After the first intail test of the new TK, I have decided to switch the list up some. Drop the archers, shrink the chariots but improve steam rolling power, more magic, and keep the Warsphinx. Onto the list for 2500.
Lords:
LHP lvl 4 5+ward channeling staff
TK-GW, shield, Armor of Fortune, Dragonbane Gem, and Death Mask (no gen ld and no bsb within 6", oh and causes terror)
Heroes:
TP Spear charmed shield Chariot (time bomb with T5)
Core: 8 horse archers (placements fillers or use for WM hunting via scouting)
6 chariots for TP escort - deployed 3x2 with extra in rear
2 units of 40 skeleton warriors full cmd (grind out units)
specials:
Warsphinx with breath upgrade
3 carrion (love these guys)
29 TG full cmd banner of undying legion Halberds (TK goes here)
Rare:
Casket (gots to have another ticking time bomb)
1 Catapult(hoping the crew get some training from my empire army)
ends up at 2499 points. A whole bunch of less shooty but more hand to hand. Suggestions, Likey? No Likey? this is the last chance for a pricey chariot unit to try out before testing other units such as ushabti and Heirotitan.
Showing posts with label army list. Show all posts
Showing posts with label army list. Show all posts
Friday, May 27, 2011
Tuesday, May 17, 2011
Popped the Cherry on the 8th Ed. Tomb Kings!
Well, it was a dried out cherry with a resemblance of a dried up blood booger. Arnie and I got our first game in since we are 98% done with the New A/C install. (side note: Thanks D for ALL the help!) High Elves vs Tomb Kings was the matchup. Standard Pitched Battle with open board was the easiest and quickest setup due to limited time. After much playtesting and list building Arnie finished his list for the lofty elves. Derived of his model inventory and several play test builds his list proved to be very solid against the dusty TK.
The first list was compiled after reading the new Tomb Kings book and from an inventory of TK models. (and 10 mins at a break at work) The list has some new and retooled units to explore the new book. Can the Warsphinx deliver damage to infantry? Will the Warsphinx get shot to death before reaching combat? What is the new magic lore like and is it effective? Those were some the questions sprinting through my mind. Next up the list:
2500 point army
Liche High Priest lvl 4, 4+ Ward, Tomb Scroll thingy 25 pointer(pwr lvl3 get rid of RiP spell on 2+ get D3 PD)
Tomb Prince GW shield armor of fortune(HA, 5+ Ward) Dragonbane Gem(2+ Ward against fire) goes in tomb guard
Core:
40 skellies shield full cmd
40 archers full cmd
9 chariots plain
2 units of 5 archer cav
Special:
31 Tomb Guard full cmd
Warsphinx with breath attack
3 carrion
Rare:
2 Screaming Skull Catapult
1 Casket of Souls!
The Next post I will explain what I found out with the dusty Tomb Kings. I went character light to test the effectiveness of more troops and variety over herohammer. Please comment below on criticism and list build. Also what has your experience been with or against the new TK book?
The first list was compiled after reading the new Tomb Kings book and from an inventory of TK models. (and 10 mins at a break at work) The list has some new and retooled units to explore the new book. Can the Warsphinx deliver damage to infantry? Will the Warsphinx get shot to death before reaching combat? What is the new magic lore like and is it effective? Those were some the questions sprinting through my mind. Next up the list:
2500 point army
Liche High Priest lvl 4, 4+ Ward, Tomb Scroll thingy 25 pointer(pwr lvl3 get rid of RiP spell on 2+ get D3 PD)
Tomb Prince GW shield armor of fortune(HA, 5+ Ward) Dragonbane Gem(2+ Ward against fire) goes in tomb guard
Core:
40 skellies shield full cmd
40 archers full cmd
9 chariots plain
2 units of 5 archer cav
Special:
31 Tomb Guard full cmd
Warsphinx with breath attack
3 carrion
Rare:
2 Screaming Skull Catapult
1 Casket of Souls!
The Next post I will explain what I found out with the dusty Tomb Kings. I went character light to test the effectiveness of more troops and variety over herohammer. Please comment below on criticism and list build. Also what has your experience been with or against the new TK book?
Wednesday, March 30, 2011
Back and Forth
I have been jumping around lately, and it's more then likely been hurting me. I love playing different Races case they can be so different but I think it has held me back. Trying to stick with just 2 to keep jumping back and forth to. I have been really happy with the progress of the Beastmen to keep wanting to push on with them. I don't want to give up on the High Elves just yet. Between K and I, we have come up with a few new twists with them. Almost everywhere I read people keep saying you need the "Book" or Telics to win. I hate this!! I think both are cheese and I refuse to use cheese. K and I kept looking at different things we have done with the HE and keep come back to a few things. 1) The Core Sucks!!! Plain and simple. Make the best of it. Right now I am running a unit of around 35 Spearmen with Full Cmd. Two units of Archers, 12 and 14. 2) Phoenix Guard are great. Now I know that is not a surprise but they are one of the few things that have never changed in my army. 3) There are only a few armies that can truly excel while using Cav, and I think High Elves are one of them. While I may prefer Infantry, I still like to win. All infantry is a sure way to get yourself frustrated.
With all that, my army has change a good bit since first playing 8th.
Lord, GW, 2+(Re-role-able)4+ Ward, Barded Warhorse, Crown of Command
Archmage, Lvl 4, x-spell, 4+ Ward
BSB, GW, 2+(Re-role-able)
35 Spearmen Full Cmd
14 Archers
12 Archers
24 Phoenix Guard, Full Cmd, Banner of Sorcery
Here is where things get interesting.
13 Dragon Princes, Musician, Champ w/ Unit gaining Magical Attacks
15 Swordmasters
or
13 Dragon Princes
15 White Lions full Cmd
Not sure what to do with the last bit.
With all that, my army has change a good bit since first playing 8th.
Lord, GW, 2+(Re-role-able)4+ Ward, Barded Warhorse, Crown of Command
Archmage, Lvl 4, x-spell, 4+ Ward
BSB, GW, 2+(Re-role-able)
35 Spearmen Full Cmd
14 Archers
12 Archers
24 Phoenix Guard, Full Cmd, Banner of Sorcery
Here is where things get interesting.
13 Dragon Princes, Musician, Champ w/ Unit gaining Magical Attacks
15 Swordmasters
or
13 Dragon Princes
15 White Lions full Cmd
Not sure what to do with the last bit.
Thursday, March 3, 2011
Beastmen List
BeastLord: XHW, Armor of Fortune 5+,5+
49 Bestigors Full CMD: Gleaming Pendant
Wargor: BSB, HA, Shield, Ramhorn Helm, Talisman of Endurance, 3+,5+
49 Gors: Full CMD
2 Tuskgor Chariots
10 Ungor Raiders
15 Gors: M
Bray-Shaman: Herdstone, Lvl 2, Beast
Bray-Shaman: Lvl 2, Beast
Bray-Shaman: Lvl1, Shadow
Great Bray-Shaman:, Lvl3, Wild, Brass Cleaver, Jagged Dagger, Crown of Command, Gnarled Hide, Razigor Chariot, 4+
49 Bestigors Full CMD: Gleaming Pendant
Wargor: BSB, HA, Shield, Ramhorn Helm, Talisman of Endurance, 3+,5+
49 Gors: Full CMD
2 Tuskgor Chariots
10 Ungor Raiders
15 Gors: M
Bray-Shaman: Herdstone, Lvl 2, Beast
Bray-Shaman: Lvl 2, Beast
Bray-Shaman: Lvl1, Shadow
Great Bray-Shaman:, Lvl3, Wild, Brass Cleaver, Jagged Dagger, Crown of Command, Gnarled Hide, Razigor Chariot, 4+
Sunday, January 30, 2011
A steady start for 2011
Updating my goals for the year, I can say things are goin well so far. I bought a box of outriders, helrocket, empire wizard kit, Imperial Confessor for a Warrior Priest, and a HE griffin to possibly convert a new empire griffin general. I currently have a karl franz griffin model and also the empire general on griffin. I just love the look of the new griffin, frick'n sick nasty. Besides buying stuff, which is the easiest part of the goal list, I have managed to assemble some models. 40 Halbidiers, Wizard, 27 Saurus Warriors, Helstorm Rocket, and some odds and ends is what I have managed to build. Next up 18 Empire Swordsmen, 5 Outriders, and hopefully some green stuff projects.
I am still tweaking my Empire Army to include an engineer in a artillery battery of Great Cannon, Mortar, and a Helstorm Rocket Battery. I have been getting more confident with the empire but they are still heavily reliant on the BSB and General Leadership Bubble. Utilizing the Large Target 18" General on Griffin Leadership helps keep the 9 Ld across the army. I am dropping a cannon form the old list to add the engineer and swap out a mortar to get the helstorm rocket. I am curious to see what difference will make in the list. It will reduce a cannon ball per shooting phase for a re-roll and improve a pie plate to Strength 5. I am also putting my lvl 4 wizard into the swordsmen unit with the BSB to help protect the wizard. I am not sure if this a good idea or bad, yet. Miscasting could hurt the unit, though its intent is a bunker for the BSB. I moved the Warrior Priest out of the Swordsmen and into the Greatswords to help combat efficiency. Re-Rolls for the S5 hits should help the non-elites get some extra kills. Any comments or tip or changes with explanations would greatly appreciated.
2500 Empire Army
Lords:
General on Griffon with Sword of Sig (+1 S and ASF) Full Plate, Shield, Ironcurse Icon (6+ ward against warmachines)
Lvl 4 Wizard - Ruby Ring (I am trying Fire for the first time for the next game)
Heroes:
Captain BSB Armor of Meteoric Iron (1+ AS) Luckstone (re-roll a single AS)
Warrior Priest - HA, shield in Halbidiers unit
Warrior Priest - HA, shield in Greatswords unit
Engineer - pigeon bombs(given them a try)
Core
39 Halbidiers full cmd - WP
38 Swordsmen full cmd - BSB and wizard
24 Flagellants
Specials
29 Greatswords full cmd Gleaming Penant (Re-roll 1st failed Ld test) - WP
10 Outriders
Great Cannon
Mortar
Rare
Helstorm Rocket battery
total 2500 on the button
I will give an update on the battle against the shooty elves once the blood bath has taken place. Hopefully my changes will show a direct good or bad to make any other decisions easier.
I am still tweaking my Empire Army to include an engineer in a artillery battery of Great Cannon, Mortar, and a Helstorm Rocket Battery. I have been getting more confident with the empire but they are still heavily reliant on the BSB and General Leadership Bubble. Utilizing the Large Target 18" General on Griffin Leadership helps keep the 9 Ld across the army. I am dropping a cannon form the old list to add the engineer and swap out a mortar to get the helstorm rocket. I am curious to see what difference will make in the list. It will reduce a cannon ball per shooting phase for a re-roll and improve a pie plate to Strength 5. I am also putting my lvl 4 wizard into the swordsmen unit with the BSB to help protect the wizard. I am not sure if this a good idea or bad, yet. Miscasting could hurt the unit, though its intent is a bunker for the BSB. I moved the Warrior Priest out of the Swordsmen and into the Greatswords to help combat efficiency. Re-Rolls for the S5 hits should help the non-elites get some extra kills. Any comments or tip or changes with explanations would greatly appreciated.
2500 Empire Army
Lords:
General on Griffon with Sword of Sig (+1 S and ASF) Full Plate, Shield, Ironcurse Icon (6+ ward against warmachines)
Lvl 4 Wizard - Ruby Ring (I am trying Fire for the first time for the next game)
Heroes:
Captain BSB Armor of Meteoric Iron (1+ AS) Luckstone (re-roll a single AS)
Warrior Priest - HA, shield in Halbidiers unit
Warrior Priest - HA, shield in Greatswords unit
Engineer - pigeon bombs(given them a try)
Core
39 Halbidiers full cmd - WP
38 Swordsmen full cmd - BSB and wizard
24 Flagellants
Specials
29 Greatswords full cmd Gleaming Penant (Re-roll 1st failed Ld test) - WP
10 Outriders
Great Cannon
Mortar
Rare
Helstorm Rocket battery
total 2500 on the button
I will give an update on the battle against the shooty elves once the blood bath has taken place. Hopefully my changes will show a direct good or bad to make any other decisions easier.
Friday, December 24, 2010
Gor-lish-ess-ness
After some deliberating with arnie, We have coordinated an update on the Beastmen Army. Below you will see the updated list. After facing the weaknesses of the Beastmen they faced a more competitive army, the empire. The extra magic support combined with double beast magic proved to be very helpful. The ability to utilize wildform from two casters helps the success of the game changing spell. Splitting up the big unit of minotaurs helped maintain the army composition but changed the role of the minotaurs. Now they are pure wreaking ball units. If they are targeted and destroyed, no biggie. If they smash into a unit, all the better. Flank support and charge deflectors are the new role for the epic fantasy figures. Dropping all of the ungor combat units has taken an adjustment but not have a unit flee do to their crappy ld 6 helped keep the battle line stout. Adding the ungor raiders gives a mage a bunker plus manoverabilty to help out where needed most. A unit of 50 Gors on the table top is impressive and fearful to field on the tabletop. I hope in the near future we will start adding pics and one day bye next years end, video.
2500 Beastmen
Killer Chariot Beastlord Razorgor chariot Brass Clever Slug Skin Charmed Shield Ironcurse Icon
Great Bray Shaman lvl 3 Beast magic xtra wpn
Bray Shaman lvl 2 Beast magic xtra wpn
BSB Wargor HA shield Scaly Skin (total 2+AS, 6+ward hth) Std of Discipline
Core:
48 Gors full cmd xtra wpn BSB and lvl 2 bunker
2 tuskigor chariots
10 ungor raiders shorbows
Special:
3 Minotaurs xtra wpn
3 Minotaurs xtra wpn
32 (8x4) Bestigors full cmd
Rare:
Jabberslythe or Ghorgon - the only decision need to be made (ran the Jab with decent success)
Merry Christmas All!
2500 Beastmen
Killer Chariot Beastlord Razorgor chariot Brass Clever Slug Skin Charmed Shield Ironcurse Icon
Great Bray Shaman lvl 3 Beast magic xtra wpn
Bray Shaman lvl 2 Beast magic xtra wpn
BSB Wargor HA shield Scaly Skin (total 2+AS, 6+ward hth) Std of Discipline
Core:
48 Gors full cmd xtra wpn BSB and lvl 2 bunker
2 tuskigor chariots
10 ungor raiders shorbows
Special:
3 Minotaurs xtra wpn
3 Minotaurs xtra wpn
32 (8x4) Bestigors full cmd
Rare:
Jabberslythe or Ghorgon - the only decision need to be made (ran the Jab with decent success)
Merry Christmas All!
Tuesday, December 14, 2010
Beastmen War Host
Short and sweet here is the list for our Wednesday night gaming. Im going to general, for the first time, a Beastmen Army. I believe this is a well rounded list to try out everything from Killer Chariot to Minotaurs and Giants. I am most curious about Bestigors. I can see them being a waste or a game winner unit.
2500 point limit
Unit Killer Chariot - Beastlord on Razorgor Chariot - Brass Clever, Slug Skin, Ramhorn Helm, HE, Shield - see arnies post for more details
Great Bray Shaman Lvl 4 - Beast Magic
Wargor BSB HA Shield Scaly Skin gift - Magic Banner Beast Banner +1 Str
Core:
39 Gors Extra hand weapon full cmd - BSB in unit
20 ungors S and M
18 ungor AMBUSH unit S and M
1 tuskigor chariot
Special:
9 Minotaurs
24 Bestigors full cmd Banner of Discpline
Rare:
1 Giant
I may at last minute drop a minotaur but add a musician to the minotaurs (run 4x2 and reform to 3x2 if casualties). and increase the Bestigors to 28 and run it 7x4. 15 WS4 S6 attacks with chance of re-rolls. Or I may try to squeeze a lvl 1 shaman with beast for wildform to help survivability and combat prowess. Other than that my battle plan is to march and get into combat as soon as possible. Simple plan but only plan with Beastmen.
2500 point limit
Unit Killer Chariot - Beastlord on Razorgor Chariot - Brass Clever, Slug Skin, Ramhorn Helm, HE, Shield - see arnies post for more details
Great Bray Shaman Lvl 4 - Beast Magic
Wargor BSB HA Shield Scaly Skin gift - Magic Banner Beast Banner +1 Str
Core:
39 Gors Extra hand weapon full cmd - BSB in unit
20 ungors S and M
18 ungor AMBUSH unit S and M
1 tuskigor chariot
Special:
9 Minotaurs
24 Bestigors full cmd Banner of Discpline
Rare:
1 Giant
I may at last minute drop a minotaur but add a musician to the minotaurs (run 4x2 and reform to 3x2 if casualties). and increase the Bestigors to 28 and run it 7x4. 15 WS4 S6 attacks with chance of re-rolls. Or I may try to squeeze a lvl 1 shaman with beast for wildform to help survivability and combat prowess. Other than that my battle plan is to march and get into combat as soon as possible. Simple plan but only plan with Beastmen.
Sunday, December 5, 2010
Lizardmen from 50,000 ft.
Lizardmen was the first army I started to play after our 10 year layoff of Warhammer. Back in 3rd edition there wasnt many models or players of the race, but there was high interest in the oldest race of the warhammer world. Now with 7th in the past and 8 in the present some of the units scene on the battle have changed slightly. A brief breakdown of the Lizardmen can be summed up in one sentence. No matter what army choices you take, you have a good shot at winning. PERIOD! (oh that's a exclamation point after the word period-sarcasm)
Despite the armies ultra low Initiative except for skinks, their toughness and armor saves rival the elites of other armies. One of largest race specifics from high above the Lizardmen is there Cold Blooded Leadership. The gift to roll 3D6 on any leadership test is a huge advantage comparative to any other army. To Slann or not to Slann; is not that big of a question thanks to the engine of the gods. You can have magic defense with the engine and still pack some punch in your magic phase due to the engines powers. The Lizardmen can be competitive in every phase of the game due to their range of units. From Horded skink/kroxigor unit to a pack of devastating salamanders you can strike fear into the belly of a Greater Daemon or bring a proud High Elf Prince to his knees. Over the next weeks I will be breaking down the Lizardmen into their primordial ooze as a guide to the first race of the Old Ones.
Despite the armies ultra low Initiative except for skinks, their toughness and armor saves rival the elites of other armies. One of largest race specifics from high above the Lizardmen is there Cold Blooded Leadership. The gift to roll 3D6 on any leadership test is a huge advantage comparative to any other army. To Slann or not to Slann; is not that big of a question thanks to the engine of the gods. You can have magic defense with the engine and still pack some punch in your magic phase due to the engines powers. The Lizardmen can be competitive in every phase of the game due to their range of units. From Horded skink/kroxigor unit to a pack of devastating salamanders you can strike fear into the belly of a Greater Daemon or bring a proud High Elf Prince to his knees. Over the next weeks I will be breaking down the Lizardmen into their primordial ooze as a guide to the first race of the Old Ones.
Friday, December 3, 2010
Post Pumpkin Pie Post...thats right 4 P's in a row
After a long break from pre-Thanksgiving to post-Thanksgiving our gaming has taken a halt. :( GOOD NEWS! We are back and in action and with new ideas and articles to come b4 the Christmas Rush Season. Arnie and I did get a quick game in b4 all the Turkey Feasting. HE vs Empire with a new list mentioned below: (I do believe on my final tweaks to the list)
General of the Empire
Griffon, FP, shield, sword of Sig
Lvl 4 mage - shadow
BSB - AoMI
3 warrior priests - HA, Shield
38 Swordsmen full cmd with BSB and WP
39 Halberdiers full cmd with WP
29 Greatswords full cmd with WP
2 mortars
cannon
6 outriders
6 outriders
with 32 points left i need to figure out some magic items to enhance the army
Maybe gleaming penanet for GS unit, Sword of might for BSB, Iron curse icon on WP with GS, and Potion of Fool Hardiness on Griffon General.
The game took a quick turn with some unfortunate dice rolling for the HE BSB and Prince that they both slipped and fell into a Pit of Shades on turn 2. I still don't particularly care for the 8th ed game changing over powered spells such as the Pit of Shades. But besides that the game still was very close after some bad dice rolling for my Empire troops. Overall the Empire did well against the ASF HE's which gave me alot of confidence with the transformed list. I wanted to play up the strengths of the Empire which are cheap hordes, vast amounts of support characters, artillery including black powder outriders, and Warrior Priests.
General of the Empire
Griffon, FP, shield, sword of Sig
Lvl 4 mage - shadow
BSB - AoMI
3 warrior priests - HA, Shield
38 Swordsmen full cmd with BSB and WP
39 Halberdiers full cmd with WP
29 Greatswords full cmd with WP
2 mortars
cannon
6 outriders
6 outriders
with 32 points left i need to figure out some magic items to enhance the army
Maybe gleaming penanet for GS unit, Sword of might for BSB, Iron curse icon on WP with GS, and Potion of Fool Hardiness on Griffon General.
The game took a quick turn with some unfortunate dice rolling for the HE BSB and Prince that they both slipped and fell into a Pit of Shades on turn 2. I still don't particularly care for the 8th ed game changing over powered spells such as the Pit of Shades. But besides that the game still was very close after some bad dice rolling for my Empire troops. Overall the Empire did well against the ASF HE's which gave me alot of confidence with the transformed list. I wanted to play up the strengths of the Empire which are cheap hordes, vast amounts of support characters, artillery including black powder outriders, and Warrior Priests.
Sunday, November 14, 2010
Empire List Revised
After a few test games under the belt, I have adjusted my empire army. The changes are small and also use other models already purchased and assembled. Comments, Advice, and Critics are welcomed. Having all phases of the game covered, I am confident to use the war of attrition to win. Utilizing the Warrior Priest's remain in play spells (4+ Ward Save) on the first turn is the largest improvement to remember. Oh and a quick shout out: CONGRATS to Rhellion on his recent tourney victory! Onto the list:
Lords:
General of the Empire - 345
Full Plate, Shield
Sword of Sigi
Potion of Foolhardiness
Griffon
Wizard Lord lvl 4 - Shadow - 225
warhorse
Hero:
Captain of the Empire -100
BSB and Armor of Meterioc Iron
Warrior Priest - 96
Heavy Armor, Shield
Warrior Priest - 96
Heavy Armor, Shield
Core:
38 Swordsmen - 253
Full Cmd with BSB and WP
39 Halberdiers - 215
Full Cmd with WP
20 Flagellants-200
10 Knights of the Griffon-230
Specials:
30 Greatswords - 330
Full Cmd
10 Outriders - 210
2 Cannons - 200
2500 total
Lords:
General of the Empire - 345
Full Plate, Shield
Sword of Sigi
Potion of Foolhardiness
Griffon
Wizard Lord lvl 4 - Shadow - 225
warhorse
Hero:
Captain of the Empire -100
BSB and Armor of Meterioc Iron
Warrior Priest - 96
Heavy Armor, Shield
Warrior Priest - 96
Heavy Armor, Shield
Core:
38 Swordsmen - 253
Full Cmd with BSB and WP
39 Halberdiers - 215
Full Cmd with WP
20 Flagellants-200
10 Knights of the Griffon-230
Specials:
30 Greatswords - 330
Full Cmd
10 Outriders - 210
2 Cannons - 200
2500 total
Wednesday, November 3, 2010
The Emporer Demands Solland to be Reclaimed!
Tonight I tried out my new Empire Army List based on the Reikland Providence. The theme for the army is the Emporer called together a warhost to take back the fallen providence of Solland. Gathering units from the major cities, the Emporer charged General Lieter Olah to lead the battleforce. Dispatched to round out his ranks are Outriders, Knights of the Red Griffon (look up your old Empire history), Greatswords of Carroburg, and 2 Great Cannons. As the venerable general decided to bring a wide range of what the Empire has to offer to combat the forces now roaming the ravaged land of Solland. Facing all sorts of foul beasts, two Warrior Priests devoted to cleansing the land drew close bonds with the Griffon Tamer. Set to challenge the evils in the former state range from Beastmen, Orcs and Goblins, Undead, Skaven, and the foul stench of Chaos.
General of the Empire
Full Plate, shield, Sword of Sigismund (ASF +1S), Griffon
Wizard Lord
lvl 4 Shadow, 5+Ward talisman, Rod of Power, Warhorse
Captain of the Empire - Swordman unit
1+ A.S. Armor of Meteoric, BSB upgrade
Warrior Priest - Swordman unit
HA, shield
Warrrior Priest - Halberdiers unit
HA, shield
38 Swordmen full cmd
39 Halberdiers full cmd
12 Knights of the Red Griffon with Musician
2 Great Cannons
10 Outriders with Musician
30 Greatswords full cmd
2500 points total
comments, advice, or tactics please post a comment...will update after battle testing!
General of the Empire
Full Plate, shield, Sword of Sigismund (ASF +1S), Griffon
Wizard Lord
lvl 4 Shadow, 5+Ward talisman, Rod of Power, Warhorse
Captain of the Empire - Swordman unit
1+ A.S. Armor of Meteoric, BSB upgrade
Warrior Priest - Swordman unit
HA, shield
Warrrior Priest - Halberdiers unit
HA, shield
38 Swordmen full cmd
39 Halberdiers full cmd
12 Knights of the Red Griffon with Musician
2 Great Cannons
10 Outriders with Musician
30 Greatswords full cmd
2500 points total
comments, advice, or tactics please post a comment...will update after battle testing!
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