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Topics - Prince Nuada

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I'm not sure if this has been done or how much it has been done, so I just want to put the idea out there.
I mean, I know Warhammer Armies has the Cult of Ulric supplement which pretty much covers the city of Middenheim if not Middenland, but what of the other states with all their unique talents and flavour? I'm wondering if we can put a supplement of our own together? Perhaps not as comprehensive as Cult of Ulric, but simpler?
What do you think?  :happy:

2
The Electors' Forum / Warhammer Armies: Border Princes Army Book
« on: April 13, 2013, 11:38:45 PM »
The Border Princes is a wild realm fraught with peril where live is lived on the razor's edge. It is rugged frontier land of brigands and mercenaries, a loose collection of city-states and fiefdoms which are under frequent assault by Greenskins and Beastmen.
Few of the Princedoms have the size to maintain standing armies, preferring instead to hire mercenaries to fight their battles.
Many mercenaries hail from the region and even more travel to the region from Tilea, the Empire and Estalia for the endless supply of work the Border Princes offers.

Ever since Shadow of the Horned Rat I have always been compelled by the Border Princes. There's just something dark and exciting about the place.

Now, as we know most players just use The Empire, Dogs of War or Bretonnia army books to play factions in the Border Princes. And that's fine and makes a lot of sense.
But what of the others? What of the principalities which are not Imperial, Tilean, Bretonnian or for that matter Estalian?

What I propose is a Border Princes Army Book.
I am working on Dogs of War Online – the development site for the Warhammer Armies range.
I want to pick your fertile minds for input and ideas.  :happy:
Here are a few of my ideas so far:
Border Princes WIP – PDF

3
The Electors' Forum / Border Princedoms: Themed Empire Army List
« on: December 18, 2011, 02:32:55 AM »
Introduction: The Wild Frontier

The Border Princes is a wild realm fraught with peril where live is lived on the razor's edge. It is frontier land of brigands and mercenaries, a loose collection of city-states and fiefdoms which are under frequent assault by Greenskins and Beastmen.
Few of the Princedoms have the size to maintain standing armies, preferring instead to hire mercenaries to fight their battles.
Many mercenaries hail from the region and even more travel to the region from Tilea, the Empire and Estalia for the endless supply of work the Border Princes offers.





Border Princes-themed Empire Army List

The following is a Border Princes themed army using The Empire Army Book. It is a concept based on this idea.
Mostly it is a only a guide and does not explicitly change the Army Book, save for a couple of optional units.
Included at the bottom are 8 house rules for those who want to follow the theme.



BORDER PRINCES GENERAL
•General: may not ride griffon, no Ancestoral Heirloom rule, if the army's general one unit of Bodyguard may be taken as a Troops choice.

WIZARD LORD
•Wizard Lord: if the army's general one unit champion may take 25 pts of magical items.



BORDER PRINCES CAPTAIN
•Captain: may not ride a pegasus.

HEDGE WIZARD
•Wizard



HALF-PIKEMEN
•Spearmen: armed with half-pikes (spears) and light armour, may take shields for +1 pt/model or may be upgraded to Pikemen for +1 pt/model.
Theme Fluff: Pikemen are the most common professional soldiers in the Border Princes. Most are armed with half-pikes and shields but many carry the Tilean long-pike.

SWORDSMEN
•Swordsmen: may exchange shields for additional hand weapons for free, may take throwing knives for +1 pt/model.
Theme Fluff: Professional swordsmen are to be found in nearly every bawdy house and barracks in the Border Princes - drinking, gambling and duelling. Most are brash and daring but some are swift, calculating veterans.

CROSSBOWMEN
•Crossbowmen: may take light armour for +1 pt/model.

WOODSMEN
•Free Company: armed with woodman's axes (halberds), may exchange woodman's axes for bows for free, unit may be upgraded to Bandits for +1 pt/model.
Theme Fluff: The Border Princes is a rugged frontier, much of which is covered by trackless forests. The woodsmen who make a life here must be prepared to fend off wild beasts and worse! Brigands and outlaws abound in the Border Princes and most travel must be undertaken in company and under guard. Notwithstanding, bandits will offer their services to enterprising generals at a price.



BODYGUARD*
•Great Swords: may take magic banner worth up to 50 pts.
*You may only take a Bodyguard if it is joined by a character.
Theme Fluff: Bodyguards are hardened veterans who's sole responsability is to protect the life of their charge. They are heavily armoured in platemail and carry long-hafted battleaxes and bastard swords.

HEAVY CAVALRY
•Knights: may not take great weapons, may not be upgraded to inner circle knights and may not take magic banner.

OUTRIDERS
•Outriders: armed with crossbows, the unit may exchange its crossbows for handguns for free.
Theme Fluff: Outriders are roughriders who act as scouts and vanguards for an army's advance. Off the battlefield they are arbitors who pursue fugatives and hunt-down outlaws and brigands.



MORTAR
•Mortar

CANNON
•Great Cannon




THEME RULE: BORDER PRINCES
The army may not include any of the following units: Emperor Karl Franz, Kurt Helborg, Grand Theogonist Volkmar, Balthazar Gelt, Grand Master, Arch Lector Ludwig Swartzhelm, Luthor Huss, Warrior Priest, Master Engineer, Handgunners, Archers, Pistoliers, Helblaster Volley Gun, Helstorm Rocket Battery, Steam Tank.

THEME RULE: MAGIC ITEMS
Magic items may only be chosen from the Warhammer 8th Edition Rulebook. They may not be taken from The Empire army book.

THEME RULE: MERCENARIES
The army may not use the Detachments rule. However, Heavy Cavalry (Knights) and any unit with the State Troops rule except Bodyguard (Great Swords) may be upgraded to Mercenaries. Mercenary units have -1 Leadership but do not cause panic in other units.

THEME RULE: PIKEMEN
Pikemen (Spearmen) fight in one extra rank (for a total of 4 ranks).

THEME RULE: WOODSMEN
Woodsmen (Free Company) have the Skirmishers special rule and cost +2 pts/model.

THEME RULE: BANDITS
Bandits have the Ambushers special rule but count as Mercenaries (-1 Leadership, don't cause panic).

THEME RULE: OUTRIDERS
Outriders cost -3 pts/model. The Outrider Champion may not take any upgrades (appart from a handgun).

THEME RULE: CANNON
The Cannon is the smaller cannon in the rulebook and costs -25 pts.

4
The Count's Tavern / Sea Elves: High Elves of the Southern Seas
« on: December 17, 2011, 01:05:49 PM »
Introduction: The Elves of the Southern Seas

To sail south of the Old World beyond the corsair-cursed coasts of Araby is to sail upon stranger tides. It is to sail upon seas beneath who's inky depths lurk the kraken and the leviathan, monstrosities which pull men and ships to their doom. Sail on, down the churning coastline of the Southlands or sail west for fabled Lustria, and you follow routes known only to the Tileans and the Estalians. The Tilean explorer Marco Columbo wrote in his journal of his second voyage "surviving the Churning Gulf, we rounded the cape and beheld a mighty fortress of glittering marble, as slender and beautiful as the radient city of Lothern. And swiftly we were met by a sleek-hulled vessel of beautiful warriors with cold eyes who graciously bid us safe passage". On this and his subsequent voyages to Cathay and Lustria, Columbo discovered more than a score of mighty Elven towers. He noted the similaraties of these Elves to their kin of Ulthuan, but he also remarked on an equal number of differences. These "Elves of the Southern Seas" were darker of complexion and their eyes as their natures were cold. Although to the Tileans they were rarely hostile, this did little to put the explorers at their ease.



Sea Elves: Themed High Elves Army List

The following is a Sea Elf themed army using the High Elves Army Book, although there are 3 units from the Wood Elves Army Book.
Mostly it is a only a guide and does not explicitly change the Army Book, but for a couple of optional exceptions.
Included at the bottom are 5 house rules for those who want to follow the theme.


PRINCE
•Prince: may ride an Elven Steed (no barding), a Giant Osprey or a Sea Dragon.

ARCHMAGE
•Archmage: may ride an Elven Steed (no barding), a Giant Osprey or a Sea Dragon.


NOBLE
•Noble: may ride an Elven Steed (no barding) or a Giant Osprey.

MAGE
•Mage: may ride an Elven Steed (no barding).


ARCHERS
•Archers

SPEARMEN
•Spearmen

CORSAIRS
•Lothern Sea Guard: armed with with two hand weapons, bows and light armour.
Theme Fluff: Sea Elf Corsairs ply the southern seas in swift sleek-hulled vessels.


CITADEL GUARD
•Pheonix Guard
Theme Fluff: Citadel Guards are the ever-vigilant watchmen of the towers of the south.

SEA DRAGON CORSAIRS
•White Lions of Chrace: armed with great swords, heavy armour and sea dragon cloaks (lion cloaks).
Theme Fluff: Sea Dragon Corsairs are the elite warriors of the Sea Elf fleets.

SEA REAVERS
•Ellyrian Reavers: may take shields for +1 pt/model (but if so may not take bows), may exchange elven steeds for seahawks for +20 pts/model.
Theme Fluff: Sea Reavers patrol the coastlines of the southern realms. In Tor Elasor and the Fortress of Dawn, Sea Reavers ride the winds on the swift wings of giant seahawks, swooping over the coastline and the open sea.

MER-KIN
•Dryads (see below).
Theme Fluff: Mer-kin dwell in the shoals around the southern islands. Their skin is scaled in emerald and their webbed limbs bear deadly poisoned barbs.


REPEATER BOLT THROWER
•Repeater Bolt Thrower

GIANT OSPREY
•Giant Eagle



THEME RULE: SEA ELVES
The army may not include any of the following units: Tyrion, Teclis, Eltharion, Alith Anar, Caradryan, Korhil, Dragon Mage of Caledor, Sword Masters of Hoeth, Silver Helms, Dragon Princes of Caledor, Shadow Warriors, Tiranoc Chariot, Lion Chariot of Chrace.

THEME RULE: CITADEL GUARD
Citadel Guard (Pheonix Guard) exchange their Fear special rule for the Immune to Psychology special rule.

THEME RULE: SEA DRAGON CORSAIRS
Sea Dragon Corsairs (White Lions of Chrace) exchange their Forest Striders special rule for the Marsh Striders special rule.

THEME RULE: MER-KIN
Mer-kin (Wood Elves Dryads) cost +2 pts/model with the following changes;
•Sea Spirit: as Forest Spirit but exchange magical attacks for poisoned attacks.
•Aquatic: treat all water features as open terrain and benefit from soft cover whilst in such terrain.

THEME RULE: MOUNTS
Seahawk (Wood Elves Warhawk): counts as Flying Cavalry.
Giant Osprey (Giant Eagle)
Sea Dragon (Wood Elves Forest Dragon)

5
Introduction: Les canton du Villiers-Chateau

In the north-western forests of the Border Princes, in the foothills of the Vaults lies the Bretonnian canton of Villiers-Chateau. The canton is on the Rue Hauters-Nain (Dwarf High Road) which connects Bretonnia to the Border Princes and thrives on trade and exports of hardwood timber, ore and Villiers-Chateau brandy-wine which is made from apples.

Villiers-Chateau was one of the first Bretonnian fortresses built in 1442 during the Errantry Wars. During 1443 the castle came under siege by the forces of Skargol Gutspilla following the sacking of Neubourg. A steady stream of refugees flowed into the canton pursued by the vanguard of the Orc horde. The valiant knights rode out to meet them and halted their advance. Although they butchered much of the advance force and sent them fleeing to their lines, many of the knight's warhorses were slain.
Retreating to the castle, the knights prepared for the attack. And it came. The Orc horde threw itself against the walls of the fortress but were repelled by the valiant knights. When the impetus of the attack eventually stalled, the Orcs besieged Villiers-Chateau for nearly two months. Packed with refugees and without sufficent warmounts to sally-forth against the besiegers, all the defenders could do was pray. As if by some miracle their prayers were answered.
As the winter frosts began to set in a chill wind blew down through the mountain pass, followed by a newly raised Errantry army and a small force from Karak Hirn.
Fierce battles ensued in the hills surrounding Villiers-Chateau. Finally, the siege was lifted and the Orc army routed as the first snows began to fall. The thankful citizens of Villiers-Chateau built the Chapel of Mercy and sent a respectful tribute to the Low-King of Karak Hirn.

Since then, the knights of Villiers-Chateau have maintained a tradition of fighting and training on foot along-side the Men-at-Arms, heavily armoured in platemail and wielding great axes and broadswords. Unlike most Bretonnian dominions, Villiers-Chateau maintains a professional force of veterans and mercenaries. Villiers-Chateau archers have put aside the traditional longbow for the Arbalest (crossbow) favoured by the region's soldiers for it's power to penetrate thick Orc hides.




Bretonnians in the Border Princes: Bretonnian-themed Empire Army List

The following is a Bretonnian themed army suitable for the Border Princes using The Empire Army Book.
Mostly it is a only a guide and does not explicitly change the Army Book.
Included at the bottom are 4 house rules for those who want to follow the theme.




BRETONNIAN LORD
•Templar Grand Master

GRAIL SAINT
•Arch Lector of Sigmar: may only be armed with sword (hand weapon) & shield or great sword, may not take a war altar.
Theme Fluff: The Grail Saints are famous Grail Knights who's deeds are legendary. They are the slayers of monsters and the bane of evil!

PROPHETESS
•Wizard Lord: may only choose spells from Life, Beast or Heavens lores, must take an Obsidian Amulet & may not take magic weapons or armour.


SHERRIFF
•Captain of the Empire: may not take pistol or handgun, the army must include a Sherriff upgraded to Battle Standard Bearer.
Theme Fluff: The Sherriffs of the realm are the Lord's captains and magisters. They are not strictly knights (but can be), so they are not strictly bound to the same customs of weapons and armour.

GRAIL KNIGHT
•Warrior Priest: may only be armed with sword (hand weapon) & shield or great sword.
Theme Fluff: The Grail Knights found in the Border Princes are the defenders of sacred sites along the Path of Bones or are the Lady's champions and protectors of her people.

DAMSEL  /  HEDGE WIZARD
•Battle Wizard: Damsel may only choose spells from Life or Beast lores, must take an Obsidian Trinket & may not take magic weapons or armour. Hedge Wizard does not have any restrictions on lores or magic items.
Theme Fluff: Hedge wizards are common in the old world and are found in abundance in the Border Princes and Tilea. Masters of many arcane arts, Hedge Wizards are as varied as they are mysterious.




KNIGHTS OF THE REALM
•Knightly Orders: may only be armed with lances & shields, the army must include at least one unit of Knights of the Realm.

KNIGHTS ERRANT
•Swordsmen
Theme Fluff: In the cantons of the Border Princes young knights must first prove their swordsmanship and skill on foot before they are awarded their armour and spurs as Knights of the Realm.

YEOMEN-AT-ARMS
•Halberdiers
•Spearmen
Theme Fluff: The professional soldiers of the region are skilled with polearm and spear. In many cases they fight without shield for the freedom of movement this affords, but should they require it, they can carry the large paravise shield.

ARBALESTERS
•Crossbowmen
Theme Fluff: In a land frequently invaded by ravaging bands of Orcs and Beastmen, the Arbalest (crossbow) has proven invaluable in penetrating thick hides.
There is also an abundance of hard woods and ores required to manufacture the weapons, which provides a valuable industry.


ARCHERS / FORESTERS
•Archers
•Huntsmen
Theme Fluff: The archers in the Border Princes have learned to make do with the simple bow as there is not such an abundance of quality, flexible timbers such as the yew or birch required to make the longbow. In the thickly wooded uplands, foresters and trackers abound and the hunting and trapping of game is a primary source of meat in a land ill-suited to grazing cattle.




FOOT KNIGHTS
•Greatswords: may be armed with great axes &/or great swords

QUESTING KNIGHTS
•Inner Circle Knights: must be armed with great swords.

MANGONEL
•Mortar
Theme Fluff: The mangonel is a lighter, simpler form of trebuchet which is easier and cheaper to build.




GRAIL BATTLE PILGRIMS
•Flagellant Warband
Theme Fluff: The pilgrims who travel the Way of Bones from the Cathedral of Carcassonne in Bretonnia to the shrine of Mont Saint Etienne in the Border Princes are the most fanatically dedicated of their ilk. They road runs along the borders of Athel Loren and through the mountains and is fraught with danger. The acolytes seek out hidden shrines and grottoes to imortalised Grail Saints and the sacred sites of the Blessed Lady. They carry stout threshing flails and have been known to willingly martyr themselves to follow in the footsteps of the Grail Saints.



THEME RULE: BRETONNIAN
The army may not include any of the following units: Emperor Karl Franz, Kurt Helborg, Grand Theogonist Volkmar, Balthazar Gelt, General of the Empire, Ludwig Swartzhelm, Luthor Huss, Master Engineer, Handgunners, Free Company, Pistoliers, Outriders, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Steam Tank.

THEME RULE: MAGIC ITEMS
Magic items may only be chosen from the Warhammer 8th Edition Rulebook. They may not be taken from The Empire army book.

THEME RULE: FORESTERS
The army may not use the Detachments rule. However, there is no limit to the number of units of Archers which may be upgraded to Foresters (Huntsmen) and the upgrade only costs 1pt/model.

THEME RULE: COUNTRYMEN
If the army is fielded alongside a Bretonnian army (from the Bretonnian Army Book) the two armies may benefit from the Bound by Blood rule.

6
The Electors' Forum / TILEAN / ESTALIAN ARMY BOOK
« on: November 29, 2011, 01:18:17 AM »
Ok, hands up who likes Dogs of War?
I know, right? They were pretty cool.  :laugh:
Ok, now hands up who is disappointed that they're out of 8th edition?
Me too. I loved those Marksmen of Miragliano.  :(
Ok, now shout out if you collected a Dogs of War army.
Well you probably know by now that you're out of 8th ed too.
Yeah I know, come over here for a hug, it's alright. I know, let it all out.  :cry:

Well dry those tears because I have an idea! ;)
I know that there is a fan-made Dogs of War army book available, but I have been considering my own version based on the 7th ed Empire Army Book which can be adapted to an 8th ed version when it eventually comes out.
Now, as we know, regiments of renown are out. As sad as it is I don't see any point in trying to revive them. Golgfag, for example, is alive and well in Ogre Kingdoms, but that's about it.

So with this in mind, here is a basic outline of my idea.


TILEAN / ESTALIAN ARMY BOOK



LORDS:

General: As Empire General but may not ride a Griffon.

Wizard Lord: As Empire Wizard Lord.



HEROES:

Captain*: As Empire Captain, one Captain may be upgraded to Army Standard Bearer and may carry a magic standard.

Wizard: As Empire Wizard.



HEROES:

Captain*: As Empire Captain, one Captain may be upgraded to Army Standard Bearer and may carry a magic standard.

Wizard: As Empire Wizard.



CORE:

Pikemen …………………… 6 pts
M WS BS S  T W  I  A  L

4    3    3   3  3  1  3  1  7
4    3    3   3  3  1  3  2  7
Unit size: 10+
Equipment: Pike, hand weapon and light armour.
Options: Any unit may take shields for +1pt/per model.
Upgrade one Pikeman to a musician for +5 pts.
Upgrade one Pikeman to a standard bearer for +10 pts.
Promote one Pikeman to a Sergeant for +10 pts.
Special Rules: Pikes (count as spears but fight in one extra rank).
That's right, this means that pikemen fight in a total 4 ranks!

Swordsmen …………………… 6 pts
M WS BS S  T W  I  A  L

4    4    3   3  3  1  4  1  7
4    4    3   3  3  1  4  2  7
Unit size: 10+
Equipment: Sword (hand weapon), light armour and shield.
Options: Any unit may exchange its shields for additional hand weapons for free.
Upgrade one Swordsman to a musician for +5 pts.
Upgrade one Swordsman to a standard bearer for +10 pts.
Promote one Swordsman to a Duellist for +10 pts.

Arbalesters …………………… 9 pts
M WS BS S  T W  I  A  L

4    3    3   3  3  1  3  1  7
4    3    4   3  3  1  3  1  7
Unit size: 10+
Equipment: Arbelest (crossbow), hand weapon and light armour.
Options: Any unit may be equipped with pavises for +1 pt/per model.
Upgrade one Arbalester to a musician for +5 pts.
Upgrade one Arbalester to a standard bearer for +10 pts.
Promote one Arbalester to a Marksman for +10 pts.
Special Rules: Pavise (counts as shield against shooting attacks only).

Heavy Cavalry ……………… 18 pts
M WS BS S  T W  I  A  L

4    3    3   3  3  1  3  1  7
4    3    3   3  3  1  3  2  7
8    3    0   3  3  1  3  1  5
Unit size: 5+
Equipment: Lance, hand weapon, heavy armour and shield.
Mount: Barded warhorse
Options: Upgrade one cavalryman to a musician for +7 pts.
Upgrade one cavalryman to a standard bearer for +14 pts.
Promote one cavalryman to a Cavilier for +14 pts.
The biggest benefit of Heavy Cavalry is that they are much cheaper than Knights.



SPECIAL:

Tilean Republican Guards /
Estalian Royal Guards ……… 8 pts
M WS BS S  T W  I  A  L

4    4    3   3  3  1  3  1  8
4    4    3   3  3  1  3  2  8
Unit size: 5+
Equipment: Halberd, hand weapon and heavy armour.
Options: Any unit may take shields for +1pt/per model.
Upgrade one Guard to a musician for +6 pts.
Upgrade one Guard to a standard bearer for +12 pts.
Promote one Guard to a Sergeant for +12 pts.
A standard bearer may carry a magic standard worth up to 50 pts.
Special Rules: Stubborn.

Arquebusiers ………………… 9 pts
M WS BS S  T W  I  A  L

4    3    4   3  3  1  3  1  7
4    3    5   3  3  1  3  1  7
Unit size: 10-20
Equipment: Arquebus (handgun) and hand weapon.
Options: Promote one Arquebusier to a Marksman for +10 pts.
Special Rules: Skirmishers

Pistoliers ……………………… 18 pts
M WS BS S  T W  I  A  L

4    3    3   3  3  1  3  1  7
4    3    4   3  3  1  3  1  7
8    3    –   3  3  1  3  1  5
Unit size: 5+
Equipment: Brace of pistols and light armour.
Mount: Warhorse
Options: Upgrade one pistolier to a musician for +7 pts.
Promote one pistolier to a Cavilier for +7 pts.

Light Cannon ………………… 40 pts
M WS BS S  T W  I  A  L

–    –    –   –  7  3  –  –  –
4    3    3   3  3  1  3  1  7
Unit size: 1 Light Cannon
Number of crew: 3
Equipment: Each crewman carries a hand weapon.
Options: You may select 1-2 Light Cannons as a single Special choice.
Quote
LIGHT CANNON
Light cannons follow the rules for bolt throwers.

Range  Strength  Special Rules
   48"           7       Multiple Wounds (D3), Ignores armour saves*

*Armour saves are not permitted against wounds caused by light cannons

Cannon ………………………… 80 pts
M WS BS S  T W  I  A  L

–    –    –   –  7  3  –  –  –
4    3    3   3  3  1  3  1  7
Unit size: 1 Cannon
Number of crew: 3
Equipment: Each crewman carries a hand weapon.



RARE

Mercenaries: You may take a core unit from any other army (except Chaos Demons, Vampire Counts, Tomb Kings or Bretonnians) as rare choice. You may not take 0-1 units or any magic banners or character upgrades and you may not take swarms or forest spirits. You also may not take dwarves & greenskins in the same army or high elves & dark elves in same army. Mercenaries count as suspicious allies (see 8th edition rule book).
Mercenaries really are this army's ace in the hole and provide a great degree of flexability and character.




So the idea is that this book can be used to represent armies from Tilea or Estalia and can just as easily represent a Border Princes army.
It isn't exactly a mercenary army but could be used to represent one.
One big difference is the absence of the paymaster but there is no reason why you can't model the Army Standard Bearer to represent a paymaster.
Obviously points adjustments will need to be made and they will need their own unique inventory of magical items.
Also, it is important to point out that Tilea and Estalia do not use the Empire's detachment rules.

7
The Electors' Forum / Your Border Princes (includes maps)
« on: November 25, 2011, 10:38:55 PM »
Ok, who loves the Border Princes? I know I do.  :happy:
I first fell in love with the region when I played Shadow of the Horned Rat.
I myself have long considered an Empire-based Border Princes army.  :dry:
As it is I plan to model some Border Princes mercenary crossbowmen & heavy cavalry (knights) for my Nuln Army.

For anybody considering a Border Princes army or mercenaries, check these out..
Renaissance Era Ottoman Turks look great as Araby colonists (check out the great cannon!).
Renaissance Era Spaniards & Italians look awesome as Tileans.
Renaissance Era Germans easily resemble Empire-inspired troops.

So shout out your ideas for Border Princes city-states, principalities, fiefdoms &/or mercenaries.
Also, tell us about any campaigns that you have played in the region (or plan to play).





8
The Electors' Forum / Spear & Bow - Archers as Detachments
« on: November 21, 2011, 12:58:46 AM »
A TREATIES ON THE MERITS OF ARCHERS AS DETACHMENTS

I have read a lot of poor reviews of archers in 8th ed. so I want to take the opportunity to highlight their best use - as detachments.
In my Nuln Army I employ a regiment of Wissenburg Half-Pike & Bow - spearmen with detachments of archers.
I find this to be a very versatile formation for the following reasons:

Spearmen with shields are suited to both offensive AND defensive strategy.
Archers can FIRE on the MOVE which suits the agressive deployment of their parent unit.
Archers can engauge targets if their own but can (more importantly) STAND & SHOOT at charges directed against their parent unit. Whilst this is not unique to Archers, unlike crossbows and handguns, bows can fire on the move (see above).
Archers fight in SKIRMISH formation which makes up for thier lack of armour if shot at (note that crossbowmen & hangunners are also unarmoured but are ranked-up).
Archers can, when all else fails, draw their swords/hatchets/maces and charge the flank of the engauged enemy like any detachment.

So, if you plan to fight defensively stick to crossbows and handguns - you can't go wrong.
If you want to drive the offensive take State Troops or Free Company as detachments.
But if you value a flexible option which allows you to adapt your strategy to suit circumstances - don't discount the Archers!
  :smile2:

9
Core / -MOVED-
« on: November 21, 2011, 12:53:08 AM »

10
Engineers Guild / The Empire Master Engineer - Reloaded!
« on: November 19, 2011, 08:16:54 AM »
I for one would like to see the Empire Master Engineer completely over-hauled.
To be honest, the 7th ed Master Engineer is a redundant joke.
Compare him to the Dwarf Engineer or even Skaven Warplock Enginseer and he does very little for your army for the cost in points & a hero slot.

I say loose all the gimmicky gizmos. He shouldn't need them! Close combat is no place for an engineer and he certainly does not need a horse (and let's be honest - the fluff behind the mechanical horse is just plain stupid).

Our Master Enginseer needs to LOOSELY follow a SIMILAR vein as the Dwarf Engineer.
•Light Armour - not essential but should be optional.
•Blackpower Weapons - very fluffy.
•Magic Items - these should not be an option for an engineer and if this is removed it would justify the inclusion of some special rules at a bargain price.
•Take a horse - why? See above. This means he can't join cavalry. This is fluffy.
•Join Handgunners - fluffy.
•Join Artillery - very fluffy.
•Ride in a Steam Tank - very, very fluffy! Basically like a character in a chariot.

Without blatently STEALING any ideas from the Dwarf Engineer, does anyone have any ideas for special rules options?

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