The tall grizzled warrior limped into the amphitheater. The students that
filled the seats, young nobles or sons of wealthy merchants, were amazed at the
size of the wolf pelt that adorned his great plate armour. He pushed back the
wolf head and addressed his audience.
"Hail to you men of the Empire, children of Sigmar. My name is Erik Thorvaldson
and I am here to pass on the tricks and tactics that I have discovered in my
wanderings as leader of `the Company of Wolves'."
"Some of these words will be known by you so take what you want. Some of your
battles will be won by luck and generalship but you can lose games for the same
reasons. Make a battle plan before you start and stick with it. Be ready to
adjust for surprises but do not drastically change your plan."
You are aware of the endless possibilities and combinations that leading an
army of Empire troops affords you. The only thing that stands between your
choice of units you have and troops you want is...... money. (literally)
With the new figs that have been released the cost of an Empire army has
actually improved! Plastics allow for cheaper cost and are a lot easier to
convert.
Your core troop units must be large. Especially take into account of armies
with missile troops as they will most likely weed your men out as you advance or
hold your position. Use the detachment rule of 5+ unit size to take smaller more
maneuverable units.
I am experimenting now with ranks of 6 across. With the corner touching rule,
this gives you more attacks because of the smaller base used for human size
models.. This is really noticeable when fighting against a unit with a frontage
of 5 or 4 wide. When playing a defensive role, your unit will usually be charged
by a reduced enemy (due to missile casualties) and you will want as many attacks
as possible after the enemy has had a chance to attack. With frontage of 6 you
can afford to lose 3-4 men and then strike back with any heroes and champions
that are still standing base to base.
Magic items are a personal choice. Some people gear their men to the maximum
allowed. I like to take the points in rank-and-file instead. I dole out magic to
achieve a role for the fig in question. More attacks are needed for combat
result or wiping out war machine crews or lone wizards, higher strength for
taking out monsters or good saves for endurance in battle are some examples. The
lesser items are excellent for adding a bit of fighting ability to a character.
A quick look at the core HtH troops will show you this:
Spearmen give you more attacks but 7 points for 5+sv
Halberdiers allow you to wound T3 on a 3+ and a -1 armour sv mod but 6+sv in HtH
Swordsmen will hit on a 3+ vs WS3 and have a 4+save for 6 points
Core troops
Swordsmen
Swordsmen are excellent for use against low toughness and many numbered
opponents like Skaven. With the new rules of a further +1 sv for handweapon and
shield, this gives them a save of 4+ in HtH for 7 points. They are best used as
a detachment since they can't get any options as a detached unit and they don't
really need them.
Spearmen
Spearmen are best used against numerous foes and as a defensive force such as
Undead and Beastmen maybe. These units can be created to accommodate heroes in
the front ranks and then have more backup in combat with the second rank
attacking as well. They shouldn't be used as detachments since detachments will
usually charge the flanks and charging negates the spear advantage.
Halberdiers
Halberdiers are excellent for use against high toughness armies such as Orcs
and Chaos. The S4 attack will give you that equal terms for wounding (4+) and
will punch through armor. Shields are often a waste of points unless you
anticipate getting shot to hell.
Handgunners
The best missile choice. With the first shot being +D6" this will allow you to
peg almost any enemy at the beginning. Since you won't be moving when you shoot
you will generally hit on a 4+ (minus range mods) Handgunners are great because
of the extra save modifier (-2) and the extra rank allows them be a HtH back up
unit when the enemy comes to grips with your main battle line. If you spend the
points for a marksmen, make sure you have the points for a Empire-only missile
weapon! Any of the choices are good. Use the appropriate choice for the army you
are against.
Crossbowmen
Crossbowmen are great for defensive, hard hitting, long range missiles.
Deployed with 2 ranks on a hill they are deadly. Again, no moving means hitting
on a 4+ (- range)
Free Companies
These guys are the choice for detachments! Taken 6 wide, they will smash your
enemy's flank with 12 attacks! Their low S is a factor but who cares. They're
bandits anyway! A good Mordheim warband looks great as a unit and everyone knows
that well painted figs do better.
Archers
They skirmish. Not really a factor. I'm not fond a bowmen. I always used to use
halflings. However the Huntsmen are nice as they can be used as flanking troops
or used to get behind an enemy and affect his march moves. The huntsmen also get
the longbows. I will take archers only to use my now-useless halfling figs.
Knights
Knights were too expensive, both in points and money, for me to use them in a
game smaller than 3000 points in 5th ed. Now with decent points cost and new
plastic figs I will always field some. The new knight box set is a must for your
army since they come with everything to allow you to create a unit to match your
army theme.
With full plate armour and an increased move due to the rules dropping the
weight penalty for heavy armour, knights can be a hard-hitting unit that the
Empire needs. Having a 1+ save means that anyone not fleeing from your charge
will be hard pressed to do any damage to the knights in subsequent rounds. If
you have the points, taking the Inner circle option is a must. Use your knights
to roll up one flank while you shoot the rest of the enemy's troops to bits.
Special Troops
Greatswords
I would only take these in a big game. Their points cost is better spent on
flagellants. Their 4+ save is good against missilers and the great weapon S
bonus of +2 would help punch through heavily armoured troops. Their stubbornness
is not really that great as you will be testing on an 8. Remember that heroes in
greatsword units will not be stubborn so you can either test on their modified
Ld or the greatsword's unmodified 8Ld. Field them in medium size units and use
them for support roles for war machines or missile troops.
Pistoliers
These are now great troops. Use the fast cav rules for flank harassment or find
a hole in the enemy's battle line and aim for war machines or missile troops.
Remember that each fig can move it’s max of 16”. This will enable you to
position yourself out of charge arcs and give you maximum potential for missile
fire. Never throw them into combat against big units unless it is to support.
Always remember the fusillade rule and smash the enemy with two S4 hits and a
horse attack per fig in HtH. Try a unit of 12. This can give you maximum
flexibility for role use.
Cannons
Take these first before any others. Cannons allow you to hit deep ranked units
and also allows you to threaten those Demons, wizards or heroes on monsters. It
always seems like Chaos needs a cannonball to the head before they realize the
threat of a cannon. Always aim for a hero in a unit since your opponent just
might roll a 1 for the `lookout sir'.
Mortars
Mortars are good for huge enemy ranks. Skaven and undead will be shocked to see
you plant that 5" template over them. Or try and target war machines to kill the
crews.
Rare Troops
Flagellants
A must have if you want a good toughness, nonbreakable troop. Their low WS
stinks but you will usually be hitting on a 4+ anyway. Our house rule is that
flail's +2 in the first round of combat applies to EVERY combat the flagellants
fight in. So throw them forward when the time is right and teach the heretics
the wrath of Sigmar!
Hellblaster
A must have. They cost a little more now but with their new misfire tables,
they should stick around a little longer. Use them to protect an entire avenue
of approach. Watch as your opponent grinds his teeth in frustration. Use your
missile troops to panic his screening troops and then open up on his more
valuable units. If at all possible set the Hellblaster up so as to shoot at
skirmishing troops. Units like Skaven censer bearers that are a -2 to hit
normally are still hit automatically. If possible try and buy whichever
Hellblaster fig you like best. I am partial to the old machine but others may
feel differently.
Dogs of War
In bigger games you will have room for them. Ensure your opponent doesn't mind!
I have a feeling that the Steamtank and the Outriders will return in a future
White Dwarf as new units with new figs and rules. A unit of pikemen would fit
any Empire army just fine and would be excellent for a defensive plan of attack.
Heroes
My tactic used to always be my general on a pegasus. The general was the only
hero able to take on a small unit of skirmishers or war machine by himself.
Heroes with 2 wounds sometimes died too quickly. But now with Meteoric Iron
armour being a save of 1+ and Lord and heroes having A3 and 5WS/BS I will use a
hero on the pegasus and allow my general to lead a unit and stay in the
battleline to utilize his Leadership of 9.
The other use of a flyer is to stay out of charge arcs and hinder your enemy's
advance. By staying within 8" you disallow his march moves and allow you more
time to shoot his troops. Your opponent will have three choices: have your
battle line become fragmented but get shot up and then overwhelmed, slow to keep
in line but get shot up or concentrate force onto the offending flyer but get
shot up. This tactic has always annoyed my Skaven opponent!
Lords
Elector count
Toned down considerably in 6th. He is a given in small games. On foot and with
the plate armour/Handweapon/shield combo he will be save 2+.
Templar Grand Master
Very expensive. Plus he will be in a big unit of knights. Big games only.
Wizard Lord
I was never a big magic fan for Empire. Gunpowder was my reason for choosing
Empire. If you want magic go use High Elves or Lizardmen! He is expensive and
can't fight. If you want to throw your opponent for a loop then in a 2000 point
game take a Hero as General and use a Wizard Lord. More than likely you will
have magic superiority.
Captain
Good to mount on a pegasus and hunt war machines and skirmish units. A good
points value for the many roles a hero can play.
Battle Standard Option: Now the army's Standard will hang around a little
longer. If I have the points I am likely to take him solely to have more magical
standards. I like magic standards since they affect the whole unit and not just
one character.
Warrior Priest
Oh yeah. I love the theme of a priest in battle, smashing the enemies of his
god and invoking prayers to harm his enemies or bless his followers. He is a
good value for his defensive dispel role, his battle ability, his minor spells
and his ability to HATE foes of the Empire. With this ability passed on to the
anyone he accompanies, he should be included in a large, strong unit.
Battle Wizard
Bah. Take one 2nd level wizard for dispel scrolls and such in small games. This
should give you all the defense you need. Some magic items can do the same job
for less points (ie standard of Arcane warding). You should probably take higher
level mages in big games if only for defense against enemy magic. Undead and
Lizardmen are a big deal. Magic can really bite you in the ass if you
underestimate your opponent. I speak from experience. I really like the lore of
the Heavens. Second sign is excellent and the other spells allow you to hide
your mage while hunting your opponent’s magic users.
Master Engineer
A good idea but is it needed? I tend to roll a LOT of misfires and feel that
they would be a good safety for cannons and maybe bring a few hits with a
mortar. They must have one of the special weapons since their BS4 will make the
points cost worthwhile. In HtH they will tend to die but a Van Horstmann's
Speculum will shock the hell out of any heroes on flying monsters.
Mounts
The griffon is nasty. The `flyer in the backfield' tactic becomes a little more
dangerous with a terror causing creature running amok.
Pegasus are good for the points cost. The figures were hard to find for awhile
but with Balthasar Gelt mounted on one it shouldn't be so bad. My advice is to
try and order the old pegasus that the old Empire or High Elf hero was mounted
on. It looks nastier and more likely to crush its rider's foes.
"Well men, these are my words for today. At another time I will go on about
army themes and large scale tactics. For now I wish you and your soldiers good
fighting."
The old man stretched his old bones and limped from the Amphitheater.