Warhammer/Tactics/6th Edition/The Empire
UNDER CONSTRUCTION
Why play The Empire?
The army of the Empire is easily the most versatile army of the whole game. The Empire can field full magic list of 12 power dice and some bounds AND take along four great cannons and two helblasters in 2000 points game (without any magic items one level 4 wizard, three level 2 wizards, four cannons and two helblasters is 1145 points). Or you can field full knight army. Or whatever you ever want. On the contrary, imperial troops are not as fast as elves, not as tought as ogres, not as numerous as skaven, not as killy as chaos etc. but in the Empire army can always be found something against every opponent.
Army Special Rules
- Detachment system: The Empire army uses the detachment system. Basically detachments are small support units of a parent unit. The detachment can charge along the parent unit or counter-charge a charging opponent. A detachment will charge to flank of an enemy if possible which is usually ridiculously effective.
The Imperial Armoury
- Cavalry hammer/White Wolf hammer: +2S on first turn when charging, otherwise +1S. Requires two hands. Original name was the Cavalry hammer but in the Middenland Army list in Storm of Chaos that same weapon was used by infantry and therefore that alternate name.
- Full Plate Armour: 4+ save.
- Empire Handgun: 24", S4, move-or-fire, armour piercing. On the first shoot +D6" of range. The short range is still 12".
Experimental Weapons
These are used only by engineers or the champions of handgunner regiments or pistolier regiments.
- Hochland Long Rifle: 36", S4, armour piercing. Can be used to target any visible target, the normal targeting rules doesn't apply. Even characters in units can be targeted. -1 to hit when the special rule is used.
- Repeater Handgun: 24", S4, armour piercing, 3 x multiple shots.
- Repeater pistol: 8", S4, armpur piercing, 3 x multiple shots. Can be used in close combat.
Magic Items
In the Imperial vaults there is loads of magic items and here is covered just a few of recommended ones.
- Dawn Armour: Your general or some other combat hero will propably have 1+ armour save and ability to re-roll those saves is normally a pretty fucking good thing.
- Holy Relic: 4+ ward for 45 points. Simple and good.
- The White Cloak: 5+ ward for 30 points and immunity to cold based attacks. The special rule is worth of nothing but fortunately you are paying only for the ward. Simple and good.
- Griffon Standard: 50 points for double rank bonus in close combat. Unit of 20 state troops can be practically invincible with this banner. Unfortunately a unit of state troops can take this banner only if your general is an Elector Count and the only other ranked troop which can take this are very expensive Greatswords. Battle Standard Bearer is of course an option. Cannot pursue.
- Steel Standard: 25 points, +D3" to charge move, failed still only 7". For its price strongly recommended.
Units Analysis
Named Characters
- Karl Franz:
- Valten:
- Luthor Huss:
- Balthasar Gelt:
Lords & Heroes
- Elector Count: The weakest combat lord in the game but also the cheapest. If your general is an Elector Count, one of your state troop units can have a magic banner (=Griffon Standard) which can be extremely useful. The only lord which can ride a griffon which is the only source of terror in the whole imperial army. Unfortunately griffons tend to attract a shitload of missile fire and T5 W4 doesn't last very long.
- Templar Grand Master: As Elector Count is perhaps best suited for defensive approach, Templar Grand Master is made for offensive lists. A Grand Master has +1 Ws, A and I compared to an Elector Count, comes always on a barded warhorse and has by default full plate armour, shield and lance. If the Grand Master is assigned with Knightly Orders, it makes the whole unit immune to psychology which normally is an extremely good thing. Sometimes it can backfire horribly. If you are planning full knight army, a Grand Master is your choice.
- Wizard Lord: No special rules of any kind, can use any of the eight lores of magic in the BRB. As almost all the other wizard lords of different races, this fellow comes by default as level 3 wizard and can (=will) be upgraded to level 4.
- Captain: Almost as good fighter as an Elector Count, lacks only one wound and one point of Ld. Basic hero without any special rules. Can ride a pegasus which can be nice war machine hunter or lone wizard hunter. Can be given the battle standard.
- Battle Wizard: Level 1/2 wizard, can use all the lores of BRB.
- Warrior Priest: Adds one dispel dice and can use prayers which work like bound spells. A nice combination of might and magic. Can be used to lead regiments to battle and gives to the whole unit hatred against Chaos, Skavem and Undead.
- Master Engineer:
Core Units
- Swordsmen:
- Spearmen:
- Halberdiers:
- Handgunners:
- Crossbowmen:
- Archers:
- Free Companies:
- Knightly Orders:
- Knights of the White Wolf:
Special Units
- Greatswords:
- Pistoliers:
- Great Cannon:
- Mortar:
Rare Units
- Flagellants:
- Helblaster Volley Gun: The main question about this machine is: Is the misf.. sorry the artillery die your friend? Can be extremely effective or can blow up instantly. The problem with it is that it rolls 3 artillery dices and you cannot re-roll them with your engineer hero meaning that it's a bit dicey unit. I personally wouldn't bother taking it, unless I have heavens wizard in my army for that sweet d3 d6 re-rolls.
- Steam Tank:
Tactics
Know your Weaknesses and know your Strengths
Army compositions
Synergies
Warhammer Fantasy 6th Edition Tactics Articles | |
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Bretonnia • Chaos • Chaos Dwarfs • Dark Elves • Dogs of War Dwarfs • The Empire • High Elves • Lizardmen • Ogre Kingdoms Orcs & Goblins • Skaven • Tomb Kings • Vampire Counts • Wood Elves |