I'm prepping to run a couple of fantasy battles next weekend, and to start with I'm just working from what I have sitting more or less ready to go.
Comments, criticisms, and corrections welcome, especially where I may have misunderstood or not best possibly used the rules.
Centaur Army (48 pts)
Army Maneuver Rating: 3 (+1 pt)
Home Terrain: Steppe
No Camp (4 pts)
6 x Horse Bow (24)
4 x Knights (16)
One Kn is Army Leader, another has a Shaman Leader with Negate Magic Zone (+3 pts)
Eaters of the Dead (47 pts)
Home Terrain: Marsh
2 x Knights (8) one is Army Leader
5 x Warband (15)
4 x Light Spear (12)
Wendol: foot hero, deadly, terror, duelist (6)
Wendol's Mother: foot hero, assassin, evasive, fast, up, extreme duelist (6)
Wood Spirits (48 points)
Home Terrain: Forest
3 x Light Spear (9) one is Army Leader
2 x Archers (8)
3 x Raiders (swordsmen) (12)
2 x Heavy Foot (dryad groves (6)*
1 x Treeman (elite foot, massive) (5)
The Lord of the Forest Swords: foot hero, duelist, prowess (3)
The Enchanter of the Elfwood: foot hero, major spellblast (5)
*I think of these as like the huons in LOTR. I was looking for something that simply rolls slowly forward, crushing things in its path, and is only destroyed by massive things like elephants or artillery. War wagon would be perfect, except that of course they are defensive, not offensive. And they shoot, which the dryad groves wouldn't. Not sure how to do this, but to make them more powerful will also take point-juggling elsewhere.
Forest Creatures (48) (likely allies of the Wood Spirits)
Home Terrain: Forest
2 x Cataphracts, regenerate (bears) (10)
2 x Jav Cav, regenerate (wolves) (10)
2 x Knights (unicorns (8)
4 x Elite Foot (sword-badgers) (16)
Ferdinand the Ferocious: Elephant (minotaur) Army Leader (4)
The Army of Eeevvil (up to 48) (a mix and match proposition)
Home Terrain: Arable, but village = ruin and fields = rubble
1 x Brute Squad (Elite Foot, armored, negate magic) 5.5
0-2 x Deathless Swordsmen (Heavy Foot, armored) 3.5 each
0-3 x Ghoulblins (Rabble, unruly, regenerate, fast) 2.5 each
0-4 Wolfriders (Jav Cav, unruly) 3 each
0-3 Orc Bow (Bow Levy, unruly) 1 each
0-3 Blackshields (Warband) 3 each
0-4 Redshields (Warband, unruly) 2 each
0-4 Spearchuckers (Light Foot, unruly) 2 each
Evil Sorcerer and His Guard (Army Leader heavy foot, terror, major mindblast) (9)
There will be a Viking army with a hero or two (maybe one of them an Arab nobleman) to fight the Eaters of the Dead, and an Army of the Good Men (based on Late Imperial Romans) to fight the Army of Eeevvil, but I haven't worked those up yet.
first tries at writing up some army lists
first tries at writing up some army lists
Last edited by wybesse on Mon Oct 25, 2021 12:26 am, edited 1 time in total.
- David Kuijt
- Grand Master WGC
- Posts: 1488
- Joined: Wed Dec 07, 2016 4:44 pm
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Re: first tries at writing up some army lists
Love these. By "Army Leader" you mean General, right? (free Deadly and Armored)wybesse wrote: ↑Tue Oct 19, 2021 12:16 amI'm prepping to run a couple of fantasy battles next weekend, and to start with I'm just working from what I have sitting more or less ready to go.
Comments, criticisms, and corrections welcome, especially where I may have misunderstood or not best possibly used the rules.
Centaur Army (48 pts)
Army Maneuver Rating: 3 (+1 pt)
Home Terrain: Steppe
No Camp (4 pts)
6 x Horse Bow (24)
4 x Knights (16)
One Kn is Army Leader, another has a Shaman Leader with Negate Magic Zone (+3 pts)
This is from the "13th Warrior"? Or from that Angelina Jolie movie based on Beowulf?
Hm. Have to think about these guys. But if you want your dryad groves to be tougher, consider Heavy Foot / Slow / Fierce / Armored / Hearten / Massive. Take about four of them, and base them up on square bases. That would be pretty awesome.wybesse wrote: ↑Tue Oct 19, 2021 12:16 amWood Spirits (48 points)
Home Terrain: Forest
3 x Light Spear (9) one is Army Leader
2 x Archers (8)
3 x Raiders (swordsmen) (12)
2 x Heavy Foot (dryad groves (6)*
1 x Treeman (elite foot, massive) (5)
The Lord of the Forest Swords: foot hero, duelist, prowess (3)
The Enchanter of the Elfwood: foot hero, major spellblast (5)
*I think of these as like the huons in LOTR. I was looking for something that simply rolls slowly forward, crushing things in its path, and is only destroyed by massive things like elephants or artillery. War wagon would be perfect, except that of course they are defensive, not offensive. And they shoot, which the dryad groves wouldn't. Not sure how to do this, but to make them more powerful will also take point-juggling elsewhere.
Ferdinand the Bull liked flowers and wasn't fierce. Just wanted to point that out.wybesse wrote: ↑Tue Oct 19, 2021 12:16 amForest Creatures (48) (likely allies of the Wood Spirits)
Home Terrain: Forest
2 x Cataphracts, regenerate (bears) (10)
2 x Jav Cav, regenerate (wolves) (10)
2 x Knights (unicorns (8)
4 x Elite Foot (sword-badgers) (16)
Ferdinand the Ferocious: Elephant (minotaur) Army Leader (4)
For the Wolves I'd suggest JavCav / Slow / Fierce / Terrain Affinity (Woodland Creatures). I use that representation for my Wargs and I really like it. Fierce makes them follow up after combat; Slow puts them down at 6mu movement, which is still respectable, and Woodland Creatures means they can run through Woods and Wooded Hills as if they were open terrain.
A whole bunch of Unruly is going to be pretty funny every few turns, when you roll pips and start weeping...wybesse wrote: ↑Tue Oct 19, 2021 12:16 amThe Army of Eeevvil (up to 48) (a mix and match proposition)
Home Terrain: Arable, but village = ruin and fields = rubble
1 x Brute Squad (Elite Foot, armored, negate magic) 5.5
0-2 x Deathless Swordsmen (Heavy Foot, armored) 3.5 each
0-3 x Ghoulblins (Rabble, unruly, regenerate, fast) 4.5 each
0-4 Wolfriders (Jav Cav, unruly) 3 each
0-3 Orc Bow (Bow Levy, unruly) 1 each
0-3 Blackshields (Warband) 3 each
0-4 Redshields (Warband, unruly) 2 each
0-4 Spearchuckers (Light Foot, unruly) 2 each
Evil Sorcerer and His Guard (Army Leader heavy foot, terror, major mindblast) (9)
DK
Re: first tries at writing up some army lists
Thanks DK!
Or, of course, just make an entire Orc & Goblin army and go totally GW with them. Artillery that regenerates an enemy stand when it rolls a 1. Unreliable killer elements. Stands that are randomly Brittle, Craven, Deadly, or Normal on any given turn.
Yep, that was what I meant.By "Army Leader" you mean General, right? (free Deadly and Armored)
Yeah, that's pretty good.if you want your dryad groves to be tougher, consider Heavy Foot / Slow / Fierce / Armored / Hearten / Massive.
Yes. It seemed like a good use for the Bear Clan figures from Splintered Light.This is from the "13th Warrior"?
Yeah, true. But I wanted a name for their minotaur leader that would emphasize that he was a nice minotaur, not a nasty ebil one. And who could be nicer, in the tauroid department, than Ferdinand? (And, yes,"tauroid" isn't really a word, but "toroid" and "taurine" don't have anything to do with bulls, so...)Ferdinand the Bull liked flowers and wasn't fierce. Just wanted to point that out.
Good point! I forget sometimes that JC are open order, so the Terrain Affinity is both allowable and will make a substantial difference to them. The fierce and terrain affinity would cancel out, and they could either stay not-slow or they could be a little slow but still move so fast that it's hard for archers to hit them ("speed is armour" Adm. Fisher)For the Wolves I'd suggest JavCav / Slow / Fierce / Terrain Affinity (Woodland Creatures). I use that representation for my Wargs and I really like it. Fierce makes them follow up after combat; Slow puts them down at 6mu movement, which is still respectable, and Woodland Creatures means they can run through Woods and Wooded Hills as if they were open terrain.
Yeah, the trick is balancing the greenskins with enough not-unruly troops that one doesn't just throw the dice away.A whole bunch of Unruly is going to be pretty funny every few turns, when you roll pips and start weeping...
Or, of course, just make an entire Orc & Goblin army and go totally GW with them. Artillery that regenerates an enemy stand when it rolls a 1. Unreliable killer elements. Stands that are randomly Brittle, Craven, Deadly, or Normal on any given turn.
Last edited by wybesse on Sat Oct 23, 2021 7:34 pm, edited 1 time in total.
- Andreas Johansson
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Re: first tries at writing up some army lists
If the tangent be excused, "taurine" does have everything to do with bulls. As an adjective it means "of or pertaining to bulls; bull-like". As a noun it means a chemical compound mostly known for being put in energy drinks, which is so named for having first been identified in ox bile.
- David Kuijt
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Re: first tries at writing up some army lists
Ewwww....Andreas Johansson wrote: ↑Wed Oct 20, 2021 8:43 amAs a noun it means a chemical compound mostly known for being put in energy drinks, which is so named for having first been identified in ox bile.
DK
Re: first tries at writing up some army lists
I did not know that--thanks!Andreas Johansson wrote: ↑Wed Oct 20, 2021 8:43 amIf the tangent be excused, "taurine" does have everything to do with bulls. As an adjective it means "of or pertaining to bulls; bull-like". As a noun it means a chemical compound mostly known for being put in energy drinks, which is so named for having first been identified in ox bile.
Re: first tries at writing up some army lists
Two more, the human armies.
Warriors of the Great Hall (48) (opponents for Eaters of the Dead)
Home Terrain: Arable
3 x Elite Foot, fast, armored (the lord's huscarles; one is General) (15)
6 x Heavy Foot (the local warriors) (18)
1 x Warband (the local berserkers) (3)
2 x Skirmishers (6)
Bale Wolf the Visiting Hero: foot hero, extreme duelist, prowess, armored, fierce (4)
the Standard Bearer and Horn-Blower: foot hero, hearten, armored (2)
Knights of the Old Empire (48) (vaguely Arthurian, but no Merlin)
Home Terrain: Arable
2 x Knights (the knights) (8)
2 x Javelin Cavalry (the squires) (8)
2 x Elite Foot (the foot knights) (8)
3 x Light Foot (the yeomen) (9)
2 x Skirmishers (the scouts (6)
The Old King: mounted hero, hearten, prowess, armored (4) (Arthur-y)
The Young Hero: mounted hero, deadly, duelist (5) (Gawain/Lancelot-y)
Warriors of the Great Hall (48) (opponents for Eaters of the Dead)
Home Terrain: Arable
3 x Elite Foot, fast, armored (the lord's huscarles; one is General) (15)
6 x Heavy Foot (the local warriors) (18)
1 x Warband (the local berserkers) (3)
2 x Skirmishers (6)
Bale Wolf the Visiting Hero: foot hero, extreme duelist, prowess, armored, fierce (4)
the Standard Bearer and Horn-Blower: foot hero, hearten, armored (2)
Knights of the Old Empire (48) (vaguely Arthurian, but no Merlin)
Home Terrain: Arable
2 x Knights (the knights) (8)
2 x Javelin Cavalry (the squires) (8)
2 x Elite Foot (the foot knights) (8)
3 x Light Foot (the yeomen) (9)
2 x Skirmishers (the scouts (6)
The Old King: mounted hero, hearten, prowess, armored (4) (Arthur-y)
The Young Hero: mounted hero, deadly, duelist (5) (Gawain/Lancelot-y)