2000 pt. Empire Army

by Eric Nimmo


List

Wizard army
The purpose of this army is to have an elite using or an powerful magic
based enemy. Chaos and Undead are two examples. This army would work
against High elves too but I would drop the priest as he is here for the
Hatred ability. In your own magic phase you will have X magic dice plus
any in the rod and in the opponent's magic phase you will have 6 dispel
dice plus any in the rod. The Lord should have Fire magic and the mage
should take Heavens magic. The 2nd sign of Amul is a must!! Use the
priest's spells either last to ensure the low power spells are cast or
first in order to use up dispel dice of your opponent.

LORDS
General
210 Mage Lord w/hw
+21 barded warhorse 5+sv
+45 Holy relic 4+ward sv
+45 Rod of power

95 mage 2nd level
+50 Grey wand

60 Captain w/hw, full plate armour, shield 3+sv
+35 Casket of sorcery
IN
179 29 Halberdiers w/lt armour, halberd
+25 std/musician/sgt
AND
48 6 Crossbowmen detachment
48 6 Crossbowmen detachment

103 Priest of Sigmar w/Hv armour and 2nd hammer 5+sv
+20 Sigil of Signar +1 dispel dice
IN
133 19 swordsmen w/sword, shield, lt armour 5+sv (4+sv in HtH)
+25 std/sgt
AND
60 12 Free Company detachment

96 12 handgunners
+15 std/marksman
+15 repeater handgun

156 6 inner circle knights w/HW, Fullplate, shield, lance 1+sv
barded warhorses
+40 std/musician/First knight
+25 War banner

200 2 cannons

125 Hellblaster

132 12 Flagellants

2001 TOTAL


Tactics

Adopt a defensive position and so you can blast the enemy as he
advances. Deploy the Captain-led Halberdiers to be across from any enemy
wizards in units. The Captain's job is to get into base to base with any
wizards. If no wizards are in units then have him leave the unit at some
opportune moment. He is a mage hunter and must get into base to base.
Don't forget the 360 degree charge radius for lone models on foot!! Use
the knights as reserve and have the flagellants hold up any large
dangerous units. Hopefully the mage lord gets the wall of fire spell. This
will allow you to hold up another unit and still be able to fire at them.


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