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 Tactica - Empire Special 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 Special Choices Empty
PostSubject: Tactica - Empire Special Choices   Tactica - Empire Special Choices I_icon_minitimeWed Sep 23, 2009 9:30 am

Empire Special Choices


Continuing on from the core choices, we move on the Empire's special choices. When it comes to special choices the Empire have a great selection to pick from. With only being allowed to take 4 units into and 2000 point game these slots are hotly contested.


Great Cannons
100pts, the crew come with no armour or command group.

Strengths : -
The great cannon as the ability to cause the biggest and scariest of monster to hid behind the terrain. It delivers an impressive strength 10 hit doing d6 wounds. Chariots have every right to fear the great cannon as just 1 wound is all it needs to do to destroy them. Another great advantage of the great cannon is its ability to “cannon snipe” enemy heroes hiding in formations of troops and don't forget the cheeky over shot on to lone heroes wondering around the back of the army. If the enemy does get to close you can always use grape shot which has the potential to rip apart enemy infantry and cavalry.

Weaknesses : -
Great cannons suffer, as all war machines do from the curse of the misfire dice. The enemy know what sort of damage a great cannon can do so they are normally first targets for flying infantry. When it comes down to it a great cannon is only as strong as the 3 toughness 3 crew.

Overall : -
Great cannons are a must for any self respecting Empire general. Most players take 2 of these war machines in an attempt to catch the enemy in a devastating cross fire.


Greatswords
10pts per model, they come with plate armour. The command group costs and extra 30pts

Strengths : -
Greatswords are naturally stubborn (no hero needed) and have a leadership of 8, the only infantry unit in the Empire that has this ability. Each greatsword also has a 4+ save (plate armour) and a great weapon so he is well protected, and combine that with his stubborn rule and you have a unit that is unlikely to flee.

Weaknesses : -
Striking last because of their great weapons means that greatswords will never get a chance to unleash their potential. Being only basic strength 3 is poor for greatswords, when you consider that Inner Circle Knights are strength 4. Both units being the elite in there own field. Also, their inability to take a magic banner hurts these guys as well.

Overall : -
Greatswords are as good as it gets for Empire infantry. 10Pts for an elite infantry man is cheep, but even with there stubborn rule when facing other armies elite infantry these guys are going to be rip a new one every time. However, if you look after these guys with a hero and detachments they will pay you back.


Inner Circle Knights
26pts 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.

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 6 on the charge. Inner circle knights have a weapon skill 4 which gives them the same bonuses as was mentioned in the swordsman write up but this time they also has a basic strength 4 which is the best of all the empire's units. Inner circle knights can take a magic banner worth 50pts, they are the only special unit who can do this. Knights with great weapons are now strength 5 and so are more of an option now if you are going to be stuck in a sustained combat, with such enemies as Vampire Counts or Daemons.

Weaknesses : -
Inner circle knights still suffer from not have enough static combat res or the number of attacks of other elite cavalry such as Chaos knights to destroy big units head on. This means to make them work you really need to be committing a character into the unit.

Overall : -
Inner Circle Knights are the elite cavalry and at 26pts are a bargain compared to other races elite cavalry. Inner circle knights are better off being used in big formation 10+. Leaving the running about and flanking to the core knights. Knights armed with lances are the preferred choice for their 1+ save and strength 6 on the charge.


Mortar
75pts, the crew has no armour or upgrades.

Strengths : -
The Mortar is a cheep way to get pie plates flying around the table. It hits at strength 3 and strength 7 d3 wound for anybody under the template hole.

Weaknesses : -
The mortar suffers, as all war machines do from the curse of the misfire dice. Its poor strength 3 even with armour piercing and using the pie plate it just doesn't cut it in today's Warhammer games. Frankly there are better options to spend the points on.

Overall : -
Although the mortar is cheep at 75pts it can't make up for the fact its the weakest of the highly completive special choices by a long way and for me would be the last on my list. I'm afraid to say this is just a big no no for me.


Outriders
21pts per model, come with light armour and you can also upgrade their horses to have barding at a cost of an extra 2pts per model. Command group wise you can have a musician and champion for 24pts as with hand gunners the champion can upgrade his weapon repeater pistil and grenade blunderbuss (free) and a long rifle (5pts)

Strengths : -
Outriders can put out a serious amount of fire power, 3 shots each. No other unit in the Warhammer world can match this. At strength 4 and armour piercing a unit of outriders can, and have wiped out other flanking and fast cavalry units in one volley. Outriders are also fast cavalry which is a massive advantage as this gives them 360 vision and the ability to move into positions quickly and unleash their potential fire power.

Weaknesses : -
Outriders come with a 5+ save which means they are extremely venerable to magic and missile fire. As such they're always seem to be top of the enemies list of things to kill at the start of the game. You can give the horses barding at a cost of 2pts a model taking them to a 4+ save but they no longer become fast cavalry and this for me is to much of a price to pay. Another problem is that can't move and shoot so you must make sure you deploy them and try not to keep moving them to maximise their firing potential.

Overall : -
Outriders are a great choice. Use them in the right way and they will make the enemy think twice about coming near them. However, fail to look after them and they will die very quickly and with only being leadership 7 they will not hang around for long.


Pistoliers
18pts per model, they come with light armour. You have a musician (7pts) and a champion (7pts).

Strengths : -
Pistoliers are what I would say are the Empire's true fast cavalry unit. With a 16” move, they can get into the faces or your enemy quickly and unleash, 10 strength 4 armour piercing rounds. This amount of fire power in the face can be devastating. They are the only unit with black power weapons that can move and shoot. Pistoliers also perform all the jobs of fast cavalry (march blocking, bait and flee etc.)

Weaknesses : -
Pistoliers like all fast cavalry suffer from next to no armour 5+. As with outriders if they come under light to medium magic or bow fire these guys will die very quickly.

Overall : -
Pistoliers are great fast cavalry. They can do all the jobs needed of fast cavalry unit and do them well. At 97pts for 5, plus a musician its no surprise that for a lot for Empire generals these guys a top of their list.


So there you have it. I think you agree with me that the Empire does have some great choices when it comes to picking your special units. Next up we'll take a look at the Empire's rare choices
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