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==Unit Analysis== ===Lords & Heroes=== ====Named Characters==== <tabs> <tab name="Reikland"> *'''[[Karl Franz|The Emperor Karl Franz]]:''' 320/344/350/530pts. His Imperial Majesty is definitely one of the better-named characters in the book. All of his hits automatically wound for D3 wounds (unless you're a complete moron and drop Ghal Maraz in favor of his Runefang), he comes with a 4+ ward save, Magic Resistance (2), is Immune to Psychology, and has Inspiring Presence with a better range than any other general you can field (18" instead of 12"). He is best fielded on foot or on horseback; Deathclaw isn't really worth the points by making Franz an easy target unless you're really keen on the iconic. However, if you take it then the inspiring presence reaches a game-breaking 24". **As a side note, the Imperial Dragon is no longer available. It would be a shame to lose such a cool mount, but nobody really used that thing anyway. *'''[[Kurt Helborg]]:''' 310pts. The Grand Marshal of the Reiksguard wields a Runefang and carries the Laurels of Victory, which doubles the value of the wounds he causes for the purposes of combat resolution. He also makes a unit of Reiksguard Immune to Psychology; this and +1 WS essentially costs you 65 points more than a Grand Master using 100pts of items. MUSTACHE! *'''[[Ludwig Schwarzhelm]]:''' 170pts. If his name is ''Schwarz'' (black) helm, how come his helmet's painted gold on the box? Anyway, Ludwig is a Battle Standard Bearer with a 20-point magic weapon and Killing Blow, making him another very solid named character choice. His Hold Your Ground has a radius of 18" and he can take wounds for the Emperor if they're both in the same unit unless the Emperor is in a challenge. **If you mount Karl Franz in a Warhorse and place Ludwig in the same unit; you get the bodyguard benefit and the combination radius of Inspiring Presence, Hold Your Ground!, Hold the Line!, unit-wide Magic Resistance (2), and +1 Combat Resolution (+2 if you include another Standard Bearer in the unit). Not game-breaking, but very helpful and synergistic. </tab> <tab name="Averland"> *'''[[Marius Leitdorf]]:''' 220pts. Elector Count of Averland. He's from older editions, he's back, and he's here to go insane and charge that Hellcannon because he's convinced it's looking at him funny (to be fair, being a possessed cannon, it probably was looking at him funny). He's got a special rule, forcing him to take a leadership test on three dice, dropping the lowest, at the start of each of his turns. If he fails he goes nuts and does something random. Maybe all your units get a free instant reform, and then get to charge or shoot as they please! Maybe he pisses off Gork and Mork and gives Orcs & Goblins Hatred against him for the rest of the game! He's got a Runefang and an additional hand weapon that he gets to use even though he's mounted and got a Runefang. You're effectively paying 4 points for +1A, a staggering WS7, and his insanity. He is also dead, killed by an Orc warlord so apparently, if you use him you are playing in a time machine (kinda the same for most all named Orc warlords, though.) </tab> <tab name="Wissenland"> *'''[[Elspeth von Draken]]:''' 580pts. An Lv 4 Wizard Lord who knows every Death spell, mounted on a motherfucking [[Carmine Dragon]]. As obscenely powerful as this sounds, with a KB scythe, -1 to wound, and the power to re-roll a single roll she made(including her dragon's breath weapon is now an artillery blast) or heal, but she's now very vulnerable to anything that would harm daemons or the undead. Even so, she is a decimator of units during magic, shooting, and combat phases, despite the lack of armor saves. *'''[[Magnus the Pious]]:''' 275pts. The second (or third depending on your opinion) most famous Emperor, though you wouldn't tell with his lack of Ghal Maraz. He does, however, take Karl's expanded IP range and gives Hatred to his unit like Priests. Though he has the power to lay down an S10 d3 wound attack each turn, his 4+/5++ self with Magic Resist (1) and ability to make enemies waste attacks shows that he's a pretty useful tank as opposed to Karl's offense. *'''[[Theodore Bruckner]]:''' 200pts. [[A Song of Ice and Fire|Ser Gregor Clegane]] on optional Demigryph. He can never be the general, but he's very scary in combat. He's Unbreakable in Challenges, his lance has Killing Blow, and his other weapon has +1 to hit and wound rolls. On top of all this, he's got an amulet for a 5++ Ward and deals d3 armor-negating wounds to anyone who kills him to combat. *'''[[Jubal Falk]]:''' 100pts. A specially-named Engineer. On top of all the classic bits, he allows a unit of handgunners he's with to re-roll any hit rolls of 1 (though he's not subject to this) and he can let one Handgunner unit take medium armor for +1 point/model. His special weapon is a single-use S6 Piercing 1 2-wound shot he can add to his Hochland Longrifle. </tab> <tab name="Middenland"> *'''[[Boris Todbringer]]:''' 270pts. Since the Cult of Ulric is essentially a more choppy Empire army, so too can you include FUCKING TODDY in an average Empire army. He's a fully plated 1+ horse-riding General with Hatred (Beastmen and anyone with an Ld under 7) and his fancy Runefang. The big sell here is his Talisman of Ulric, which makes him heal absolutely anything and gains Immunity (Psychology) and Magic Resistance 1. *'''[[Count Mandred Skavenslayer]]:''' 170pts. Anti-skaven Empire General. Hatred(skaven), a great sword that's multi-wound(D3) against Skaven and courses his charge target must make a panic test before making their reaction. Even if not fighting Skaven, he is a cheap guy you throw into an offensive state trooper or knight unit to give it greater repulsion power. </tab> <tab name="Hochland"> *'''[[Aldebrand Ludenhof]]:''' 205pts. Elector Count of Hochland. As befits a realm of hunters, he's accompanied not only by his Runefang but also by a Sniper Hawk, which gives him a pseudo-shooting attack that has the target test WS or has his pet hawk peck them with an S3 hit. Esencaly an Empire General that shoots down wizards. </tab> <tab name="Ostland"> *'''[[Valmir von Raukov]]:''' 220pts. Elector Count of Ostland. Raukov's claim to fame his special Dragon Bow, an S5 longbow with multishot (3), providing heavy firepower to his knight entourage. </tab> <tab name="Worpishers of Sigmar"> *'''[[Volkmar The Grim]]:''' 175/295pts. Grand Thegonist of Sigmar. Fluff-wise, this guy makes [[Kaldor Draigo]] look like a pussy. Crunch-wise, not so much. A comparison between Volkmar and a nameless Arch Lector means that you're spending 75 points for +1 WS, Heals 1 wound at the start of each turn, a +1 to casting his prayers, and +2 Strength to attacks, but only so long as you take him on the War Altar or a +1 in any other case. If he is the General, Flagellants become core, The best place for a suicide unit. Dubiously worth it. *'''[[Luthor Huss]]:''' 155pts. I see what you did there. Luthor is now the only Warrior Priest with the prayer "Unbending Righteousness", which makes his unit Stubborn for two rounds of combat. He also has a one-use power which makes him even more of a beast in close combat. His points cost went down, but so did a basic Warrior Priest, and by the same amount. Still has +1 WS over other Priests. In short, he's actually worth taking now, especially if you're in need of a mounted Warrior Priest that can handle a challenge. *'''[[Valten]]:''' 260pts. Unlike prior renditions of Valten, this book just interprets him as the plucky youth who managed to kill shittons of monsters and become an inspiration for the common man without the whole "Destined to become the new Emperor" bit. So he's just an average joe with only a 5++ who gives Stubborn and Immunity (Psychology) to his unit, makes flanking and rear-attacks meaningless, and makes his wounds count for the conflict resolution of other Empire units within 12". In the event that he dies in combat and not by a Killing Blow, he can test Ld to keep on trucking with a single wound. **'''Chosen of Sigmar:''' 410pts. Now we get into his [[Storm of Chaos|retconned Future]] form. A big man, being a super melee character in a less funds-restricted hero slot (he is the most expensive hero in the game). His stats don't change much other then getting a +2 armor save, getting Luthor Huss's Chosen of Sigmar, that superweapon know as [[Ghal-Maraz]], and he provides his inspiring martial fury to mounted knights now. ***'''Exalted of Sigmar:''' For 25 additional points, Valten the Chosen can become even more OP, with the option to charge in on his horse for an elven steed with ilithmar barding (meaning no penalties to movement on top of being faster) and dwarfen super-armor that gives a 2+ save, Magic Resistance 2 and forbids anyone in base contact (including allies) from casting or using bound items. At this point, he's become an absolute beatstick, meant to go up against the worst of the worst like Archaon. *'''[[Hubert Valentour]]:''' 95pts. Witch Hunter with a Hate boner all Witches that belong to the classical Destruction factions, things Witch hunters traditionally hate. Pistols are multi-wound(D3) against Daemons of Chaos and Vampire Counts. Also has a multi-use Dispel scroll that uses 3 free Dispel Dice but is destroyed if he fails. Outside the dispel, usually not worth paying a full price for a WITCH HUNTER that spends his whole allowance on situational and unoptimized gear. *'''[[Bertha Bestraufrung]]:''' 140pts. the head Matriarch that leads the Sisters of Sigmar when the [[Mordheim]] first fell. She is a Warrior Priest that must run with her Sisterhood unit if included while giving them stubborn and Magic Resistance (2). She also gets a +1 for casting prayers and the unit she is in passes their first required leadership test, also some anti heresy weapons. Good to have if running a contingent of Sister, if not then any big fighty unit since who turns down a good priest that can protect them from Deadly magic. *'''[[Rutger Wolfrick]]:''' 55pts. Also a named Witch hunter. Gains frenzy if the unit he joined becomes below half strength, hatred to (Warriors of Chaos) but he treats them as having fear or terror if they ready have it when fighting them. Also not the best Witch hunter as you prefer them cheap snipers or at least upgrade their weapons if they melee. *'''[[Brother Valdemar]]:''' 105pts. named warrior priest. his unit may reroll failed break tests and gains Immunity (Fear). He also rerolls one dice once per Magic phase when casting a Prayer. Worst protection than a normal WARRIOR PRIEST but a great support character for your front line. </tab> <tab name="Other"> *'''[[Markus Wulfhart]]:''' 100pts. The Empire has a character archer now? Yeah, and he's kitted for hunting monsters because apparently, we didn't have enough men with giant brass balls. His Monster Hunter rule means he can reroll hits against monsters, always shoot monster mounts out from under characters, and taking him lets you buy a unit of Huntsmen who get the same rule. He's also got his own magic longbow that always wounds monsters on a 4+ and does D3 wounds to them. Would be totally worth it if cannons didn't exist or you spent your points allowance on tons of warm bodies. *'''[[Balthazar Gelt]]:''' Quite expensive at 350pts. The dude cheats people by giving them fake gold as payments and accidentally turned his own face to gold. A Level 4 Loremaster of Metal who has a 3+ ward save against shooting, magic resistance 1 (which increases one point for every enemy wizard beyond the first, up to magic resistance 3), a staff that gives a +2 casting bonus and is mounted on a Pegasus. +6(!) to cast on any Metal spell is a very nice boost that helps you conserve power dice. Good, but would be a lot better with a different Lore (say, Life). *'''[[Thyrus Gormann]]:''' 370pts. Former Supreme Patriarch from the Bright Order. While his statline similar to Gelt's as a Loremaster of Fire, that's the end of the similarities. For starters, his horse can't fly. He's also immune to fire and has a 5++ Ward while his spells all add +12" to their range, deal an additional hit when needed, and one spell gains two extra channeling dice each turn. In the unlikely event that he has to come to combat, he'll be using a flaming sword with +1 to wound rolls, giving him a bit of an edge over the average wizard. </tab> <tab name="Grand Masters"> *'''Rein Volkhard''': Grand Master of the Knights of the White Wolf. He's just as scary in melee with his vicious hammer and pelt that confers some protection against missiles. *'''Heinrich von Torlichhelm''': Grand Master of the Knights Panther. He lacks a lance but is every bit as swift and well-armored as his colleagues. *'''Lavarro San Andera''': Grand Master of the Knights of Morr. as a fear-causing unit, so a good idea for him to gear up to trigger that rout. *'''Sigismund Drak''': Grand Master of the Knights of the Everlasting Light. He lacks a lance but retains all the other peculiarities, so saving money on a ward save. *'''Ulrika Grunfrau''': Grand Master of the Longshanks. The only Grand Master you'll appreciate for having both a long-range shooting weapon and a melee weapon. *'''Tomas Bacham''': Grand Master of the Knights Griffon. He isn't able to charge like the other knights, but he can still fight at all costs and may never refuse a challenge. *'''Hrofil Halfdane''': Grand Master of the Sons of Manann. He gets that +1 to hit from his order. *'''Jerik Wildorn''': Grand Master of the Hunters of Sigmar. a more up in your face GrandMaster with two of the best mundane weapons but he also over from being unable to roll 6s on his wound and armor saves. *'''Hans Leitdorf''': Grand Master of the Knights of Sigmar's Blood and less-embarrassing brother of the late Elector Count. *'''Adrian Hoven''': Grand Master of the Knights of the Fiery Heart. *'''Dieter von Nachttorin''': Grand Master of the Knights of the Black Lynx. Being more of a supped up champion of a unit of aggressive Halberds. </tab> </tabs> ====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]]:''' Has very good attack capabilities and gives his State Troops unit Lizardmen style Leadership against Break tests. They are flexible in loadouts and mounts. *'''[[Grand Master]]:''' Pretty much a General with a barded warhorse and a better statline. You can only take him if you have a unit of Knightly Orders to go with him. Also doesn't have the Hold the Line rule that the General has, but he has Immune to Psychology, which he can share with with a unit of Knightly Orders or Hippogryph Knights that he's joined, which is why he's generally not worth the additional 27 points he costs over the identically-equipped General unless you've got Knights in your army. *'''0-2 [[Arch Lector of Sigmar]]:''' A souped-up version of the Warrior Priest. Not as good as he used to be, but still worth taking. **'''0-1 [[War Altar of Sigmar]]:''' The War Altar now bestows a 6" bubble to spread Hatred and any active prayers, and can cast Banishment once a turn. Not as awesome as it was in 7th Edition, but a very good force multiplier if deployed correctly. *'''[[Battle Wizard]]/Wizard Lord:''' Gives you all the [[Dwarf Fortress|fun]] you can expect from magic-users. 9th has shifted the meta from having a big level 4 Wizard Lord to multiple smaller Battle Wizards and Warrior Priests. As you can now pick your spells then rolling at the start of the battle, choose lore based on army synergies and possible counter rather than something that's good in all situations. **Empire is also relatively good at versatile magic, Getting the CASKET OF SORCERY and RING OF VOLANS for nabbing a spell the user doesn't have while getting the SEAL OF DESTRUCTION to remove a wizard's problem spell. ** Wizard Lords are no longer a goto pick. they still have uses, as the 5 and 6 can only be cast by them. A Wizard Lord using the Lore of Beasts can take a griffon as a mount, having ''The Savage Beast of Horros'' to give it stats to match its mount. While a Wizard Lord using Heavens or Light can ride the Hurricanum or Luminark. *'''[[Captain of the Empire]]:''' This guy is your Battle Standard Bearer and is therefore absolutely mandatory to take unless you're grabbing Ludwig instead. Like the General, he gives Lizardmen style Leadership to his unit against Break tests. *'''[[Warrior Priest of Sigmar]]:''' All sorts of goodness wrapped up into a bundle of zealotry. Channels power dice like wizards, gives any unit he joins Hatred and can cast prayers that can give the unit he's in rerolls to wound, a 5+ ward save, or flaming weapons. Taking one for every major melee unit would be ideal unless you're taking an Arch Lector on the War Altar. *'''[[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. *'''[[Master Engineer]]:''' 20pts cheaper. If you have a Helblaster, you must take Him. Grants one Warmachine the ability to reroll artillery dice once per turn and use his ballistic skill. can take A sniper rifle for a bit more damage. Try putting him on a hellblaster and watch as this one gun destroys an entire unit of whatever the hell takes your fancy, take that Skaven. ====Mounts==== All the mounts are available to the generic Heroes and Lords above. *'''Warhorse:''' Standard mount. Useful for joining Reiksguard, Pistoleers, and the like. IF you ever worry about giving your character some sort of mobility, always pick this. *'''[[Griffon]]:''' A Flying, Large target that causes Terror, available to Generals and Wizards of Lore of Beasts. Can be upgraded to have Bloodroar (the enemy rolls 3D6 dice when taking a Fear/Terror test, discarding the lowest result. Inverse Cold Blooded/Hold the Line! if you will), Two Heads (make a separate chomp attack that gains +1 to hit when resolved against Large Targets), Shrike Talons (+1 to S on the charge) or Razorbeak (Armour Piercing 1). The latter two upgrades have given the beast a bit more viability in combat. *'''[[Imperial Pegasus]]:''' <s>My Little Pony, My Little Pony, My-ah-ah</s> Shut the fuck up. Can be upgraded to either re-roll failed wounds when Stomping, and/or re-roll 1s when determining your charge distances. They are effectively cheap Griffons, Providing better mobility to Wizard Lords, or cheaply fling a heavy geared Captain of the Empire into a monster. *'''[[Mechanical Steed]]:''' Causes D3 Impact hits at S4, and now has constant Movement 7 base and now grants Natural Armour. Only available to Master Engineers, which means that you're either running him on his own for some strange reason, want the glorious charge as the unit coming to attack instantly tears you to shreds, or have found a war machine that can whiz around long distances while shooting because you've decided rules are just too dull. ===Core Units=== *'''[[State Troops]]:''' Compared to 8th, the melee options are more balanced, and all are more or less equally viable. You can get something other than a massive halberdier horde with a life wizard in without feeling like you're gimping yourself. Additionally, armour is not mandatory. So if running against an S4 army, there are a lot of points to be saved. They come in six flavors: **'''Halberdiers:''' Still the go-to state troop choice for offense, but swordsmen can potentially be viable. Can go naked for 5ppm, Can be upgraded with shields for only 1/2 a point, light armor for 1 or medium for 2point. **'''Spearmen:''' Identical to vanilla stat & equipment-wise. However, with the universal buff to spears, they are better than Halberdiers when charged in the front by pretty much anything except infantry, all for a whole point cheaper. If you want the massive blocks of yore, Spearmen and mabey with pikes are for you. **'''Swordsmen:''' They now the same price as Halberdiers while having parry, with weapon skill and initiative of 4, there is finally an argument to take 'em over halberdiers, for a more defensive line and have the edge over other human stated enemies. **'''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. If you have room in special, you should probably take Outriders over hand gunners. With a +5 armor save, higher BS, and multiple shots, they are better at getting into a firing position and holding it. Outriders are likely to get one more turn of shooting vs. handgunners, and in a pinch, can be used to redirect and hunt war machines. **'''Crossbowmen:''' Trades extra 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 trying to blast as much of your opponent's army on the first turn. **'''Archers:''' Instead of Armor Piercing or extra reach, Archers have Volley Fire, so the guys in the back rows will be more beneficial than ablative armor. Useful cheap shooters that can move and fire, unlike handguns and crossbows, while also producing double the firepower as of 9th when standing still. Buckets of dice may not be as helpful against a unit with good toughness and/or armor as well-positioned gunpowder weapons, but they can still deal considerable damage for their ease of use and numbers. *'''[[Free Company Militia]]:''' Drafted Citizens to fill numbers, these guys will live fast and die young. They are disposable bodies to add extra Flanking damage or take charges for the more expensive State troopers. They got the Militia rule now to perform the Support Fire and Counter Charge action for other state troops. When equipped with Two hand-weapons or a pistol, they are your cheap melee fighters (getting more damage potential with the Pistols). Do be aware they will be going into the battle backend and that 6 in leadership will hit harder after taking casualties. Ambush is toggleable so that they can be your traditional war machine hunters, or you can run them with a Battle Priest. If you give them bows or crossbows, they have cemented themselves as Ambushers (appearing from an edge helps them get around shield saves). *'''[[Knightly Orders of the Emprie|Knightly Orders]]:''' With the buff to cavalry having a single horse impact hit and support attack, they are slightly better than before. They are still deadly on lance charge and hard to dislodge with their +2 armor save, but 9th has introduced many new anti-armor toys to most army books. Knights also come in many additional flavors listed in their own section. *'''[[Pistoliers]]:''' moved to Core. Young nobles are full of piss and vinegar and dual-wielding pistols. They can be a massive thorn in your opponent's flank, especially because they're quick to fire and are Fast Cavalry. A pretty reliable fire-magnet. ===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. ===Additional Knightly Orders=== The Empire Knightly Orders supplement available on the WFP website provides numerous variations on the classic Knights. Most are some variations of your basic Knights with additional weapons and abilities. Almost all can take Inner Circle knights with +1S & I for 3 more points, becoming special 2 more if in heavy armor, upgrading to plate (expect Reiksguard and Demigryph). Most can also bring their own named grandmaster (listed above), following the restriction that they need a unit of their order in the army. The majority of the following Orders are Special choices unless specified otherwise. *'''0-1 [[Reiksguard Knights]] (Special):''' They're their own unit now! They started out like Inner Circle knights with lances and shields, but now they're Stubborn naturally. That's right, Stubborn knights with 1+ armor. Stubborn only costs them pennies more per man than regular Inner Circle knights, so they're totally worth it, especially when you bring Karl or Kurt Helborg to remove their unit cap. The Bretonnians are weeping with envy right now. **"Alternate View" - They're more expensive than the inner circle for stubbornness. For most, this isn't bad, but remember that they are lance cav. This means they are strong in only really one round, and these guys can't take great weapons, so is it even benefitting you that much? Yes, they do. Take them in 5 man units, and they make a great tarpit, which can also kill something. *'''0-1 Reiksguard Foot Knights:''' (Special) For less them half the price, you can have Reiksguard without horses but with a sword & board to be an efficient elite holder that will refuse to fold all game. They make a great general bunker in an army built around an infantry line. *'''[[Knights of the Blazing Sun]] (Core):''' Decent chance to lower enemy WS and BS the turn they charge by one, making it safer for them to charge handguns and average WS high strength units. *'''[[Knights of the White Wolf]] (Core):''' 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 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 2+/1+ armor save, but the wolf pelts give +1 against Missiles. They're wielding Hammers that give them effectively S4/5 Ap2/3 attacks for no Initiative penalty. They hate Cowardly hoards like Skaven and Undead. They also have a Magic Standard that gives Fear and then Terror on charges. They are effective at breaking chaff while maintaining their effectiveness in protracted fights. *'''[[Knights Panther]] (Core):''' Their steeds add D3" to charges. Useful for the Far or more reliable charge rolls. Also, they get a banner option for some cheap MR(3) more magic defense. *'''[[Morr|Black Guard of Morr]] (Core):''' Can freely swap lances and Shields for great weapons, trading charge power, and initiative for consistent strength even if they get charged. They are scary and Immune to Terror. Better at causing enemies to break while not succumbing to Terror themselves. *'''[[Morr|Black Guard of Morr on Foot]] (Special):''' Only Armed with polearms, they are discount Reiksguard Foot Knights, but they have an easier time chasing off enemies in CC. *'''[[Knights of the Everlasting Light]] (core):''' The Fantasy [[Lamenters]]. The Brave Knights have to reroll wound rolls of 6 and are more likely to trip when moving over dangerous terrain. This is offset by them having magic attacks and a 5+ ward during CC. An Order if you want your knights to tank even more rather than killing. *'''[[The Longshanks]] (Special):''' Knights of the Verdant Field but better by paying +1pt more for paired hand weapons. *'''[[Knights Griffon]] (core):''' they don't need to roll when Reforming after a charging a fleeing unit or lose a round of combat, but they are too prideful to run from a charge or use Swifstride when fleeing. They are better at changing their formations for the current situation and good positioning rarely puts knights in a position they have to run. *''' [[Manann|Sons of Manann]] (core):''' they wear medium armour, wield Tridents (polearms), and gains +1 to hit during the first CC round. They have the best time translating their attacks into wounds when fighting other humans. *''' [[Manann|Sons of Manann on Foot]] (core):''' On foot, they become upgraded Swordsmen with medium armor & bucklers, making them fairly tanky with a 4+/5++ save. Another good holding and grinding unit against low-armor infantry. *'''[[Knights of the Raven]] (Core):''' Undead Hunters. They dropped their Lances for bows to shoot as they closed into melee. They are mounted archers in +2/+1 armour. Currently, they are an inverted role of Pistolier, where they are well protected from even handguns but far less killing power and maneuverability. They also do slightly better against Vampire counts having hatred for them and Immunity to Terror. **Don't know, but I don't think they are that good, paying 19 points per bow when you can get 3 archers and a standard bearer. *'''[[Knights of the Verdant Field]] (Special):''' Elite Huntsmen with 4 in WS and BS and Light Armour. You want a scouting bow unit that can also perform melee for occasions. Unless your need points, The Longshanks fill the role better. *'''[[Knights of the Twin-Tailed Orb]] (Core):''' Have their Hands full with a Flaming Flail and can't be outnumbered but must pursue fleeing units. Good at engaging with and chasing off regenerating monsters and animal-based units. *'''[[Knights of the Black Bear]] (Core):''' Knights with strength bonuses on charges, giving a total Strength with lance up to 6 or even 7 on the charge, but has a chance not to move each turn. When they do charge, the receivers are unlikely to live. They are the best candidates for the role of anti-calvary cavalry. *'''[[Hunters of Sigmar]] (Core):''' Cheap Countryside knights. With the lack of maintenance, they downgrade to Heavy armour and must reroll wounds and Saves of 6. Despite their neglect, they have a Hated for Beastmen, able to Vanguard and ride unimpeded with Forest strider. In melee, they charge with lance bet and then switch to Greatweapons the next round to maintain their high strength attacks. They are a must for early aggression lists but need wizard magic to help with their minor reroll problem. *'''[[Knigths of the Broken Sword]] (Core):''' Hate all Forces of Destruction but suffer from Berserk Fury. They cost the same as normal Knights, and facing a Forces of Destruction armies are common, worth considering if you don't mind losing control on occasions. *'''[[Knights of the Sacred Scythe]] (Core):''' Hunters of Vampires. Vampires are a popular faction, so if caught, Sacred Scythe can counter one of the strongest character choices in-game. For 2ppm less, they dropped the lance for Immunity to fear, Hate the Vampire counts, and have KB against Vampires, but nobody besides their Grand Master can join them. *'''[[Knights of the Gold Lion]] (Core):''' Discount Reiksguard, don't have an inner circle or grandmaster but are stubborn during first cc round and only cost +1ppm over base knights. They will at least hold the enemy back for a round if lances don't win. *'''[[Knights of Sigmar's Blood]] (Core):''' knights that let nearby units reroll Panic, Fear or Terror tests within 6" (this includes themselves). Lance Knights usually go for the flanks instead of close to your font line. They are help full at winning pincer attacks. *'''[[Knights Encarmine]]:''' (core) for sustained cc, with dual weapons that reroll 1s to hit, but they can't receive a bonus from ranks. Go wider for more efficiency. They are still fast-moving bricks but put out ok DPS when flanking. Encarmine holds up and kills units with a flurry rather than high-strength attacks. Becoming an inner circle is helpful as their 2 attacks gain ap. *'''[[Knights of the Hammers of Sigmar]] (core):''' Sigmar's Blood Knights that trade lances and shields for great weapons. They have less problem walking alongside your flanks to give them their aura. *'''[[Templars of Sigmar]] (Special):''' The Knightly Order of [[Witch Hunter]]s, they have a Brace of pistol and light amour, a deviation from the typical knightly model. They have more in common as upgraded free Companies. They are Skirmish with Magic attacks, hate Warriors and daemons of Chaos, and possess Magic Resistance 1 to protect them from the various heresies they'll inevitably fight. *'''[[Knights of the Fiery Heart]] (core):''' May replace their lance and shield for great weapons for free and Hate Greenskins. *'''[[Knights of the Black Rose]] (core):''' Currently are Bodyguards of the Ottilia of [[Talabecland]]. Have Fear, and gain Stubborn when guarding a General but give a penalty to the LD of nearby friendly units. *'''[[Knights of the Black Lynx]] (Special):''' Halberdiers with WS4, Scout, and be upgraded to deal S5 attacks. Can be a disrupting roadblock or as early-game monster hunters. *'''[[Knights of the Vengeful Sun]] (Rare):''' Demigryph Knights with Lances and have Devastating Charge. Super hard-hitting but equally expensive. *'''[[Knights of the Taal's Fury]] (Rare):''' Halberd DEMIGRYPH KNIGHTS with Hatred(Beastmen). Have the same price, but Hatred Beastmen makes them objectively better vs. Beastmen than Vanilla Demigriphs. ===Rare Units=== *'''[[Demigryph Knight]]s:''' Moved to Rare with a minor point bump to 60 and loss of AP on the mount. Making them less broken. You can say f**k you to that guy that brought 6 Demigryphs and 2 Steam Tanks to 2000 point games. They are still Inner Circle knights on Demigryphs with 3 S5 attacks + impact hit. Not a lot of things can tank that. Can use Lances to destroy first round, or trade for Halberds and -1 armour in CC so the rider still has S5 if the fight lasts longer. *'''[[Helblaster Volley Gun]]:''' Oh man. The Helblaster [[dakka|potentially fires three artillery dice]] worth of Strength 5 shots with Armor Piercing. Any misfire rolls on the black-powder shot but are more forgiving as they only affect the current and next dice rolled. *'''[[Helstorm Rocket Battery]]:''' Upped in strength and cut in cost, this is the only piece of artillery that got only buffs and no nerfs in the book. It fires 3 Templates past your troops' heads. With the shift away from mass blocks of infantry the Helstorm's main targets are not on the board. *'''[[Steam Tank]]:''' The Steam Tank is awesome. A [[Leman Russ Battle Tank|1+ armor save with T6, 10W]], and up to 3 D6 random movement makes this guy look very scary to your opponent. The more wounds you take the more likely you are to hurt yourself, but if done right it can still be effective with 1 wound. Though at that point I'd rather just blow myself and everyone around me to smithereens. At only 225-250 pts. this guy can hold up double its worth. Oh, did I mention the extra cannon? Just don't hurt yourself too much, or you'll be inching across the table. The steam tank is better overall and safer to use. When in melee combat, do not forget the attacks from the engineer. Is it a reliable source of damage? Heck no! But driving closer to those Chaos Warriors to hit them with your scepter will earn respect knuckles from your opponent. Plus, that one time you bash in their skull will be hilarious. Take THAT, meathead! **'''Steam Tank Variant:''' the Steam Tanks supplement gives a couple of different versions of the classic tank. ***'''Conqueror:''' The classic tank in the main book, with a cannon were you increase its range by 12" for each steam point spent. ***'''Old Reliable:''' Replace the Steam cannon with a Steam Volley gun for 25p less, Multi-shots equal to Artillery dice. ***'''Implacable:''' Has a mortar for its main gun. ***'''Sigmar's Hammer:''' a Melee Tank with the charging and Grinding attacks inflict d6 hits instead of the usual d3 per point. ***'''Von Zeppel:''' A cross between a Steam tank with a fighting crew of a War Wagon, Grants more range than Sigmar's Hammer but also has a variety of melee weapons for any occasion. *'''[[Luminark of Hysh]]:''' Gives a 6+ ward save in a 6" bubble, adds a power die, and fires a super laser (Strength 8 multiple-wound magic missile that goes through units like a pre 8 edition bolt thrower). It can be used as a mount by a Wizard Lord using the Lore of Light. useful buffer for going big holding lines while also shooting doom lasers through high-value enemies. *'''[[Celestial Hurricanum]]:''' Gives a reroll 1s to hit in close combat in a 6" bubble, adds a power die, and dumps a random storm on an enemy using the small blast template. It can be used as a mount by a Wizard Lord using the Lore of Heavens. The random storm isn't that great and is a low-level bound spell so often easily dispelled, bought more for its reroll bubble and free power dice. *'''[[War Wagon]]:''' It's a big rolling box of weapons, and what's not to love about that? On top of the long rifles and handguns, it has a blunderbuss (12" (1D3) Repeaper pistols and can shoot without penalty on multi-shot or against charging units), a Mancatcher (KB), A Hook Halberd (Halberd with +1 to hit Cavalry and Monstrous Cavalry), and a Ball & Chain (Flail that deals d3 hits with each attack). And all of this can be thrown at different people. **you have 8 people in a wagon, and by weapon and their own roles, each crew member can individually pick a weapon and spit their attacks. Despite being humans, the weapons they have to carry them at range and melee. **Long Rifle snipe characters, Repeater Handgun take long-range, Blunderbuss is for short-range and charges, Hook halberd fights calver, Ball and chain is chaff grind, and Man Catcher is if they are too tough for a Hook halberd. *'''The Marienburg Class Land Battle Ship:''' a Ship on land, made a mobile gun platform, had one Cannon that can always fire in addition and 6 handgun shots. they can also have move ether slowly forward 6" or random move (3d6") but with a chance of something bad happening.
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