Standard game size is usually 800/6 or 900/8. However for your first few games i would recommend to start with 700/0.
4
u/Kallandras
Welcome to the hobby. Seing that you are an absolute beginner, I wanted to drop some advice on listbuilding in general before talking about sultanate and your list. You can also always ignore good listbuilding and just play models that you think is cool, but then you should really not ask around what you should play but ask only yourself and play what you like. But if you want to build effective warbands, here is some basic advice:
More units, more good: In all but one subfaction, more units are better and it is universally accepted to use the campaign unit limts as the maximum that is allowed (10 units at 700 ducats and +1 for each additional 100 ducats, glory does not matter). Especially at higher points, so starting 900 and some glory or at least 1000 it should be possible to hit that unit limit. The reason is that it is terrible to pass when your enemy still has 4 units left and can do stuff without you interceding. That also often means that you have to activate your good units before the enemies juicy targets are out of cover and you waste their activation. On top trench cursade is a game about objectives, so you want to spread and have enough units to sit on those while other units try to kill the enemy. To translate this to listbuilding, you want some powerfull elites or mid tier units and fill up with models that are as cheap as possible while still having the chance to do something (wretched and prisoners are fine if they just exist without being able to do more then sit on objectives, they are that cheap).
Gear your units so that whatever they do, its done at least at +0 dice, +1 if possible, never at -1. So dont give models with negative ranged stats good ranged weapons. As ranged attacks are most often made vs. cover and often at long range, most of the time you will have a -1 or -2 modifier to your ranged attacks, so even on a +1range model, you really want a ranged weapon that ignores cover, long range malus or gives you +1 to range, more so on a +0 range model. This is why bolt action rifles are not good on +0 range models if you can use a shotgun or a grenade instead. The rifle has more range, but you will not hit anything above 12 inches and below that the other weapons are better. It is also a waste to give a second melee weapon to a +0 melee stat model most of the time.
Dont just think about how good your melee and short range units are if the connect, also think about how they can make it to the enemy in the first place. Especially melee units need to dash to make it to melee unless the enemy randomly pops up within 12 inches of you and does not hit you first. So normal 6 inches movement models without a dash bonus that just want to go melee are normally bad, would need to be outrageously tanky and hit hard to make them good. Similiar for very short ranged ranged units. Infiltration can make up for those short range units, as they can use their normal move to move into shooting range, melee units have to use their dash to move into charging range (which is a risky action so you pass your turn 42% of the time).
A musical instrument is the best equipment in the game, it goes in every warband. Dash is the most important thing you do in trench crusade. It is basically required for melee untis, but its also amazing to move, shoot and dash back out of sight or simply to take objectives or shoot and dash out of melee range.
Every melee unit should have a ranged assault weapon unless they have negative ranged stats. That often is a grenade.
95% of models with a ranged weapon do not need a grenade on top, only if your range weapon does not have assault and your main gameplan is melee (or the grenade is a satchel charge).
You need armor breaking weapons, relying on bloodbaths to break armor is not as effective. So bring some solutions here. Starting at -2 armor, normal attacks will not cut it to kill within a reasonable time.
Helmets, gas masks and so on are only worth it on tough and highly armored units. The reason is that unarmored units will die with or without the additional blood, so gearing them with an item that is inherently situational is bad. Its always better to stack defences on one model.
About sultanate, currently they suck hard, only the house of wisdom is a little ray of hope. One reason is that they dont have good weapons for their elites and since the 1.0 rules changes, ranged based armies in general got weaker as you do not gain +1 to injury on downed models at range anymore, which is very significant for bloodbaths. However, (non scatter) blast and automatic ranged weapons got huge buffs and sultanate just does not have those or no good carriers. Their theme is single target ranged weapons (jezzails) and those are outperformed by grenades and their siege jezzail is too expensive. House of wisdom however can steal actually good weapons from other factions and have the one model where MURAD bombards are actually good on, the homunculus (bull has too low of a ranged sta
4
u/OpIvy1137
For your first game, I always recommend starting small. 700 ducats is the biggest game size I ever recommend for first games, and even say that 500 is better. The smaller the list the easier it is and generally less complex your list will be, so you can focus on learning/mastering the base rules of the game and less on the thousand individual rules of each piece of battlekit. An easy way to make a starter list is to just use the models that come in the starter warband bundles. Then give them some decent equipment, and boom basic list at 700 ducats.
Also looking at your list real quick, I just wanted to note that unless you and your opponent agree ahead of time, you cannot bring trench dogs or any of the campaign glory items to a one off game. They are campaign specific. It's a new change to trench crusade, and some people miss that rule.