Saturday, 14 April 2018

Warhammer: Empire 9th Ed 1.14 out now!

 Updated 16/4.
  • Halberdiers 6 pts.
  • Imperial Dwarfs cannot have medium armour, halberds cost 2 pts.
  • Imperial Ogres can take Ogre pistols.


This update changes the following:

  • Pistoliers cannot take spears and shields.
  • Spearmen 5 pts, pike upgrades cost 1 pt.
  • Free Company Fighters can take bows or crossbows (as their models can be assembled).
  • Spears for Imperial Dwarfs cost 1 pt.
  • Fixed bug where Demi-gryphs only had W1.

13 comments:

  1. -I don't know if you still remember, but I've suggested making Pistoliers start off unarmed. In their right hand, they may take a spear or pistol and in their left hand they may take a shield or pistol, maybe renaming them Cuirassers as well. This allows them to fulfill both possible roles as Fast Cavalry.
    -Halberdiers, model per model are superior to Spearmen. Halberdiers should be 6 points each. A similar thing with Imperial Dwarves who should have Halberds cost 2 points.
    -The ranged weapon options for Dwarves should be separate from the melee options, just like with Dwarf Thunderers and Quarellers.
    -I think I've suggested Ogre Pistols for Imperial Ogres since the Empire is the largest firearm producer in the setting.

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    1. - I considered that, but I think it would go against their fluff quite a bit. The idea was to allow Empire to field demi-lancers, but this part does not really fit with the pistolier fluff at all.
      - They are still situational, as spearmen fight in extra ranks and get +1 initiative when charged. But you are probaby right that halberds are a little too cheap since I brought back supporting attacks, will bump them to 6 pts.
      - Like Ed said, that would allow your to field twice as many units of Dwarfs, which is not what I want to turn the Empire list into.
      - Sure, I can add that.

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    2. -It's clear I didn't word things properly. When I suggested that ranged and melee options for dwarfs be separate, I meant in the same unit so that a dwarf unit could be equipped with Halberds and Crossbows, just like how Quarellers could be equipped with Crossbows and Great Weapons.

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    3. Ah, I see. The thing about Imperial Dwarfs though is that they are different from normal Dwarfs, and as such would fight more similiar to regular Empire troops. Hence they only have one main weapon option per unit.

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    4. Do't fall for the trap of making the Empire Dwarfs better than regular Dwar Clansmen by making them too flexible etc. That will justifiably anger the dwarf players I bet... :-P

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  2. Not sure about imperial dwarfs having separate ranged options. In the dwarf book they are core troops and as such you can field as many units as you like. Being special in the Empire book means you have duplicates to consider - if they were separate you could field two units without duplication, which I'm not sure is the intent, particularly in smaller games.

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  3. Ogre charge is still not written instead of impact hits mistake

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    1. Missed that one, sorry! Will update it soon!

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  4. Really missed the mark with Great Swords. They were over priced in vanilla 8th. The changes to great weapons nerfs greatswords pretty hard combined that with the addition of foot knights and there is never a reason to take them.

    The lack of armor options are pretty pointless you are already striking at int 1 so having no armor basically means you will have expensive state troops. Who cares if they are stubborn and strength 5 charge if they die in droves? They become hardly a speed bump.

    Even with armor at 11 points, why would I ever take a Str 4 int 1 4+ save when I could have always Str 4 with foot knights and a 2+ save + parry?

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    1. I can drop them to 8 pts, anything more than that I and would be too cheap.

      At 10 pts with heavy armour, they are 30% cheaper than the foot knights and make better shock troops, giving both a role in the army list.

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    2. They are hardly better shock troops the stats are to similar. Look at the numbers of wounds, the difference between S4 and S5 is 1-2 within the Toughness 3-5 range.

      You strike last and have way less save. Both are stubborn. The only advantage GS have is the state troops rule. There is never a reason to take them while the footknights occupy the same role of a hard hitting durable unit.

      Dropping them to far in points will lead them competing with state troops, but at least then you have the stubborn vs core argument. However, that is hardly a very fluffy representation.

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    3. Well, do you have a suggestion to fix this then? Right now, the Greatswords are a cheaper option than the Foot Knights, allowing to field them in much higher numbers. So you can either field lots of stubborn greatswords with better offensive capability, or fewer foot knights with better survivability.

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  5. One option is to return the old -1 M penalty to plate armour (now that armour is stronger with a new level added). This is not cumulative with barding. dwarves gromil armour is exempt. Now give chaos warriors the option to upgrade to it. Now there is a penalty to taking the foot knights.

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