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StrefA Forum StrefA
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Imperialny
Uczeń Mrocznej Magii
Dołączył: 22 Mar 2008
Posty: 94
Przeczytał: 0 tematów
Skąd: Z Reklamacji.
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Wysłany: Pon 15:19, 28 Kwi 2008 Temat postu: Moja rozpiska: porządna czy do śmieci ? |
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Oto moja aktualna rozpiska artmii Imperium na 2000 pnkt. Ponieważ jestem zielony, można powiedzieć że to słabo rozbudowana armia, każdy sie połasi bo łatwo wygra... ale to odkrywcze jest. powiedzcie mi co moge zmienić tutaj, co by sie jeszcze przydało ?
Elector Count - 161 Pts w oddziale Swordsmenów
General; Great Weapon
Armour of Meteoric Iron [30]
Holy Relic [45]
23 Swordsmen Count's troops + Champion - 351 Pts
Light Armour; Shield; Standard; Musician
Banner of Griffon [50]
Detachment I – 12 Free Company - [60] Pts
Detachment II – 6 Archer [48] Pts
zadania: zapewnianie generalskiego LD, archerzy jako screen przed ostrzałem w I rundzie i do prowokowania szarż wroga
Captain - 152 Pts
Lance; Full Plate Armor; Pegasus
Dragon Bow [30]
Enchanted Shield [10]
Pegasus - [50] Pts
zadania: blokowanie marszu, polowanie na samotnych magów i maszyn wroga, ewentualnie wspieranie szarż kawalerii.
Warrior-Priest - 160 Pts w oddziale Pistoliersów lub Knightów
Great Weapon; Heavy Armour; Shield; Warhorse
Van Horstman's Speculum [25]
Sigil of Sigmar [20]
6 Pistoliers + Marksman z Repeater Pistol 150 Pts
zadania: blokowanie marszu, polowanie na samotnych magów, ataki na flanki i słabe jednostki
Battle Wizard of the Celestial Order - 110 Pts
Magic Level 1; Lore of Heaven
Dispel Scroll [25]
Dispel Scroll [25]
zadania: dispelowanie
6 Huntsmen - 60 Pts
zadania:blokowanie marszu, polowanie na samotnych magów i maszyny, prowokowanie szarż wroga
12 Handgunners + Marksman + Repeater Handgun - 207 Pts
Musician
Detachment I -6 Handgunners - [48] Pts
Detachment II -6 Free Company - [30] Pts
zadania: strzelanie, FC są jednostką straceńców "prowokowanie szarż wroga"
6 Reiksguard Knights (IC) + Champ- 247 Pts
Standard & Musician
The Steel Standard [25]
zadania: ataki na flanki i słabsze jednostki wroga
2 Great Cannon - 200 Pts
1 Mortar - 75 Pts
1 Hellblaster - 125 Pts
Casting Pool: 3
Dispel Pool: 4
Models in Army: 108
Total Army Cost: 1998
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Morgon
Wielki Czarny Mistrz
Dołączył: 04 Lut 2006
Posty: 1344
Przeczytał: 0 tematów
Skąd: Nowa Sól
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Wysłany: Pon 23:06, 28 Kwi 2008 Temat postu: |
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Bardzo ciekawa rozpiska, podoba mi sie. Ma potencjal, aczkolwiek trzeba bardzo uwazac na magie. Jako jeden detachment zamiast handgunersow wzialbym kusznikow, maja wiekszy zasieg przez co czesciej trafiaja a przebijanie pancerza nie zawsze jest potrzebne.
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AltiN
Zatracony Mag
Dołączył: 10 Kwi 2006
Posty: 216
Przeczytał: 0 tematów
Skąd: Nowa Sól Wasteland
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Wysłany: Śro 9:30, 30 Kwi 2008 Temat postu: |
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hyhy mortara to ja dawno nie widzialem na placu boju
dokladnie nie wiem co daja te itemki magiczne i nie chce mi sie sprawdzac, ale przemyslalbym great weapona u jezdzca, jako ze daje tylko +1 do sily, a nie +2
6 archersow do screena to nie jest ciut malo zeby ukryc tak wielki regiment?
slabo magicznie, ale mozna tym zagrac nawet przeciwko magom
moze czas rozpisac sie na 2250? gramy to jako std, wtedy mam wieksze mozliwosci porownania
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Imperialny
Uczeń Mrocznej Magii
Dołączył: 22 Mar 2008
Posty: 94
Przeczytał: 0 tematów
Skąd: Z Reklamacji.
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Wysłany: Czw 12:25, 01 Maj 2008 Temat postu: |
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2250 Pts - Empire Army
Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost
Swordsmen 19 4 4 3 3 3 1 4 1 7 5+ 1 185
Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR;
Musician; +1CR if tied; +1 Ld in rally attempts.
Duellist 1 4 4 3 3 3 1 4 2 7 5+ 1 [10]
Detachment - Archer 5 4 3 3 3 3 1 3 1 7 1 [40]
Skirmish; Normal Bow; 24", S3
Handgunners 9 4 3 3 3 3 1 3 1 7 1 100
Empire Handgun; 24", St 4 hit, -2 Ar Sv, Move or Fire.;
Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
Marksman 1 4 3 4 3 3 1 3 1 7 1 [5]
Empire Handgun; 24", St 4 hit, -2 Ar Sv, Move or Fire.
Handgunners 9 4 3 3 3 3 1 3 1 7 1 100
Empire Handgun; 24", St 4 hit, -2 Ar Sv, Move or Fire.;
Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
Marksman 1 4 3 4 3 3 1 3 1 7 1 [5]
Empire Handgun; 24", St 4 hit, -2 Ar Sv, Move or Fire.
Knightly Orders 10 4 4 3 3 3 1 3 1 8 1+ 2 230
Barding; Lance; +2S on charge; Full Plate Armor; Shield;
Warhorse
Warhorse 10 8/7 3 3 3 1 3 1 5 [0]
Order of the Golden Lion 9 4 4 3 4 3 1 3 1 8 1+ 2 300
Barding; Lance; +2S on charge; Full Plate Armor; Shield;
Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally
attempts.; Warhorse
Preceptor 1 4 4 3 4 3 1 3 2 8 1+ 2 [16]
Warhorse 10 8/7 3 3 3 1 3 1 5 [0]
Battle Wizard of the Amber Ord 1 4 3 3 3 3 2 3 1 7 6+ 2 1 2 110
Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2
spells.; Lore of Beasts; Warhorse
#1: Ursos the Bears Anger 4+ to cast, Range 12", RIP, HtH; Friendly character with US 1 [0]
gets +3A, +2S, +1To. Cannot use a weapons or shield. Beast Lore.
#2: Buccos the Oxen Stands 5+ to cast; A fleeing friendly unit rallies immediately, even if [0]
below 25% starting strength. Beast Lore.
#3: Corvos the Crows Feast 7+ to cast, Range 24"; Magic Missile, 2D6 S3 hits. Beast Lore. [0]
#4: Kinos the Beast Cowers 7 to cast, HtH; The animals in any one enemy cavalry unit, [0]
swarm, chariot or monster can't move (except flee) or attack in
HtH. Beast Lore.
#5: The Hunter's Spear 8+ to cast, Range 24"; Magic missile; Enemy unit suffers a S6 [0]
hit. Penetrates ranks as Bolt Thrower. Beast Lore.
#6: Lupens the Wolf Hunts 9+ to cast, Range 24"; If target friendly cavalry, swarm, [0]
chariot or single monster can see an enemy unit, moves 2D6" to
it. Counts as charge if contact, charge reactions as normal.
Beast Lore.
Warhorse 1 8 3 3 3 1 3 1 5 [0]
Battle Wizard of the Light Ord 1 4 3 3 3 3 2 3 1 7 6+ 2 1 2 110
Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2
spells.; Lore of Light; Warhorse
Warhorse 1 8 3 3 3 1 3 1 5 [0]
Pistoliers 4 4 3 3 3 3 1 3 1 7 5+ 2 104
Fast Cavalry; Brace of Pistols; 8", S4, AP, no range/move
penalty.; Light Armour; Musician; +1CR if tied; +1 Ld in rally
attempts.; Warhorse
Outrider 1 4 3 4 3 3 1 3 1/2 7 5+ 2 [7]
Brace of Pistols; 8", S4, AP, no range/move penalty.
Warhorse 5 8 3 3 3 1 3 1 5 [0]
Helstorm Rocket Batter 1 7 3 115
Includes 3 crew; 12"-48" range; guess range, roll artillery dice
and add to guess, then roll scatter and artillery for large
template St5, -2 Save hits
Crew 3 4 3 3 3 3 1 3 1 7 1 [0]
Steam Tank 1 1 4 6 6 6 10 10 300
All difficult terrain impassable; Drives through obstacles;
Main Cannon; Steam Gun; Large Target; Unbreakable; Terror;
Malfunction Chart: 1= -4D6HPs and -4SPs, 2-3= -2D6HPs and -2SPs,
4-5= -D6HPs and -1SP, 6= No damage and +1 SP.
Main Cannon Rng 18" S8 D3 Wo No Save; Move and fire; No grapeshot; On -
misfire, roll 1D6 for both Cannon Misfire chart and Malfunction
chart; On "Destroyed" only, main cannon destroyed; Any enemy in
BtB w/ front of Tank suffers D6 S3 -3 ArSv when cannon fires
Cannon Misfire Table 1. Destroyed, 2-3 Malfunction (Cannot fire this turn or next), -
4-6 May not shoot this turn.
Steam Gun Flame Template; S2, no armour saves -
Great Cannon 1 7 3 100
Use larger Cannon rules
Crew 3 4 3 3 3 3 1 3 1 7 1 [0]
Greatswords 19 4 4 3 3/5 3 1 3 1 8 4+ 1 218
Stubborn; Great Weapon; +2S (+1 if mounted). Strikes last in HtH
unless charging; Full Plate Armor; Musician; +1CR if tied; +1 Ld
in rally attempts.
Count's Champion 1 4 4 3 3/5 3 1 3 2 8 4+ 1 [12]
Warrior Priest of Sigmar 1 4 4 3 4/6 4 2 4 2 8 2+ 1 2 150
Has 4 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;; General; Units within 12"
may use General's Leadership; Barding; Prayers of Sigmar; Heavy
Armour; Shield; Warhorse
#1: Hammer of Sigmar Re-roll failed to hit and to wound rolls (doesn't affect magic [0]
weapons). RiP. Priest Spell.
#2. Armour of Righteousness Model gains 4+ Ward save. RiP. Priest Spell. [0]
#3. Healing Hand Model is immediately healed of all lost wounds. Priest spell. [0]
#4. Soulfire Enemies in base contact suffer D6 S4 hits (S5 on Undead, Daemon, [0]
Forest Spirit), no armor saves allowed. Priest Spell.
#5: Unbending Righteousness Priest and unit Unbreakable. RiP. [0]
Sword of Power St+2 [40]
Warhorse 1 8/7 3 3 3 1 3 1 5 [0]
Master Engineer 1 4 3 4 3 3 2 3 1 7 4+ 2 126
May join warmachines. Provides a single re-roll to the attached
warmachine per turn (either scatter or art dice, not bounce).
If helps warmachine, cannot shoot his weapons. Can use
Engineer's BS skill for Helblaster.; Barding; Hochland Long
Rifle; 36", St 4 hit, -2 Ar Sv, Move or Fire. Any target, -1 to
hit chars in unit, May have different target than unit.; Pigeon
Bombs; Unlimited range, any visible model to engineer.
Move-or-fire. ST4. 3" template. D6: 1-hits engineer, 2-3
nothing, 5-6 hits target.; Light Armour; Warhorse
Warhorse 1 8/7 3 3 3 1 3 1 5 [0]
Option Footnotes:
Beast1: Ursos the Bears Ange 4+ to cast, Range 12", RIP, HtH; Friendly character with US 1
gets +3A, +2S, +1To. Cannot use a weapons or shield.
Beast2: Buccos the Oxen Stan 5+ to cast; A fleeing friendly unit rallies immediately, even if
below 25% starting strength.
Beast3: Corvos the Crows Fea 7+ to cast, Range 24"; Magic Missile, 2D6 S3 hits.
Beast4: Kinos the Beast Cowe 7 to cast, HtH; The animals in any one enemy cavalry unit,
swarm, chariot or monster can't move (except flee) or attack in
HtH.
Beast5: The Hunter's Spear 8+ to cast, Range 24"; Magic missile; Enemy unit suffers a S6
hit. Penetrates ranks as Bolt Thrower.
Beast6: Lupens the Wolf Hunt 9+ to cast, Range 24"; If target friendly cavalry, swarm,
chariot or single monster can see an enemy unit, moves 2D6" to
it. Counts as charge if contact, charge reactions as normal.
Helstorm Rocket Misfire Tabl 1.Destroyed. 2.Roll artillery and scatter from machine to see
where it lands. 3-4.Dud: cannot shoot this turn or next turn.
5-6.Nothing happens.
Priest1 - Hammer of Sigmar Re-roll failed to hit and to wound rolls (doesn't affect magic
weapons). RiP.
Priest2 - Armour of Righteou Model gains 4+ Ward save. RiP.
Priest3 - Healing Hand Model regains all lost Wounds.
Priest4 - Soulfire Enemies in base contact suffer D6 S4 hits (S5 on Undead, Daemon,
Forest Spirit), no armor saves allowed.
Total Army Cost: 2248
Notes:
Casting Pool: 6
Dispel Pool: 5
Models in Army: 103
Validation Results:
Roster satisfies all enforced validation rules
Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.
Ostatnio zmieniony przez Imperialny dnia Czw 12:26, 01 Maj 2008, w całości zmieniany 1 raz
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Andy
Assassin
Dołączył: 04 Lut 2006
Posty: 585
Przeczytał: 0 tematów
Skąd: (K)rasnoludzka (G)ildia (B)ezpieczeństwa
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Wysłany: Czw 13:37, 01 Maj 2008 Temat postu: |
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dobra przyznam sie ze niechce mi sie czytac calej rozpiski .. ale jeden podstawowy blad !
Nie bierz sztandarow do oddzialow po 10 strzelcow... to darmowe punkty dla przeciwnika a ty tracisz niepotrzebnie punkty na to... osobiście nie bralbym tez Czempionow w oddzialach gdzie nie ma byc bohater ...
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Morgon
Wielki Czarny Mistrz
Dołączył: 04 Lut 2006
Posty: 1344
Przeczytał: 0 tematów
Skąd: Nowa Sól
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Wysłany: Czw 17:35, 01 Maj 2008 Temat postu: |
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A ja bym bral, zawsze cos do zjedzenia dla smoka musi byc Oczywiscie o czempionow chodzi w wiekszych oddzialach. Sztandary na malych oddzialach nie bierz. Aha i napisz ta rozpiske tak jak pierwsza bo sie tego czytac nie da.
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Nie możesz pisać nowych tematów Nie możesz odpowiadać w tematach Nie możesz zmieniać swoich postów Nie możesz usuwać swoich postów Nie możesz głosować w ankietach
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