops you are going to struggle to bring them down. Also there lack of armour means that if they come under sustained fire they will die.

Overall : -
I find that having the range of 30” is a big advantage being able to attack enemy. When it comes to a choice between crossbowmen and hand gunners its a tough choice and it comes down to personal preference to which I'll mention next.


Hand gunners
8pts per model, they have no armour. You can give them a command group at the cost of 20pts. The marksman can also upgrade his weapon: - Long rifle (20pts), repeater hand gun (15pts) and a brace of pistols (Free).

Strengths : -
Hand gunners unsurprisingly have black power weapons so you can combine the strength 4 with the armour piercing rule and you have a weapon with which can bring the most heavily armoured of troops down. Another strength of the hand gunner is you a can upgrade one hand gunner to a marksman (extra 5pts.) which opens up the weapons listed above.

Weaknesses : -
Hand gunners only have a range of 24” so start the game out of range of the enemy so having the first turn means you going to be out a the range of the opposing side. Also, most of the enemy shooting units have a range of 30” (Wood elves and Brets etc.) so you are going to be under pressure to start shooting before your troops are killed. Hand gunners also suffer from having no armour and not being ably to move and shoot.

Overall : -
Hand gunners are a good solid choice also having that ability to bring down heavy armoured soldiers is not to be sniffed at. Also being able to unlock those extra weapons gives you more choice and therefore I would choose hand gunners over crossbowmen, but it is a tight call.


Militia Units

Free company
5pts per model, they have no armour but come with an extra hand weapon. The command group will cost you an extra 20pts

Strengths : -
With two attacks these gents will be putting out a lot of attacks with a command group, your looking at 11 attacks. Even with a weapon skill and strength value of 3 there should still be so many attacks coming in that they should be killing a couple of enemy soldiers. With a points cost of 5 per model these guys can can also be a good throw away unit.

Weaknesses : -
The main problem with these guys is their lack of armour and only being weapon skill and toughness 3 means if these guys get charged they will being dying by the bucket load. Also heavy shooting armies will wipe out the unit before they even get close. Another problem with having no armour is being killed outright by poisoned attacks.

Overall : -
Free company are best used as detachments. This should give them the ability to do what they do best, which is to charge in the flank of the enemy unit and strike first with 10 attacks. Just remember if these guys come under medium or heavy attack they will die very quickly.


Archers/Huntsmen
8pts per model, they come without armour but you can have a marksman for 5pts. You can also upgrade a unit of archers for huntsmen at a cost of 2pts per model this allows you to use the scout rule.

Strengths : -
Archers/huntsmen are the Empire's only skirmishers and as such they're good at protecting your core blocks as you march across the battlefield. Their 360 vision means that nobody will be able to sneak up on these guys. Making them a detachment also give you a chance to flee though your own units with out them having to take panic tests. Archers/huntsmen can move and shoot, the only infantry which can do this.

Weaknesses : -
Archers/huntsmen only have a ballistic skill of 3 which means your going to be finding it difficult to hit anybody (6s if you've moved and are at long range) and with the strength being 3 it going to be even harder to kill anybody. Huntsmen really have a problem when it come to scouting, the minimum unit size is 10 which makes it difficult to hide from the enemy, which normally means they end up deploying in your zone.

Overall : -
Archers are a serious unit having the ability to protect your blocks is what is key here. This makes up for their inability to kill enemy models. Huntsmen are the poorest scouts in the whole of the warhammer world, the units are just to big to be able to do the job the scouts do (march block etc.).


Knightly Orders

Core Knights
23pts per model, they come with plate armour and a choice of lance and shield or great weapons. You can also pay 40pts for a command group. You can upgrade knights to inner circle but then they become a special choice.

Strengths
Lance armed knights have a 1+ save which makes them all but safe from enemy bow fire but when it comes to close combat, they hit and hit hard at strength 5 on the charge. Knightly orders have a weapon skill 4 which gives them the same bonuses as was mentioned in the swordsman write up. Knightly orders can take a magic banner worth 50pts, they are the only core choice who can do this.

Weaknesses
Big units of core knights without a hero leading them will find it difficult to break enemy blocks head on. Once the charge is over the knights are going to find it difficult to kill enough enemy models. Knights are only basic strength 3 after the charge which means they suffer from the same problem as swordsmen, an inability to kill the enemy and this time without the static combat res to back them up. Knights with great weapons are only strength 4 and have to strike last. As said before they have the same problems as halberdiers with the lack of attacks and their armour is only 2+.

Overall
Core knights are best used in small units of 5-6 models and a musician to keep them company. These are great flanking units and they also have the ability to march block, redirect charges, bait and flee. Knights armed with lances are the preferred choice for their 1+ save and strength 5 on the charge. As we all know its the horses that do all the killing anyway.


Well there you have it, a look into the Empire's core choices. I hope its been an interesting read. These comments are only my observations, and if anybody would like to add anything to this about what they think the units strengths and weaknesses are that I have missed out then please do so below. Next I'll be looking at the Empire's Special choices.
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