chadgamer
13-05-2009, 02:38 AM
I'm new to WFB. i've been playing empire for about a month, and i'm planning on going to a special character tournament this summer, but i need to submit a list soon. this is my first try at a special character list and i would really appreciate any advice or suggestions. thanks in advance!
2250 Pts - Empire Army
Karl Franz, The Ruling Emperor
Ld range of 18"; He and unit joined are Immune to Psychology;
General; Units w/in 18" may use General's LD & may reroll any
Psychology tests.; Full Plate Armor; Barded Warhorse
#The Silver Seal 4+ Ward Save and Magic Resistance. Karl Franz only.
#Ghal Maraz, Hammer of Sigma Karl Franz or Valten II only All hits autowound, no armour saves
allowed. Each unsaved wound becomes D3 wounds.
Warhorse [0]
Warrior Priest of Sigmar
Has Prayers of Sigmar (Bound Spells, Power Level 4, may only use
one Prayer per turn).;Warrior Priest and his unit Hate all enemy
models;+1 dice to dispel pool;; Barding; Prayers of Sigmar;
Shield; Warhorse
#1: Hammer of Sigmar Re-roll failed to hit and to wound rolls. RiP.
#2. Armour of Contempt Model gains 4+ Ward save. RiP.
#3. Healing Hand Model is immediately healed of all lost wounds.
#4: Unbending Righteousness Priest and unit Unbreakable. RiP.
#5. Soulfire Enemy units in base contact suffer D6 S4 hits (S5 on Undead
Daemon, Forest Spirit), no armor saves allowed.
Shroud of Magnus 5+ Ward Save, Magic resistance.
Warhorse
Battle Wizard
Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2
spells.
Dispel Scroll Dispels one spell. One use only.
Dispel Scroll Dispels one spell. One use only.
Captain
Full Plate Armor; Shield; Pegasus
Aldred's Casket of Sorcery At end of movement on 4+ remove and capture random spell from
enemy wizard within 12", can then cast that spell once before it
is removed from game. Any # of spells may be captured by casket
- bearer can cast each one once, either over several magic
phases, or all at the same time if he prefers. Power level of
spell equal to casting #. Bound Spell. Power Level variable.
Talisman of Protection 6+ ward save
Pegasus
Fly
Swordsmen 10
Light Armour; Shield
Handgunners 9 85
Empire Handgun; 24", St 4 hit, -2 Ar Sv, Move or Fire.
Marksman
Empire Handgun; 24", St 4 hit, -2 Ar Sv, Move or Fire.
Flagellant Warbands (Core) 21
Unbreakable; Frenzy (never lose it); May roll D3 at start of
every combat phase to martyr D3 flagellants, last until end of
combat. Effects stack: 1: Hate, 2: re-roll failed wound rolls,
3: add +1 to CR.; Frenzy; Immune to Psychology. Frenzy ends when
unit loses combat.; Flail; +2S in 1st rnd of HtH
Prophet of Doom
Great Cannon
Use larger Cannon rules
Crew 3 [0]
Great Cannon
Use larger Cannon rules
Crew 3 [0]
Greatswords 27
Stubborn; Great Weapon; +2S (+1 if mounted). Strikes last in HtH
unless charging; Full Plate Armor; Standard; +1CR; Musician;
+1CR if tied; +1 Ld in rally attempts.
War Banner +1 to Combat Resolution
Count's Champion
Outriders 5
Fast Cavalry; Repeater Handgun; ^; Light Armour; Musician; +1CR
if tied; +1 Ld in rally attempts.; Warhorse
Warhorse 5
Maneater (heavy armour)
Stubborn, Immune to Psychology, Cause Fear; Cathayan longsword;
^; Heavy Armour
Maneater #1
Cathayan longsword; ^; Heavy Armour
Maneater #2
Cathayan longsword; ^; Heavy Armour
Maneater #3
Cathayan longsword; ^; Heavy Armour
Total Army Cost: 2250
My plan is to put Karl Franz with the Great Swords, and the Warrior Priest with the Maneaters, which will give me two MR powerhouse units. I realize this list has barely any magic ability, but i plan to target any magic users i can see with my cannons, and fly the captain with the casket near their wizards to take away their spells.
2250 Pts - Empire Army
Karl Franz, The Ruling Emperor
Ld range of 18"; He and unit joined are Immune to Psychology;
General; Units w/in 18" may use General's LD & may reroll any
Psychology tests.; Full Plate Armor; Barded Warhorse
#The Silver Seal 4+ Ward Save and Magic Resistance. Karl Franz only.
#Ghal Maraz, Hammer of Sigma Karl Franz or Valten II only All hits autowound, no armour saves
allowed. Each unsaved wound becomes D3 wounds.
Warhorse [0]
Warrior Priest of Sigmar
Has Prayers of Sigmar (Bound Spells, Power Level 4, may only use
one Prayer per turn).;Warrior Priest and his unit Hate all enemy
models;+1 dice to dispel pool;; Barding; Prayers of Sigmar;
Shield; Warhorse
#1: Hammer of Sigmar Re-roll failed to hit and to wound rolls. RiP.
#2. Armour of Contempt Model gains 4+ Ward save. RiP.
#3. Healing Hand Model is immediately healed of all lost wounds.
#4: Unbending Righteousness Priest and unit Unbreakable. RiP.
#5. Soulfire Enemy units in base contact suffer D6 S4 hits (S5 on Undead
Daemon, Forest Spirit), no armor saves allowed.
Shroud of Magnus 5+ Ward Save, Magic resistance.
Warhorse
Battle Wizard
Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2
spells.
Dispel Scroll Dispels one spell. One use only.
Dispel Scroll Dispels one spell. One use only.
Captain
Full Plate Armor; Shield; Pegasus
Aldred's Casket of Sorcery At end of movement on 4+ remove and capture random spell from
enemy wizard within 12", can then cast that spell once before it
is removed from game. Any # of spells may be captured by casket
- bearer can cast each one once, either over several magic
phases, or all at the same time if he prefers. Power level of
spell equal to casting #. Bound Spell. Power Level variable.
Talisman of Protection 6+ ward save
Pegasus
Fly
Swordsmen 10
Light Armour; Shield
Handgunners 9 85
Empire Handgun; 24", St 4 hit, -2 Ar Sv, Move or Fire.
Marksman
Empire Handgun; 24", St 4 hit, -2 Ar Sv, Move or Fire.
Flagellant Warbands (Core) 21
Unbreakable; Frenzy (never lose it); May roll D3 at start of
every combat phase to martyr D3 flagellants, last until end of
combat. Effects stack: 1: Hate, 2: re-roll failed wound rolls,
3: add +1 to CR.; Frenzy; Immune to Psychology. Frenzy ends when
unit loses combat.; Flail; +2S in 1st rnd of HtH
Prophet of Doom
Great Cannon
Use larger Cannon rules
Crew 3 [0]
Great Cannon
Use larger Cannon rules
Crew 3 [0]
Greatswords 27
Stubborn; Great Weapon; +2S (+1 if mounted). Strikes last in HtH
unless charging; Full Plate Armor; Standard; +1CR; Musician;
+1CR if tied; +1 Ld in rally attempts.
War Banner +1 to Combat Resolution
Count's Champion
Outriders 5
Fast Cavalry; Repeater Handgun; ^; Light Armour; Musician; +1CR
if tied; +1 Ld in rally attempts.; Warhorse
Warhorse 5
Maneater (heavy armour)
Stubborn, Immune to Psychology, Cause Fear; Cathayan longsword;
^; Heavy Armour
Maneater #1
Cathayan longsword; ^; Heavy Armour
Maneater #2
Cathayan longsword; ^; Heavy Armour
Maneater #3
Cathayan longsword; ^; Heavy Armour
Total Army Cost: 2250
My plan is to put Karl Franz with the Great Swords, and the Warrior Priest with the Maneaters, which will give me two MR powerhouse units. I realize this list has barely any magic ability, but i plan to target any magic users i can see with my cannons, and fly the captain with the casket near their wizards to take away their spells.