Bumper Crop Expected This Year
A representative of the Agriculture Department announced that a huge harvest is expected this year. Fair weather and a new type of fertilizer obtained from Altdorf alchemists have our fields bursting with bounty. It is estimated that granaries all across Ostermark will be filled to capacity with the excess grain, currently thought to be 30% of the total harvest, available for export.
This is fabulous news for the Trade Ministry whose existing contracts with Altdorf will easily be filled this year. New contracts with the Dwarves of the Southern Grey Mountains will send Ostermark barley to them in return for iron forging technology and equipment. These dwarven imports will revolutionize our metalworking industry greatly aiding our farming and defense in the future.
The general harvest across Ostermark begins in a few weeks. Sages are projecting favorable conditions for the harvest. River barges have begun arriving in the ports at Bissendorf and Bechafen. Teamsters have started rolling wagons toward Bissendorf to form the Harvest caravans.
Our immortal Count, his name be blessed, is hosting representatives from Altdorf and numerous Grey Mountain Dwarven Holds. A huge Harvest festival is currently being planned.
Emissaries Sent to Nuln, Altdorf
Our Count, his name be blessed, has reportedly sent emissaries to the Imperial Capital and to the City State of Nuln. Reports have been received in the Bechafen Palace that trade along the River Reik has come to a virtual standstill north of Nuln. Leadership in Ostermark is growing concerned that this interruption could have a negative effect on the fledgling Grey Mountain contracts.
An attempt to move goods overland to the Southern Grey Mountain area has met with heavier than normal tariffs along the Imperial roads in the vicinity of Nuln. The right of the Countess of Nuln to increase taxes on Imperial roads is being questioned. This is highly irregular and our Count, his name be blessed, is going to get to the bottom of it. Ostermark is sending a formal inquiry to Emperor Karl Franz.
In addition, our overland caravans have come under increasingly more raids by bandits and greenskins. One such caravan, after suffering heavy loss of goods and personnel to bandits, was turned back to Ostermark by Nuln officials after the merchants were unable to pay the new high taxes required of all travellers in the vicinity of the City State. Said caravan then had to brave a return trip to Ostermark through the same dangerous lands suffering even more losses. Our Count, his name be blessed, is registering a formal complaint with the Countess of Nuln. General Schulze has been asked to look into this issue.
Strong Men Called
General Schulze is requesting 400 men to aid with protection of river barges and caravans after the harvest season. Recent events on the Rivers Stir, and Reik, as well as along the overland routes has forced him to supplement the normal trade guards with State Halberdiers and Handgunners. The Count, his name be blessed, is expected to approve the additional muster of troops.
Friday, October 31, 2008
Tuesday, October 14, 2008
Gunnery Gazzette Vol. I issue 1
Countess Announces Secret Government Project!
After much deliberation with the Engineers of our fine city, the Countess has put forth the following announcement. A government project shall be taking place on the river Reik, north of Nuln, under no circumstances will boat traffic be allowed until project completion. Traders are encourages to seek alternate routes for goods. The countess has also stated that once complete, the benefit to our fine city, will make Nuln a famous city and pilgrimage once again. When asked what benefit could possibly secure the financial situation of the city thusly, she only said that once again the engineers have designed an apparatus destined to change life in the Empire as we know it. Keep purchasing your copy of this newspaper for further updates.
Tax increase imminent!
In related news, the Countess has decreed that taxes shall be raised on all municipal roads with the districts of the following cities; Dunkelberg, Grissenwald, and Nuln. Also, that a new tax will be put into effect immediately. All persons dining, or staying 3 or more nights at an Inn with city limits of the cities listed above, shall be subject to a 5% convenience tax. Also, her majesty wish to remind citizens and travellers alike that anyone who is caught by the municipal road warrens to be sleeping upon the walkways or streets within city limits will be imprisonated for no less than 3 weeks within the Iron Keep.
Orcs Spotted Southeast of Kemperbad!
A small band of Orcs were spotted near Kemperbad recently. According to witnesses, the greenskins seemed to be travelling aimlessly. The captain of the watch has dispatched a small band of gunnery school students to deal with the greenskin menance. Although caution should be given to travellers, there is no need to panic.
COME VISIT THE TWISTED GOAT!
Now serving Chili daily!
Serving Wench needed
Apply in person at the Twisted goat
Must like animals and be comfortable in saucy attire.
Wagon for sale
Slighty Used wagon for sale
Going cheep! As is, price negotiable.
Note: missing wheels.
WANTED!
Hans "Sticky" Werner
for assaulting a Sister of Sigmar.
Any details on Hans Werner's
whereabouts, should be reported
to the Inquistion immediately.
500 Strong Men needed.
Must be able to work under
a silent contract for governent.
Criminal background check required.
Must enjoy heights, and working on water.
Mining Equipment
See Reinhardt Kempler
at the Red Cannon Inn.
Gold rumored in the Reik?
Stay tuned for our next issue.
Thursday, October 9, 2008
Empire Artillery - part 2
Welcome to Part 2 for the Empire artillery series. First we will take a look at the Rocket Battery. New for 7th edition, the Rocket Battery uses the 5" template, and scatters much like the Mortar.
Advantages - Great against horde armies, as it uses the 5" template. It boasts a mighty S5 hit with -2 to the armor save against targets. It has a range of 12"-48", so can pretty much reach the entire board. It only costs 15 more points than a cannon, with a possiblity of doing a LOT more damage. Great for defensive "gun line" armies.
Disadvantages - Inaccurate as it scatters the distance rolled on the artillery dice. It uses a rare slot.
Overall, like the mortar, aim for the center of your enemies deployment zone, this will maximize the effectiveness of the Helstorm. It is great against heavily armored opponents as well, but it very inaccurate. So, the bottom line is, it depends what army you are playing against, and your play style.
Hellblaster Volleygun - A true classic of the Empire army. One of my personal favorites, though somewhat unreliable.
Advatages - Only 10 points more than a cannon, with the capability of taking out an entire unit! Great against heavily armored opponents. (That means you, chaos warriors!) No guessing involved. No scatter. Great for horde armies as well, providing they are not too fast.
Disadvatages - only a 24" range. Major possiblity of failure. Uses up a rare slot.
I like the Hellblaster just for the fun of its unpredictability. (<--- is that even a word? ed.)
With its range, it still has a descent chance of wiping out an entire unit! Keep in mind though, that if your opponent has a rather large unit, and you don't wipe them out within 24", they will bring swift retribution to your poor volleygun crew. It is great for a gun line army. I plan on putting some militia close to my volleygun to act as guards, if they charge the volleygun, I could possibly hit them on the flank with my militia. I would also consider having about 5 pistoliers near it, to harass any would be destroyers of my volleygun.
So, there you have it, although there is a lot more you can do with artillery tactically, this will help with some basics.
Advantages - Great against horde armies, as it uses the 5" template. It boasts a mighty S5 hit with -2 to the armor save against targets. It has a range of 12"-48", so can pretty much reach the entire board. It only costs 15 more points than a cannon, with a possiblity of doing a LOT more damage. Great for defensive "gun line" armies.
Disadvantages - Inaccurate as it scatters the distance rolled on the artillery dice. It uses a rare slot.
Overall, like the mortar, aim for the center of your enemies deployment zone, this will maximize the effectiveness of the Helstorm. It is great against heavily armored opponents as well, but it very inaccurate. So, the bottom line is, it depends what army you are playing against, and your play style.
Hellblaster Volleygun - A true classic of the Empire army. One of my personal favorites, though somewhat unreliable.
Advatages - Only 10 points more than a cannon, with the capability of taking out an entire unit! Great against heavily armored opponents. (That means you, chaos warriors!) No guessing involved. No scatter. Great for horde armies as well, providing they are not too fast.
Disadvatages - only a 24" range. Major possiblity of failure. Uses up a rare slot.
I like the Hellblaster just for the fun of its unpredictability. (<--- is that even a word? ed.)
With its range, it still has a descent chance of wiping out an entire unit! Keep in mind though, that if your opponent has a rather large unit, and you don't wipe them out within 24", they will bring swift retribution to your poor volleygun crew. It is great for a gun line army. I plan on putting some militia close to my volleygun to act as guards, if they charge the volleygun, I could possibly hit them on the flank with my militia. I would also consider having about 5 pistoliers near it, to harass any would be destroyers of my volleygun.
So, there you have it, although there is a lot more you can do with artillery tactically, this will help with some basics.
Tuesday, October 7, 2008
Test Model for Nuln Spearman WIP pics
So this is a test model for my Nuln army, I plan on doing black as the main color, with complimenting colors varying throughout different units. (one handgunners unit black and red, while another would be black and purple for example.) You can't tell in the pics, but I highlighted the black cloth with a new technique using dark browns instead of greys or blue-grey for a more natural cloth look, as greys or blue-greys tend to make the cloth look like stone.
This is how he came in a bitz trade from a friend. (Yes, I do have friends.)
This is how he came in a bitz trade from a friend. (Yes, I do have friends.)
Monday, October 6, 2008
Empire Tactica - Artillery part 1
Why do an article on Empire tactics? You may ask. Well, after much deliberation on my part, I decided that although there is a wealth of information online regarding Empire Tactics, there is not any articles on the most effective way to use the Empire units. So, this is a first in a series on the different units in an Empire army and the drawbacks and advantages to each one. Once those are established, it will be easier to determine the best way to use them in your army.
Artillery
Lets take a look at some of the artillery available to the Empire.
First up we have the Mortar. For 75 points, it can be absolutely devastating to large, weakly armored, horde armies. Skaven, and Goblins in paticular.
Advantages - Only 75 Points, uses a large blast template (One of 2 weapons in the game that use the 5" template.), moldels under the hole are hit by a S6 hit, great against horde armies, or tightly packed weaker troops. Can be used at longer ranges. (up to 48")
Disadvantages - Wildly innacurate, it is a guess weapon that is 12"-48", unpredictable, takes up a special choice. Only S3 (which is the toughness of most standard troops, but there is more artillery available that packs a bigger punch.)
So, the best way to use a Mortar is to make sure to take it against horde type armies, and I would aim for the middle of the opponents deployment zone, that way unless, it scatters off the board, it will increase your odds of hitting one of his units.
Cannon - Only 100 points, great for sniping characters, and taking care of war machines.
Advantages - Anything hit by it is hit by a mighty S10! It is great for sniping characters, long range (up to 60") Versitile as it can use it grapeshot, no armor saves allowed on most shots, it can take out multiple wounds out of a single unit. Good against heavily armored units as well as weaker ones.
Hills are the best place to deploy your cannons, try to get your oppenent to expose their flanks on target units, as this will bounce through the unit diagonally taking out more wounds. Most oppenents will try to stay out of range of the cannon, use your units to chase them back into range.
More will be covered in part 2 when we look at the Helstorm Rocket Battery, and the Helblaster Volley Gun.
Artillery
Lets take a look at some of the artillery available to the Empire.
First up we have the Mortar. For 75 points, it can be absolutely devastating to large, weakly armored, horde armies. Skaven, and Goblins in paticular.
Advantages - Only 75 Points, uses a large blast template (One of 2 weapons in the game that use the 5" template.), moldels under the hole are hit by a S6 hit, great against horde armies, or tightly packed weaker troops. Can be used at longer ranges. (up to 48")
Disadvantages - Wildly innacurate, it is a guess weapon that is 12"-48", unpredictable, takes up a special choice. Only S3 (which is the toughness of most standard troops, but there is more artillery available that packs a bigger punch.)
So, the best way to use a Mortar is to make sure to take it against horde type armies, and I would aim for the middle of the opponents deployment zone, that way unless, it scatters off the board, it will increase your odds of hitting one of his units.
Cannon - Only 100 points, great for sniping characters, and taking care of war machines.
Advantages - Anything hit by it is hit by a mighty S10! It is great for sniping characters, long range (up to 60") Versitile as it can use it grapeshot, no armor saves allowed on most shots, it can take out multiple wounds out of a single unit. Good against heavily armored units as well as weaker ones.
Hills are the best place to deploy your cannons, try to get your oppenent to expose their flanks on target units, as this will bounce through the unit diagonally taking out more wounds. Most oppenents will try to stay out of range of the cannon, use your units to chase them back into range.
More will be covered in part 2 when we look at the Helstorm Rocket Battery, and the Helblaster Volley Gun.
Saturday, October 4, 2008
Knightly Orders part 2 - Knights Panther
The second in the Knights of the Empire series brings us to The Knights Panther. Although, I personally do not plan on using them in my empire army, (as they do not match my color scheme), I will include them here on the blog, for reference.
The Knights Panther trace their origins to the wars against Araby, when returning crusaders
brought back outlandish animals from the east. Some of these Knights adopted the
panther as their emblem creating the Order of the Knights Panther. The Knights of this order
wear armour of dark blue and silver.
Arabian War-Horses: +8 points per model.
(+13 Inner Circle)
The Knights Panther ride horses with a bloodlineage from the great
steeds of Araby. When charging you may add an extra D6 inches onto
the Charge range. (Cannot be used with the Steel Standard).
Note: The Knights Panther’s sister order the Knights Jaguar may also have the same ability.
You can also find out more on the history of the Knights Panther here.
Empire Inventory
I took inventory of what I own for Empire...
General on Griffon
General on Foot
General Mounted
Death Wizard (Reaper)
Shadow Wizard (Mordheim)
Light Wizard (kit)
Fire Wizard (flag)
Life Wizard (flag)
Beast Wizard (flag.)
Metal Wizard (kit)
Heavens Wizard (Mounted)
Mounted engineer
Engineer with repeater pistol
Warrior Priest
Grand Master of the Blazing Sun
Dwarven Engineer
25 Spearmen w/ command
25 Spearmen w/ Command
10 Handgunners w/ Command
H. Long Rifle
15 Spearmen
32 Knights
100 Militia
20 outriders/ Pistoleers
50 Handgunners
16 Archers
30 Swordmen
16 Bret. Knights
10 Greatswords (incl. Command)
4 Cannon
3 Mortar
2 Rocket Batteries
2 Helblasters Volley Gun
70 Flagellants
30 dwarf Miners
Giant
Steam Tank
Dwarf Gyrocopter
I know, I have some units in there from other armies, but they are going to "count as" Empire units. (More on this later.)
General on Griffon
General on Foot
General Mounted
Death Wizard (Reaper)
Shadow Wizard (Mordheim)
Light Wizard (kit)
Fire Wizard (flag)
Life Wizard (flag)
Beast Wizard (flag.)
Metal Wizard (kit)
Heavens Wizard (Mounted)
Mounted engineer
Engineer with repeater pistol
Warrior Priest
Grand Master of the Blazing Sun
Dwarven Engineer
25 Spearmen w/ command
25 Spearmen w/ Command
10 Handgunners w/ Command
H. Long Rifle
15 Spearmen
32 Knights
100 Militia
20 outriders/ Pistoleers
50 Handgunners
16 Archers
30 Swordmen
16 Bret. Knights
10 Greatswords (incl. Command)
4 Cannon
3 Mortar
2 Rocket Batteries
2 Helblasters Volley Gun
70 Flagellants
30 dwarf Miners
Giant
Steam Tank
Dwarf Gyrocopter
I know, I have some units in there from other armies, but they are going to "count as" Empire units. (More on this later.)
Update
Ok, so it has been a while since I updated for those of you who are keeping a wether eye on the blog. So, I am finally sitting down to due a quick update.
I have the following units built...
15 Militia
2x 25 Spearmen w/ FC (Most of them are primed even!)
10 Handgunners w/ FC
2 Cannon
1 Helstorm
If I wasn't working on Orks so much, I might actually get some more Empire together and painted. I WILL have an army painted someday!
I have the following units built...
15 Militia
2x 25 Spearmen w/ FC (Most of them are primed even!)
10 Handgunners w/ FC
2 Cannon
1 Helstorm
If I wasn't working on Orks so much, I might actually get some more Empire together and painted. I WILL have an army painted someday!
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