07-29-2010, 06:01 AM
Here's a sort of preliminary list. Keep in mind that I have not played an 8th Ed. game yet, and likely will need a trial by fire on this list, but I'd like some thoughts nonetheless.
Lords
Hireling Wizard Lord - 360
Level 4
Book of Ashur, Talisman of Endurance
Pegasus
Characters
Paymaster - 108
Helm of Discord, Other Trickster's Shard
Heavy Armour, Shield, Morningstar
Mercenary Captain - 167
Crown of Command, Enchanted Shield, Luckstone
Heavy Armour, Brace of Pistols, Lance
Pegasus
Core
Crossbowmen (10x) - 90
Musician
Crossbowmen (10x) - 90
Musician
Duelists (10x) - 110
Pistols, Champion, Musician
Duelists (10x) - 110
Pistols, Champion, Musician
Light Cavalry (15x) - 210
Shields, Spears
Special
Paymaster's Bodyguards (20x) - 155
Heavy Armour, Full Command
War Banner
Norse Marauders (30x) - 270
Flails, Full Command
Norse Marauders (30x) - 270
Flails, Full Command
Rare
Cannon - 85
Cannon - 85
Halfling Hot Pot - 50
Halfling Hot Pot - 50
Some of this is self-explanatory. The dual cannons and hot pots, well, we have 500+ points for Rare that we can't do anything else with. Might as well max them out. Plus, artillery rules have been boosted greatly in 8th. Hot pots wreak havoc now, and our cannons can make short work of monsters unlike before.
I have always been a fan of the Bodyguard. They're still I3, but I think the new rules for combat will allow them to shine against enemies that use to smash them, like Great Weapons.
The Light Cavalry. I wasn't sure what to do with these guys. I used to run some Bretonnian Men-at-Arms + Empire Pistoliers converted as Light Cav with Shields and Spears. Before, they were always reliable. If an enemy block was engaged to the front, they'd usually kill off enough in a flank charge not to get wiped out in return, then break them after negating their ranks. Now, however, their I3 means that simple Clanrats will smash a force of 5 or 6 Light Cavalry. Plus, they must have at least one rank bonus to disrupt the enemy. I thought about giving them bows instead since even cavalry may volley fire now, but at that point I might as well grab some Halflings instead. So I'm experimenting with three ranks of Light Cavalry with Spears. Put enough buildings down at terrain placement and you should be able to avoid ranged fire on your way to the flanks.
Crossbowmen and Duelists - Well, I'm just hoping that the new and improved rules for both skirmisher marching and shooting and shooting in two ranks will allow these guys to pour down enough S4 ranged attacks to either distract my opponents from the lightly armoured Norse and Bodyguards or at the very least deny some flanks.
The Norse Marauders are the product of my rant in the other thread about them. I figured that their I4 was begging to get used, and losing S5 after the first round of combat isn't a huge deal since if I don't break them in the first, there was no way they were going to survive a grinding combat anyways. New TLOS rules will make it harder to screen from ranged attacks, so an extra rank was included in each unit to make sure they have more ranks than the enemy when they do get into combat. I don't want to kill 10 guys on a charge just to see them Steadfast at Ld8 or something.
I'm worried about the Wizard Lord. He's got a hefty +5 to cast and dispel, but I'm worried that my opponent will simply bring a Dispel Scroll and a Hex Scroll and shut my magic down completely for half the game - the important half of course. I don't see how I could fit another Level 2 in there, and I feel that one Level 4 is superior to two Level 2s.
The Captain, well, he's the typical Captasus. The Crown of Command, high armour save, and reroll from the Luckstone will let him either tie up a unit for a while or prevent an enemy from pursuing a unit of mine that looks about to flee.
The Paymaster is purely hopped up for defense against characters. Ward saves must be rerolled, and every turn of combat (Mine and theirs) their character has a chance to become a temporary invalid.
Suggestion? Insults? Let me know...
Lords
Hireling Wizard Lord - 360
Level 4
Book of Ashur, Talisman of Endurance
Pegasus
Characters
Paymaster - 108
Helm of Discord, Other Trickster's Shard
Heavy Armour, Shield, Morningstar
Mercenary Captain - 167
Crown of Command, Enchanted Shield, Luckstone
Heavy Armour, Brace of Pistols, Lance
Pegasus
Core
Crossbowmen (10x) - 90
Musician
Crossbowmen (10x) - 90
Musician
Duelists (10x) - 110
Pistols, Champion, Musician
Duelists (10x) - 110
Pistols, Champion, Musician
Light Cavalry (15x) - 210
Shields, Spears
Special
Paymaster's Bodyguards (20x) - 155
Heavy Armour, Full Command
War Banner
Norse Marauders (30x) - 270
Flails, Full Command
Norse Marauders (30x) - 270
Flails, Full Command
Rare
Cannon - 85
Cannon - 85
Halfling Hot Pot - 50
Halfling Hot Pot - 50
Some of this is self-explanatory. The dual cannons and hot pots, well, we have 500+ points for Rare that we can't do anything else with. Might as well max them out. Plus, artillery rules have been boosted greatly in 8th. Hot pots wreak havoc now, and our cannons can make short work of monsters unlike before.
I have always been a fan of the Bodyguard. They're still I3, but I think the new rules for combat will allow them to shine against enemies that use to smash them, like Great Weapons.
The Light Cavalry. I wasn't sure what to do with these guys. I used to run some Bretonnian Men-at-Arms + Empire Pistoliers converted as Light Cav with Shields and Spears. Before, they were always reliable. If an enemy block was engaged to the front, they'd usually kill off enough in a flank charge not to get wiped out in return, then break them after negating their ranks. Now, however, their I3 means that simple Clanrats will smash a force of 5 or 6 Light Cavalry. Plus, they must have at least one rank bonus to disrupt the enemy. I thought about giving them bows instead since even cavalry may volley fire now, but at that point I might as well grab some Halflings instead. So I'm experimenting with three ranks of Light Cavalry with Spears. Put enough buildings down at terrain placement and you should be able to avoid ranged fire on your way to the flanks.
Crossbowmen and Duelists - Well, I'm just hoping that the new and improved rules for both skirmisher marching and shooting and shooting in two ranks will allow these guys to pour down enough S4 ranged attacks to either distract my opponents from the lightly armoured Norse and Bodyguards or at the very least deny some flanks.
The Norse Marauders are the product of my rant in the other thread about them. I figured that their I4 was begging to get used, and losing S5 after the first round of combat isn't a huge deal since if I don't break them in the first, there was no way they were going to survive a grinding combat anyways. New TLOS rules will make it harder to screen from ranged attacks, so an extra rank was included in each unit to make sure they have more ranks than the enemy when they do get into combat. I don't want to kill 10 guys on a charge just to see them Steadfast at Ld8 or something.
I'm worried about the Wizard Lord. He's got a hefty +5 to cast and dispel, but I'm worried that my opponent will simply bring a Dispel Scroll and a Hex Scroll and shut my magic down completely for half the game - the important half of course. I don't see how I could fit another Level 2 in there, and I feel that one Level 4 is superior to two Level 2s.
The Captain, well, he's the typical Captasus. The Crown of Command, high armour save, and reroll from the Luckstone will let him either tie up a unit for a while or prevent an enemy from pursuing a unit of mine that looks about to flee.
The Paymaster is purely hopped up for defense against characters. Ward saves must be rerolled, and every turn of combat (Mine and theirs) their character has a chance to become a temporary invalid.
Suggestion? Insults? Let me know...

I did like having the Maneaters, though, and getting a giant might be just the response to that loss. Eh, would rather keep the army fluffier looking without it, as it would kind of stick out.