Post by gregr on Dec 28, 2018 8:29:48 GMT
Hi all,
I've had a crack at a first attempt at a Tilean Dogs of War Army List based on the models that I have available (the only thing I'm still yet to acquire is the Pit Fighters, I will use Roman Gladiator models for this I think).
I've based this on the 8th ed fan book made by Elias Matthias at Warhammer Armies Project. However, I disagree with some of the rules. I've included the Army Special Rules below, which are a mix of previous DoW rules, ones that have been updated by Matthias, and army specific ones that I've put together. The ones that are mine, or I've edited, I've marked with an asterisk.
The idea is that this is more of a fun, lore and fluff-driven army, rather than anything overly competitive or WAAC. The stat lines are almost identical to what you'd expect to see from the Empire.
I'd be grateful if you think that the list, particularly the house rules, are way out!
Cheers!
Army Special Rules
* Army Selection - The mercenary Lords of Tilea are not fussy over who they hire, indeed bands of Norse marauders and even the Undead have been seen in their armies. Castor has very little time for pride, except for his own, and would readily hire almost any creature in the known world if it would serve his ends. However, d’Forent is a prickly man and for him honour is all. He will not serve alongside any creature or race he perceives to be unclean. Castor realises that despite what money can buy, very few Tilean generals can call upon a vengeance-fuelled charge of Bretonnian knights. To this end, he will respect d’Forent and will not hire any units tinged by death or the Chaos Gods.
Castor has, on rare occasion, hired ogres much to d’Forent’s disgust and whilst they may appear in his armies for a campaign, they will not be permanently on his payroll. If an army includes both ogres and d’Forent’s Bretonnians, d’Forent must deploy at least 6” away from any ogre unit.
Racial Distrust - Any character with the Racial Distrust rule may not join units of a different race/type that also has this special rule, for example a Dwarf hero may not lead a unit of Elves, and only units of their own kind may use their leadership. Characters with Racial Distrust cannot be the army’s general. You cannot have have more characters with this Special Rule than without.
Paymaster - A Tilean Dogs of War Army must include a Paymaster. The Paymaster follows all the rules for a Battle Standard Bearer with the following exceptions:
If the Paymaster breaks in combat, he is not killed outright as per the Last Stand rule and instead flees from combat. His keys are captured if overrun for +100 Victory Points like normal Battle Standards
.
If the Paymaster is slain, all units within 12 “ (18” if he has the paychest) of the Paymaster must take a leadership test at the start of next turn. If a unit fails this test it squabbles and may not voluntarily move, cast spells, or shoot for the remainder of that turn while the remaining leaders try to regain order. Units squabbling must continue to take Leadership tests at the start of their turn until it is passed or the game ends. Any unit rolling double 6’s for the leadership test will flee towards the nearest table edge, as they now believe their money to be lost. Units in Combat, Fleeing and Immune to Psychology do not have to test because they are too busy thinking of other things to be worried about the Paymaster.
Paychest - The Paymaster, Paychest and both bodyguards are modelled on a single 40x40mm base and count as a single model for all purposes. The Paychest increases the radius of the Paymaster's "Hold Your Ground" special rule by 6". In addition, the Paymaster gains +1 to his armour save from the increased protection by the Bodyguards. However, the extra weight from the Paychest means he cannot simply flee with the money when needed. If the Paymaster takes a Paychest, he follows the rules for Last Stand as normal. If the Paymaster is killed, all friendly units will Hate the enemy unit or model that killed the Paymaster due to their Paychest now being able to be looted.
* Pikes - The famed pikes carried by Tileans are twice as long as a spear and twice as fierce. When charged, the pikemen will plant the butt of the pike into the ground and form an impenetrable phalanx, capable of withstanding the most brutal charge, whilst attackers waste themselves trying to get through the wall of steel and wood to reach the pikemen themselves.
Pikes fight in three extra ranks and are two handed weapons. In addition, when charged in the front, the pikemen charge their pikes into the ground to form the phalanx. For the first round of combat only, pikemen have the Always Strikes First special rule and are at +2 strength. They lose ASF and +2 strength for each subsequent round of combat. To reflect this, the base cost for a Pikeman has been raised from 5pts p/m as per the Elias Matthias 8th ed book to 7 pts p/m.
Veterans - The men of Tilea fight all over the world, for almost anyone. When raising their own armies, Tilean generals can call upon this vast pool of experience. For 1 pt p/m, *Pikemen and Sellsword units can be upgraded to veterans for +1 WS. There can never be more veteran units of the same kind than regular units.
* Galantine the Unstable - Galantine is the Wizard that accompanies Castor to battle, when he can be roused from his drunken stupor. Expelled from the Altdorf Colleges of Magic by Balthasar Gelt, Galantine was an exceptional magician with a perchance for liquor and pyrotechnics. Castor values Galantine’s abilities above almost all others, however he does not trust him, prefering to give command to his dog. Galantine may never be the army general. In addition, Galantine’s addiction to strong liquor means that he is often paranoid of dark forces at work, he will can never choose from the Lores of Death, or Shadows.
* Duc Laurent d’Forent - d’Forent was forced from his family home, Castle Mourtonne, in shame when the Red Duke of Mousillon invaded, killing his father. d’Forent, then a young Paladin fled to Couronne to appeal for help from King Louen Leoncoeur. Leoncoeur was furious that the d’Forent family had let their guard down and let the Undead walk through their lands so easily. Despite counsel from Morgiana, the Fey Enchantress, to the contrary, in his rage Leoncoeur banished d’Forent from Bretonnia, claiming his honour had been stained. Before d’Forent left with those who remained loyal to him, the Fey Enchantress blessed his sword, the Sword of Mourtonne, granting it purifying fire when used against the Undead. d’Forent swore to the Fey Enchantress that he would return at the head of an army and cleanse his family’s lands of the Undead.
d’Forent carries the Sword of Mourtonne (Armour Piercing (1) and Flaming Attacks against the Undead). In addition, d’Forent is sworn to destroy any Undead that comes in his path. d’Forent and his unit of Knights of the Realm have the Hatred special rule when fighting the Undead.
Lords
Domenico Castor, Mercenary General, Ogre Blade, Talisman of Preservation, full plate armour, shield. 184 pts
Galentine the Unstable, Hireling Wizard Lord, Lvl 4, Horse, Armour of Preservation, Dispel Scroll. 293 pts
Heroes
Juan Jamesh, Paymaster, Sword of Anti-Heroes, full plate armour, shield. 81 pts.
Duc Laurent d’Forent, Paladin, Bretonnian Barded Warhorse, heavy armour, lance, shield, *Sword of Mourtonne (20 pts, Armour Piercing (1) and counts as Flaming Attacks against Undead), Racial Distrust, Knight's Vow (May ignore Panic caused by peasant units replaced by ignore Panic caused by friendly mercenary human units) 100 pts
Core
Di Mateius’ Wool Merchant Guild Militia
30 Pikemen, heavy armour, full command. 270 pts.
Valom’s Steadfast
28 Pikemen, veterans, heavy armour, full command. 282 pts
Sellswords
10 Archers. 50 pts
Sellswords
10 Archers. 50 pts
Barelli’s Old Guard
25 Sellswords, veterans, great weapons, heavy armour, full command. 255 pts
Braunheim’s Scouts
6 Stadiots, fast cavalry, full command, * handguns (+2 pts p/m). 108 pts
Special
Jamesh’s Guard
19 Paymaster’s Bodyguard, full plate armour, bills (halberds), full command. 277 pts
Uncle Albert’s Halflings
15 Halflings, short bows, skirmish, full command. 120 pts
Gladiators of Verezzo
20 Pit Fighters, light armour, nets and spears, Pit Kings, skirmish, "We Who Are About To Die!", Pit Fighters ignore the effects of Fear. 250 pts
Rare
d’Forent’s Vengeance
10 Bretonnian Knights of the Realm, full command, lance formation, Hatred (Undead), Racial Distrust, Knight's Vow (May ignore Panic caused by peasant units replaced by ignore Panic caused by friendly mercenary human units). 264 pts
Big Bruce
Cannon. 110 pts
Old Martha
Cannon. 110 pts
I've had a crack at a first attempt at a Tilean Dogs of War Army List based on the models that I have available (the only thing I'm still yet to acquire is the Pit Fighters, I will use Roman Gladiator models for this I think).
I've based this on the 8th ed fan book made by Elias Matthias at Warhammer Armies Project. However, I disagree with some of the rules. I've included the Army Special Rules below, which are a mix of previous DoW rules, ones that have been updated by Matthias, and army specific ones that I've put together. The ones that are mine, or I've edited, I've marked with an asterisk.
The idea is that this is more of a fun, lore and fluff-driven army, rather than anything overly competitive or WAAC. The stat lines are almost identical to what you'd expect to see from the Empire.
I'd be grateful if you think that the list, particularly the house rules, are way out!
Cheers!
Army Special Rules
* Army Selection - The mercenary Lords of Tilea are not fussy over who they hire, indeed bands of Norse marauders and even the Undead have been seen in their armies. Castor has very little time for pride, except for his own, and would readily hire almost any creature in the known world if it would serve his ends. However, d’Forent is a prickly man and for him honour is all. He will not serve alongside any creature or race he perceives to be unclean. Castor realises that despite what money can buy, very few Tilean generals can call upon a vengeance-fuelled charge of Bretonnian knights. To this end, he will respect d’Forent and will not hire any units tinged by death or the Chaos Gods.
Castor has, on rare occasion, hired ogres much to d’Forent’s disgust and whilst they may appear in his armies for a campaign, they will not be permanently on his payroll. If an army includes both ogres and d’Forent’s Bretonnians, d’Forent must deploy at least 6” away from any ogre unit.
Racial Distrust - Any character with the Racial Distrust rule may not join units of a different race/type that also has this special rule, for example a Dwarf hero may not lead a unit of Elves, and only units of their own kind may use their leadership. Characters with Racial Distrust cannot be the army’s general. You cannot have have more characters with this Special Rule than without.
Paymaster - A Tilean Dogs of War Army must include a Paymaster. The Paymaster follows all the rules for a Battle Standard Bearer with the following exceptions:
If the Paymaster breaks in combat, he is not killed outright as per the Last Stand rule and instead flees from combat. His keys are captured if overrun for +100 Victory Points like normal Battle Standards
.
If the Paymaster is slain, all units within 12 “ (18” if he has the paychest) of the Paymaster must take a leadership test at the start of next turn. If a unit fails this test it squabbles and may not voluntarily move, cast spells, or shoot for the remainder of that turn while the remaining leaders try to regain order. Units squabbling must continue to take Leadership tests at the start of their turn until it is passed or the game ends. Any unit rolling double 6’s for the leadership test will flee towards the nearest table edge, as they now believe their money to be lost. Units in Combat, Fleeing and Immune to Psychology do not have to test because they are too busy thinking of other things to be worried about the Paymaster.
Paychest - The Paymaster, Paychest and both bodyguards are modelled on a single 40x40mm base and count as a single model for all purposes. The Paychest increases the radius of the Paymaster's "Hold Your Ground" special rule by 6". In addition, the Paymaster gains +1 to his armour save from the increased protection by the Bodyguards. However, the extra weight from the Paychest means he cannot simply flee with the money when needed. If the Paymaster takes a Paychest, he follows the rules for Last Stand as normal. If the Paymaster is killed, all friendly units will Hate the enemy unit or model that killed the Paymaster due to their Paychest now being able to be looted.
* Pikes - The famed pikes carried by Tileans are twice as long as a spear and twice as fierce. When charged, the pikemen will plant the butt of the pike into the ground and form an impenetrable phalanx, capable of withstanding the most brutal charge, whilst attackers waste themselves trying to get through the wall of steel and wood to reach the pikemen themselves.
Pikes fight in three extra ranks and are two handed weapons. In addition, when charged in the front, the pikemen charge their pikes into the ground to form the phalanx. For the first round of combat only, pikemen have the Always Strikes First special rule and are at +2 strength. They lose ASF and +2 strength for each subsequent round of combat. To reflect this, the base cost for a Pikeman has been raised from 5pts p/m as per the Elias Matthias 8th ed book to 7 pts p/m.
Veterans - The men of Tilea fight all over the world, for almost anyone. When raising their own armies, Tilean generals can call upon this vast pool of experience. For 1 pt p/m, *Pikemen and Sellsword units can be upgraded to veterans for +1 WS. There can never be more veteran units of the same kind than regular units.
* Galantine the Unstable - Galantine is the Wizard that accompanies Castor to battle, when he can be roused from his drunken stupor. Expelled from the Altdorf Colleges of Magic by Balthasar Gelt, Galantine was an exceptional magician with a perchance for liquor and pyrotechnics. Castor values Galantine’s abilities above almost all others, however he does not trust him, prefering to give command to his dog. Galantine may never be the army general. In addition, Galantine’s addiction to strong liquor means that he is often paranoid of dark forces at work, he will can never choose from the Lores of Death, or Shadows.
* Duc Laurent d’Forent - d’Forent was forced from his family home, Castle Mourtonne, in shame when the Red Duke of Mousillon invaded, killing his father. d’Forent, then a young Paladin fled to Couronne to appeal for help from King Louen Leoncoeur. Leoncoeur was furious that the d’Forent family had let their guard down and let the Undead walk through their lands so easily. Despite counsel from Morgiana, the Fey Enchantress, to the contrary, in his rage Leoncoeur banished d’Forent from Bretonnia, claiming his honour had been stained. Before d’Forent left with those who remained loyal to him, the Fey Enchantress blessed his sword, the Sword of Mourtonne, granting it purifying fire when used against the Undead. d’Forent swore to the Fey Enchantress that he would return at the head of an army and cleanse his family’s lands of the Undead.
d’Forent carries the Sword of Mourtonne (Armour Piercing (1) and Flaming Attacks against the Undead). In addition, d’Forent is sworn to destroy any Undead that comes in his path. d’Forent and his unit of Knights of the Realm have the Hatred special rule when fighting the Undead.
Lords
Domenico Castor, Mercenary General, Ogre Blade, Talisman of Preservation, full plate armour, shield. 184 pts
Galentine the Unstable, Hireling Wizard Lord, Lvl 4, Horse, Armour of Preservation, Dispel Scroll. 293 pts
Heroes
Juan Jamesh, Paymaster, Sword of Anti-Heroes, full plate armour, shield. 81 pts.
Duc Laurent d’Forent, Paladin, Bretonnian Barded Warhorse, heavy armour, lance, shield, *Sword of Mourtonne (20 pts, Armour Piercing (1) and counts as Flaming Attacks against Undead), Racial Distrust, Knight's Vow (May ignore Panic caused by peasant units replaced by ignore Panic caused by friendly mercenary human units) 100 pts
Core
Di Mateius’ Wool Merchant Guild Militia
30 Pikemen, heavy armour, full command. 270 pts.
Valom’s Steadfast
28 Pikemen, veterans, heavy armour, full command. 282 pts
Sellswords
10 Archers. 50 pts
Sellswords
10 Archers. 50 pts
Barelli’s Old Guard
25 Sellswords, veterans, great weapons, heavy armour, full command. 255 pts
Braunheim’s Scouts
6 Stadiots, fast cavalry, full command, * handguns (+2 pts p/m). 108 pts
Special
Jamesh’s Guard
19 Paymaster’s Bodyguard, full plate armour, bills (halberds), full command. 277 pts
Uncle Albert’s Halflings
15 Halflings, short bows, skirmish, full command. 120 pts
Gladiators of Verezzo
20 Pit Fighters, light armour, nets and spears, Pit Kings, skirmish, "We Who Are About To Die!", Pit Fighters ignore the effects of Fear. 250 pts
Profile | M | WS | BS | S | T | W | I | A | LD |
Pit Fighter | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 2 | 8 |
Pit King | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 3 | 8 |
Rare
d’Forent’s Vengeance
10 Bretonnian Knights of the Realm, full command, lance formation, Hatred (Undead), Racial Distrust, Knight's Vow (May ignore Panic caused by peasant units replaced by ignore Panic caused by friendly mercenary human units). 264 pts
Big Bruce
Cannon. 110 pts
Old Martha
Cannon. 110 pts