This list uses Warhammer Armies: Empire as a base. Therefore, any special rules that apply to units, characters or weapons to that army also apply to this. This means that handguns are
Empire Handguns, Dogs of War can only be taken as Rare choices unless stated otherwise and leadership values suck.
Magic Item restrictions and re-naming are left up to the player. You can take a Runefang if you like, but rename it. I'm not going to claim you can't take it, because that's just mean. I'm already not going to let you take a lot of other things- and remember, folks, this is
my opinion. Feel free to make up your own list if you don't like mine.
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Lords:Amir:The rulers of the city-states of Araby, these are powerful, determined men. They are civilised and polite, yet decadent by Old World standards. They see slavery as a means to an end, and ruthless power-mongering as the norm. Most are worthwhile warriors, although many lounge in perfumed palaces for much of the time.Amirs 'count as' Elector Counts.
Restrictions: No Full plate armour. Heavy armour is only recommended if leading heavy cavalry (Ghulam or Mamluk cavalry), not if on foot. All other choices are ideal, particularly pistols and handguns.
Sorcerer Lord:As Hieronymous of Nuln wrote in his History, Araby is a land of powerful wizards, with the power to command djinns, raise dust storms and create powerful fireballs from the heavens. While these men are fewer than the venerable scholar believed, they do exist, and are fearsome men.Sorcerer Lords 'count as' Wizard Lords.
Restrictions: I'd recommend only the following Lores: Fire, Metal, Heavens, Light. The Arabians are skilled scientists, astronomers and scholars, which justify the lres of Metal, Heavens and Light, while Fire simply makes sense of a desert people.
The
Arabian merchant model makes for a suitable enough Sorcerer Lord or Amir.
The Baluchi swordsmen of the Foundry make for fine warrior leaders, particularly the one on the far right, in the dark robes.
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Heroes:Captain:While not as fiercely stubborn as the Sheikhs of the desert nomads, the captains of an Amir's armies are strong warriors noted for their courage and skill with a sabre.A captain is identical to the captain of an Empire army.
Restrictions: Again, plate armour should not be taken, and heavy armour should be restricted to cavalry leaders only. Halberds are the equipment of the militia, and a great warrior would disdain their use.
Master Engineer:The scholars of Araby, while not as famous as their Imperial counterparts, are nonetheless skilled with elixers, powders and arithmetic and their blackpowder is as potent as that of a Nuln-trained engineer.Identical to the entry in the Empire list.
Restrictions: It's odd that a Master Engineer cannot take regular pistols or handguns, as I wouldn't recommend that an Engineer of Araby take these experiments of the northern Empire. On the contrary, I don't see why Arabians wouldn't have developed or traded for these, so take what you like.
Sorcerer:See Sorcerer Lord, above.
Sheikh:The warriors of the desert are fierce and cunning. With curved sabres and black robes, they cut off all hope for those opposing them. Swift in the attack, stubborn in the defence, they are like the sands they make their homes in. They do not like fighting alongside the city-state rulers, considering them weak an ineffective, and thus fight only alongside their own people. Likewise, the Amirs of the city-states consider the nomads primitive and wouldn't want anything to do with them anyway!Sheikh's 'count as' Boyars in the Kislev list. There are no restrictions on them, as they (obviously) fit into the 'fast cavalry' look they so richly deserve.
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Monsters:As I'm not entirely conversant on Arabian monsters, I don't see any reason why Pegasi and Griffons couldn't make sense in an Arabian army. They're pretty standard monsters, really.
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Core:Yes, use the detachment rules. Why would only the Empire have developed them?
Halberdiers:While the halberd is unpopular in Araby, local militias, mostly recruited from working class journeymen and merchant's sons, wield polearms in battle. They're not terribly effective, but are cheap and can be quickly raised for war.As the Empire army list.
Restrictions: No shields.
Spearmen:Unlike the spearmen of the Empire, who are often regarded as the poorer warriors, the spearmen of Araby are skilled, disciplined warriors who wear large shields for protection and go lightly armoured, so as not to bake in the oppressive heat.As the Empire list.
Restriction: Always have shields.
These could make decent spearmen. For a greater look at the range, go
here.
For shields, you couldn't go much wrong with the large oval shields used by the Tomb Kings, or take a look around the Foundry website. I'm sure there are suitable shields there.
Handgunners:The Arabians are highly skilled scientists, and produce the finest blackpowder not from the forges of Nuln, and the handguns to accompany them. Effective in battle against nomadic bandits and undead raiders alike, they are present in nearly every state army of the Sultanate.As the empire listing.
Restrictions: The marksman may only have a brace of pistols, as the finer pieces of weaponry are reserved for engineers.
These
or these
would make fairly decent handgunners. Otherwise, one could try converting old
Tallarn Desert Raiders, although that would prove challenging.
Archers:In the desert, it is often only your wits, speed and skill with a bow that provides dinner. In the army, the same skill can be used to slay a lightly armoured foe, and it is for this reason that many archers are used in Arabian armies.As the Empire book.
Hashishin:Inspired by the holy call to war, Hashishin train for night raids and stealth attacks against infidels and northern barbarians that seek to sully the soil of Araby.'Count as' Huntsmen.
Note: These are religious fanatics used by the Islamic nations of Terra's Middle Ages, and the word eventually developed into 'assassin.' While one could argue that Dark Elves would therefore make a better Araby army, with the ability to take assassins and Shades (who are perfect Hashishin), I prefer the Empire, Kislev and DoW rules overall. *shrug*
Nomadic Horse Archers:The nomadic tribes the dwell in the deeper deserts of Araby are famed horsemen- many travel the Old World as mercenaries, where they are the equal of Kislevite nomads. On their own soil, however, they excell, and this is why the Amirs often seek to recruit them into their own armies.Nomadic Horse Archers 'count as' Ungol Horse Archers in the Kislev Contingent rules.
Note: While there were several kinds of light cavalry used by the medieval Egyptians (the army I based these lists from), armed with spears, or simply swords and shields, I feel that these rules capture the essence of them without requiring one to use precious rare slots on Dogs of War light cavalry. I'll still be including them in the Rare choice, but I see no reason you couldn't simply use these lads for the same purpose.
Go
here for some suitable light cavalry models.
0-1 Ghulam Bodyguards:The elite slave-guard of the Sultan and the weathliest Amirs, these men are heavily armoured in expensive full plate, imported from the lands of the Empire and ride upon caparisoned steeds. They are used as shock cavalry, and many invaders are surprised at the sight of such soldiery, when they are used to the light cavalry of the nomads.These are as effective as Knightly Orders, and can be upgraded to Inner Circle status- this would effectively mean that they are the personal guard of the Sultan, so don't get them killed! Also, don't try to fill up any critical core choices with this unit. It's fine according to the rules, but these guys should be uber rare. Remember that.
Note: The Ghulams were an actual tribal people of Terra, as were the Mamluks mentioned later. I'm using their actual named because I've not the foggiest what GW has called the peoples of Araby. If anyone does know, please tell me.
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Special:[/b]
Artillery:I'm not going to go into detail either fluff or rules-wise here: Take Great Cannons and Mortars alike. Both make sense for the technological Arabians, and so long as the crew are dressed appropriately, will look fine.
For guns that look different from the Imperial, try
here.
Mamluk Light Cavalry:The ruling peoples of Araby, the Mamluks have several brands of cavalry, which are mostly used in support of the infantry in this age of enlightenment. These light cavalry are the last remnant of these people as horse nomads, and are armed with pistols.Mamluk light cavalry 'count as' pistoliers.
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Rare:Naptha Throwers:Naptha, a sticky, flammable substance, seems to only be found in Araby- and it's deadly effective. It sticks to armour, eventually eating through it, and water is no defence. Small, skirmishing units of warriors protect Arabian flanks, and most men refuse to go near them.Naptha Throwers 'count as' DoW Duellists with pistols.
Note: Pistols aren't nearly as effective as naptha should be, but what are ya gonna do?
Mamluk Cavalry:Skilled and disciplined, the cavalry of the ruling classes of Araby are considered some of the finest in the world, if not quite as indestructible as Bretonnian and Imperial cavalry units. They are faster, however, and far more manoeverable.Mamluk cavalry 'counts as' DoW Heavy Cavalry, but cannot take barding as an option.
Nomadic Cavalry:The nomadic tribes the dwell in the deeper deserts of Araby are famed horsemen- many travel the Old World as mercenaries, where they are the equal of Kislevite nomads. On their own soil, however, they excell, and this is why the Amirs often seek to recruit them into their own armies.Nomadic Cavalry 'count as' DoW Light Cavalry, and have full options available. However, I'd hesitate about taking bows, as the Nomadic Horse Archers earlier in the list can take them!
Note: While there were several kinds of light cavalry used by the medieval Egyptians (the army I based these lists from), armed with spears, or simply swords and shields, I feel that the Ungol Horse Archer rules capture the essence of them without requiring one to use precious rare slots on Dogs of War light cavalry.
Go
here for some suitable light cavalry models.
Ghazi Infantry:In the north, when one loses everything one becomes a fanatic and strides to war. In Araby, it is a religious awakening that prompts such behaviour, and an uncommon one. Nonetheless, many still take up arms against infidels, particularly since the ancient crusades.Ghazi Infantry 'count as' Norse Marauders with shields. They cannot take any other option.
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That's it! I'm open to any suggestions, changes, fluff infomation, etc. Another list will be forthcoming, featuring nomadic archers (yay, I hear you cry), and camel warriors (counting as Winged Lancers). It'll pretty much be the Kislev list, but with some fluff to explain away the
Glorious Charge rule, for example.
I hope you enjoyed. The next part should be up in a day or two.