EMPIRE 2,000 POINT GT '99 ARMY
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CHARACTERS
1 Empire General (100) with Armor of Protection (50), Sword of Justice (50), lance (2),
shield (1), warhorse (3) and barding (4)
210 Points
1 Hero (65) with Crown of Command (50), Armor of Endurance (5), shield (1) and halberd (2)
123 Points
1 Master Wizard (190) with Rod of Power (25), 2 x Dispell Scrolls (50), warhorse (3) and
barding (4)
272 Points
Subtotal: 605 Points
REGIMENTS
6 Ogres (240) with halberds (12) and unit standard (42)
294 Points
23 Halberdiers (161) with light armor (46), shields (23) and unit standard (10)
240 Points
11 Crossbowmen (attached to Halberdiers)
88 Points
11 Crossbowmen (attached to Halberdiers)
88 Points
18 Flagellants (180) with unit standard (10)
190 Points
6 Kislev Horse Archers
96 Points
Subtotal: 996 Points
WAR MACHINES
1 Volley Gun
100 Points
1 Cannon
95 Points
1 Steam Tank
200 Points
Subtotal: 395 Points
TOTAL: 1,996 Points
Notes:
Conception: A typical Empire army, with something from everywhere. I saw this army as an
Empire official (the General) with his bodyguard (the Ogres) who has been tasked with
commanding a provincial force (the Halberdiers with their Hero and detachments). The
general has brought a steam tank and a wizard along, and somebody hired the Kislevites.
The Flagellants are always attracted to large battles, and no wise commander sends them
away. This army will lose a point a round for more than two war machines, but having the
extra cannon shot is worth it.
Movement: Typical human, except for the Ogres and horse archers. The characters are mounted, but the wizard will try to mostly stay out of sight. The General will deploy with the Ogres. Because of his horse, he can keep up with them. The rest of the army is pretty human, with M4.
Shooting: 22 crossbow shots plus six shots from the horse archers. If both of the war machines function, the army should be OK. The volley gun has the ability to kill whole units, and will be used here to cover the main infantry block, and the main block will stand ready to countercharge anything which threatens the volley gun. It will deploy in the center of the table, and move up on the first turn.
Close Combat: Not that tough, but there are two tarpit units: The Ogres (with high toughness and three wounds each) and the flagellants. The main halberdier block is tough, as long as the Crown is present. Even without it, they should last a turn or two. Either crossbow unit could execute a flank charge of an enemy, if they need to remove a rank bonus.
Magic: This army does not expect to win in the magic phase. It can hold four magic
cards, and has two Dispel scrolls to stop the big bad stuff. As long as big bad spells
don't get through, and the guns keep firing, the army should do OK.