In my quest to compare VC and Empire to see which I like more, I seemed to have created a monster... a 2000pts army with the SDK point system, I put up a pretty nasty Empire army:
With massive +1 stacking you essentially end up with Handgunners who hit on 1+ (automatic hit) and wound on 2+ with Rend -1, and Outriders who shoot D3 times with the same stats as Handgunners. Cannons shoot 2 times each while hitting on 3+ with a re-roll. Handgunners shoot when charged. Mystic Shield stacking and Life lore gives you close to unkillable Steam Tanks in melee that hold the enemy in place. There is also massive range with 30-40" range with cannons, steam tank cannons and Hochland rifles to put pressure on the enemy and a 16" death zone on top of massive potential for Mortal Wounds (with Hurricanum).
I played against 2k points daemon summoning list and bretonia. Each time the enemy lost over 1000pts in my first turn and was tabled by T2. This list removes all dice rolls for hit and blackpowder never wounds worse than 3 and most of the army wounds on 2.
How would you approach this army with VC without being shot of the table by T3. VC have no long-ranged options of removing the key characters who buff the army into infinity and when you get within 16" you are guaranteed to eat at least 60 wounds in total.
Ideas?
General of the Empire (Commander: Hold the Line!)
Mage with Life lore
Master Engineer with Hochland
3 units of 10 Handgunner with Hochland, Banner and Piper
10 Outriders with Repeater Handgun, Piper
Celestial Hurricanum with Mage
2 cannons with 3 crew each
2 Steam Tanks with Repeater Handgun
The Outriders, Handgunners and General are taken via the State Troop Detachment
Mage with Life lore
Master Engineer with Hochland
3 units of 10 Handgunner with Hochland, Banner and Piper
10 Outriders with Repeater Handgun, Piper
Celestial Hurricanum with Mage
2 cannons with 3 crew each
2 Steam Tanks with Repeater Handgun
The Outriders, Handgunners and General are taken via the State Troop Detachment
With massive +1 stacking you essentially end up with Handgunners who hit on 1+ (automatic hit) and wound on 2+ with Rend -1, and Outriders who shoot D3 times with the same stats as Handgunners. Cannons shoot 2 times each while hitting on 3+ with a re-roll. Handgunners shoot when charged. Mystic Shield stacking and Life lore gives you close to unkillable Steam Tanks in melee that hold the enemy in place. There is also massive range with 30-40" range with cannons, steam tank cannons and Hochland rifles to put pressure on the enemy and a 16" death zone on top of massive potential for Mortal Wounds (with Hurricanum).
I played against 2k points daemon summoning list and bretonia. Each time the enemy lost over 1000pts in my first turn and was tabled by T2. This list removes all dice rolls for hit and blackpowder never wounds worse than 3 and most of the army wounds on 2.
How would you approach this army with VC without being shot of the table by T3. VC have no long-ranged options of removing the key characters who buff the army into infinity and when you get within 16" you are guaranteed to eat at least 60 wounds in total.
Ideas?