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Title: Independent Armies
Post by: Midaski on May 05, 2007, 03:41:48 PM
This thread is for all the other armies not related to a specific city or province.

For example:
The independent city of Marienburg: (Just to keep Grutch happy :icon_wink:)

Cult of Ulric: ( Which some of us still love and hope will make an official 'comeback')

Sigmarite / Witch Hunter: (With the popularity in ED.7 of the Arch Lector, Warrior Priests, and the changes to Flagellants this is a theme that looks likely to be popular.)
Title: Re: Independent Armies
Post by: Big Time on May 28, 2007, 12:19:23 AM
My army falls primarily into this category, though sometimes I use it as a Reikland army (the colors throw people off, however).

My army is a loose brotherhood pieced together from soldiers all over the Empire with the goal of retaking Sylvania and purging it of undead. The colors of this army are the colors of old Sylvania: Red, purple and black. The leaders are various nobles, businessmen and religious figures who either can trace lineage back to Sylvanian nobility or they are interested for reasons of financial speculation. The rank and file are a mixture of those loyal to the leadership for various reasons and mercenaries. I have a number of Dogs of War units I can include when need be.

My army began as two armies, one a Border Princes themed Empire army and the other an Empire themed DoW army from the Border Princes, both with the same paint scheme to ease sharing of units. I came up with the background and changed the focus after I stopped adding to my DoW army.

Because it is an army from all over the Empire, I consider it a Reikland army in scenarios where my fluff doesn't fit.

I have based its organization on a modern U.S. Army battalion, modified (of course) because otherwise some of the subordinate units wouldn't make sense. For example, I have placed all of the artillery into a battery of its own (D Company) rather than break it into heavy weapons platoons and spread it out throughout the other companies. All of the cavalry falls under the Headquarters Company, though when I get more I may break it off into it's own company and shift the HQ Company to an HQ Detachment.

Here is a breakdown of my Army, by company, as it currently stands. All Models listed are models I currently own unless otherwise noted. The only exception is the BSB. Every company has a BSB listed, but as only one BSB can be fielded at a time I have one BSB model on foot and one mounted, not a seperate BSB for each company. Not all of the models have been fully painted as of yet (hey, I'm working on it). Units are not fielded as shown, this is just how I organize them (because I'm like that). Each company commander has a mounted and dismounted version.

HQ Company

Commander: Count Dante, Lord, General of the Empire
Command Sergeant Major: Gaius Cassius, Hero, Battle Standard Bearer
Executive Officer: Kaspar von Waldenhof, Wizard Lord (I'm considering adding a Templar Grand Master and promoting him to XO)

1st Platoon: 3 remaining wizards, Arch Lector, 2 Warrior Priests, 12 GreatSwords,
2nd Platoon: 24 Knights, various orders
3rd Platoon: 10 Pistolieers, 5 Outriders (models under construction),
4th Platoon: 12 Flagellants

A Company

Commander: Captain
1st Sergeant: BSB

1st Platoon: 25 Halberdiers, full command
2nd Platoon: 25 Swordsmen, full command
3rd Platoon: 25 Spearmen, full command
4th Platoon: 20 Handgunners, marksman

B Company

Commander: Captain
1st Sergeant: BSB

1st Platoon: 25 Halberdiers, full command
2nd Platoon: 25 Swordsmen, full command
3rd Platoon: 25 Spearmen, full command
4th Platoon: 20 Handgunners, marksman

C Company

Commander: Captain
1st Sgt: BSB

1st Platoon: 25 Free Company
2nd Platoon: 25 Free Company
3rd Platoon: 25 Crossbowmen, full command
4th Platoon: 25 Archers

D Company

Commander: Veit Feuersturm, Master Engineer
1st Sgt: Master Engineer

Great Cannon
Great Cannon
Great Cannon
Mortar
Mortar
Helblaster Volley Gun

Misc. Units

These are units I have that don't fall into one of the platoons (yet), most of them are from my old DoW army

1X DoW Cannon (converted from Battle Masters Great Cannon)
1X Dow Cannon (converted from new plastic Dwarf Cannon)
2X Galloper Guns (plus Bronzino)
20 Crossbowmen
16 Dwarfs w/greatweapons
20 Pikemen (still under construction)
2X Griffons (one GW, one Reaper) riders under construction
1X Pegasus
Title: Re: Independent Armies
Post by: Rufas the Eccentric on May 31, 2007, 02:59:22 PM
For example:
The independent city of Marienburg: (Just to keep Grutch happy :icon_wink:)
So, Kislev, not part of the Empire, gets it's own thread while Marienburg is lumped together with the other remainders and bits.  Yes, there are advantages to being a Moderator.  :closed-eyes: Not that I mind about the Marienburg part.  Now that Grutch's birthday is past, Nordland can resume their rightful claim to this den of thieves.
Title: Re: Independent Armies
Post by: Karl van Drak on May 31, 2007, 09:27:07 PM
Rather disturbingly, I also have a Sylvanian army, but mine's mainly drawn from the dwindling living population in Sylvania, and is led by a zealous witch hunter, Karl van Drak (the final, distant, descendant of the van Draks), with little regard for authority!

He has constructed a fortified home in Grim Wood and is a constant thorn in the side of the von Carsteins. Expect to see him marching west, into the Great Forest, to burn heretics, as they search for the Nemesis Crown!
Title: Re: Independent Armies
Post by: Big Time on June 01, 2007, 01:44:03 AM
So, Karl van Drak, it would seem our paths were destined to cross. Tell me, will our swords also cross or will we walk the same path in peace?
Title: Re: Independent Armies
Post by: Karl van Drak on June 01, 2007, 10:02:09 AM
It should be in peace, unless fate or circumstance dictates otherwise.
Title: Re: Independent Armies
Post by: Douchie on June 01, 2007, 03:56:56 PM
As Commander of the Army of eastern Stirland I'm afriad its my duty to tell you both that Sylvania was in fact anexed by Stirland following Hel Fenn  :lol:

Stirland's offical line is that there is no longer any problem with the undead in the region and that Sylvania is soon to be turned into a beautiful holiday destination for Stirland's high society.

Therefore all your men and resources fall under my direct command....  :unsure:

Dont kill me :-D
Title: Re: Independent Armies
Post by: Big Time on June 01, 2007, 04:26:36 PM
I was waiting for a Stirlander to get wise.  :eusa_clap:

Yes, Sylvania is temporarily being occupied (rather illegally, I might add) by Stirland. Either you relinquish your claim on Sylvania, or we will relinquish it for you.

The dead may no longer be a problem in Sylvania, but the Deadliest Man Alive, Count Dante, is.

You have been warned.
Title: Re: Independent Armies
Post by: wissenlander on June 01, 2007, 04:39:18 PM
Now you see what I deal with in Wissenland.  Veldemere is a madman I tells ya!
Title: Re: Independent Armies
Post by: Midaski on June 01, 2007, 04:48:10 PM
I was waiting for a Stirlander to get wise.  :eusa_clap:

Blimey you are a patient man. :icon_wink:

During the War of the Ostermark Succession the Kislev/Middenland alliance's favourite joke was:

"How do you confuse a Stirlander?"

"Show him a couple of shovels and tell him to take his pick."

 :engel:
Title: Re: Independent Armies
Post by: wissenlander on June 01, 2007, 04:50:14 PM
Way to bring back the horrible memories Midaski. :wink:

In case you can't tell my guys chose the side that got the snot kicked out of them.
Title: Re: Independent Armies
Post by: SpaceBug on June 02, 2007, 11:44:47 AM
I'm just now starting up a Marienburger force, and I suppose this is as good of a place as any to collect and keep the fluff on the place. So those that know more then I please do.  :smile2:
Title: Re: Independent Armies
Post by: Big Time on June 04, 2007, 04:27:00 AM
Quote
Now you see what I deal with in Wissenland.  Veldemere is a madman I tells ya!

I like the sound of this Veldemere character, we could use him and those of his ilk...

The Brotherhood of the Lost Provinces unite!!!! Bow before the might of those who wander but are not lost (yes, plagirism, I know) and seek to reclaim what was taken in our time of weakness. But we are weak no more. Those of you who occupy lands by default beware. We are coming...

Quote
"How do you confuse a Stirlander?"

"Show him a couple of shovels and tell him to take his pick."

I wasn't around for the War of Ostermark Succesion, but Stirland had best watch its back.

Weez bout 2 kick it Olde Skool, bootch. Get ready.
Title: Re: Independent Armies
Post by: Douchie on June 04, 2007, 11:23:54 AM

Quote
"How do you confuse a Stirlander?"

"Show him a couple of shovels and tell him to take his pick."


I don't understand?
Title: Re: Independent Armies
Post by: Wyzer1 on June 04, 2007, 06:21:37 PM
lol

Its a double meaning. Its saying to choose between the two shovels, by, "Taking your pick" The other meaning is that its refering to is a pick, as in a "Pick Axe". So its telling him to take his pick when there are two shovels...

Not quite as funny when you have to explain it, but good joke Midaski
Title: Re: Independent Armies
Post by: Midaski on June 04, 2007, 06:31:07 PM

Quote
"How do you confuse a Stirlander?"

"Show him a couple of shovels and tell him to take his pick."


I don't understand?

Yes Wyzer1 - I think Douchie was double-bluffing the joke - it didn't need explaining. He's a Stirlander isn't he?
and judging by his efforts in the Imperial Office, he has no trouble with language .............


Hmmmmmm ............


Mind you he's also a Geordie so anythings possible........ :icon_wink:
Title: Re: Independent Armies
Post by: Wyzer1 on June 04, 2007, 06:37:18 PM
I must have misunderstood. Sarcasm should always have a smiley in them to declare your intention's :icon_smile:

The result is 3-5 wasted posts clearing up the mess, resulting in a general deterioration of the original topic :icon_cool:
Title: Re: Independent Armies
Post by: Soju on June 05, 2007, 10:19:34 AM
I was so close to collecting a Marienburg army. Why? First White Dwarf I purchased, #239 November issue... with Dave Taylor's Marienburg army vs Paul Sawyer's Children of Chaos army. It had Rutgar, it had witch hunters, the newly released plastic regiment soldiers... the mordheim warband box used for pistoliers and archers (!) not tomention converted pikemen and crossbowmen...

I think Marienburg is a great army. But for now, I'll be mainly a Stirland force. (with possibility that Marienburg's own soldiers will be in my army).

sj
Title: Re: Independent Armies
Post by: Big Time on June 06, 2007, 01:09:30 AM
Quote
I think Marienburg is a great army.

I agree. I am not as well versed in Marienburg history/fluff as I would like to be but the whole idea of Marienburg is one I find fascinating. It smecks of an Imperial Free city from the Holy Roman Empire, but with another level of Independence. Fluffwise, it seems somewhat unrealistic as the Empire or Brettonia could probably take it if they really wanted to. However free cities did exist in our real history, so why not?

I am putting together some models for a Marienburg mercenary Mordheim gang and find it to be a great change of pace from my normal models. Some good flair and a chance to use models from the old command sprue that I have no other use for.

Quote
I must have misunderstood. Sarcasm should always have a smiley in them to declare your intention's

Indeed. Why do we need irony or sarcasm when we have a veritable buffet of smilies we can add as easily as punctuation, but with greater effect? Oh wait, that was sarcastic. Here:  :icon_eek:
Title: Re: Independent Armies
Post by: Laerniss on June 27, 2007, 08:24:16 PM
Fluffwise, it seems somewhat unrealistic as the Empire or Brettonia could probably take it if they really wanted to. However free cities did exist in our real history, so why not?

Marienburg has been traded back and forth over the centuries.  Perhaps relations between Empire and Bretonnia are admirable enough that they have decided not to fight over the city at this time. Or it could be something else....

Mariegnburg probably employs a large amount of time, wealth and effort playing the Empire and Brettonnia off one another. Fluff also mentions they happen to have a military contigent of elves in the city to protect the interests of the cone-heads.

The longevity of a city/province/nation is not always based upon military might.  That only comes into play as a last resort.

- Laerniss
Title: Re: Independent Armies
Post by: Veldemere on July 17, 2007, 04:04:28 PM
Now you see what I deal with in Wissenland.  Veldemere is a madman I tells ya!

Hmmm should check these threads more often, wait till I find that crown, then you will see a madman!

Seriously though if any of you Silvanians need any assistance at any point I think we have been similarly ill treated.
Title: Solland?
Post by: JohnHwangEmp on August 22, 2007, 05:10:46 AM
What of us Sollanderen?
Title: Re: Independent Armies
Post by: wissenlander on August 22, 2007, 11:43:44 AM
Check out the Wissenland thread, there's been a nice discussion on Solland.
Title: Re: Independent Armies
Post by: steveb on November 01, 2007, 09:16:11 PM
sudenland uber alles!!!!!!!!!!!!!!!!steveb
Title: Re: Independent Armies
Post by: sambofred on November 03, 2007, 05:54:42 AM
Working on a army based on an experimental engineers guild located in the Grey mountains near the Gisoreux Gap. I am still filling in the fluff and converting models to fit the theme. Yes to warmachines, neh to flagellants and such...unless I can think of a good proxy unit.
 The fluff will include a Celestial and Gold wizard....hey you need magic to survive the warhammer world...that includes runes :icon_lol:
The actual army list will include 1 uno, ichi, Master Engineer, all of the other models will be generals, captains, and priests only converted to look like Engineers. I will also have a steam tank that will look like a world war I tank....the idea being the the Engineers base some of their designs on the visions of the celestial wizard....
Title: Re: Independent Armies
Post by: HistoryBuff08 on February 19, 2008, 01:41:30 PM
Hope this isn't threadomancy, but what the hey....

My army hails from Magritta, from the realm of Estalia. Its a crusade of sorts, led by the zealous ex-matadour turned military captian Alezandro Ortega. It is mainly based on inantry, as such a private army doesn't have great funds, but it des have the backing of the Estalian Inquisition, and Alezandro's patron is none other than the Inquisitor Miguel De San Terrinado.Alezandro ha wiped the smallmilitary into a frenzy, ready to strike back against the Brettonians who have raided his proud homeland for so long. In essence, its a crazy bunch of nationalists, fervently supporting Estalian heritage.

And also @ karl von Drak: PAUL MCGAIN(sp?) for the Win! Dr WHO!!!!
Title: Re: Independent Armies
Post by: Laerniss on February 19, 2008, 08:37:31 PM
My army hails from Magritta, from the realm of Estalia.... In essence, its a crazy bunch of nationalists, fervently supporting Estalian heritage.

Where does one find history and background for Estalia these days? From the background I'd guess that the Brettonian army book could be a minor source. Have there been any articles in White Dwarf or are you using RPG materials?  I'm just curious.

Since you're posting here with us I assume you're using Empire as the base army...any Dogs of War units added into the list? Duelists, pikesmen or galloper guns perhaps?

- Laerniss
Title: Re: Independent Armies
Post by: HistoryBuff08 on February 19, 2008, 09:39:05 PM
Quote
Where does one find history and background for Estalia these days? From the background I'd guess that the Brettonian army book could be a minor source. Have there been any articles in White Dwarf or are you using RPG materials?  I'm just curious.

Well, i've been able to find a fair amount on the web, in various places, and there is tons of info onspanish culture and military etc. everywhere.

Quote
Since you're posting here with us I assume you're using Empire as the base army...any Dogs of War units added into the list? Duelists, pikesmen or galloper guns perhaps?

It was originally goin to be a DoW army, but i didn't like the inflexibility of that list (low magic items, troop selection, over priced RoR!, etc.) and so i feel it'll probably be a mostly pure Empire army with a few counts as minis.
Title: Re: Independent Armies
Post by: Brother Magnus on February 29, 2008, 04:23:11 AM
I'm new to the WH mini's game (40k player for a while) but I've been into WFRP for sometime.  My question - I saw something about a Sigmarite Army - being a big fan of the Warrior-Priests (from the RPG), I was wanting to make a Sigmarite Army - is there any special considerations I would need to look into?  What is the colour scheme - would there be a uniformed one?  Any help would be appreciated.
Title: Re: Independent Armies
Post by: Laerniss on February 29, 2008, 03:39:50 PM
... I was wanting to make a Sigmarite Army - is there any special considerations I would need to look into?  What is the colour scheme - would there be a uniformed one?  Any help would be appreciated.

It depends on the fluff you come up with Magnus. Any character can lead a sigmarite army...there are several knightly orders loyal to Sigmar, so a Grandmaster would be a good choice too. Light wizards work well with Sigmar priests as both orders are particularly concerned about daemons/undead. An Empire general or captain could be a devoted veteran who decided to devote his military skills to the church of Sigmar, perhaps after being healed by a priest or witnessing a miracle.

Recruits could be roving bands of militia and flagellates who decided to join up after hearing a sermon for one of your characters. Your troops could also be well equipped knights or "state" troops that are supported by the local church. The Cult of Sigmar wields a significant amount of wealth and power in the Empire, they can afford just as fine weapons and soldiers as any Elector Count or city-state.

I'm a fan of the Three Musketeers. If you've ever read the book or seen the 1970s version with Michael York (please no fans of Disney's version or "the musketeer") the "villian" the Cardinal had an ample guard of his own complete with uniforms which were different from both the musketeer's and the normal soldier's uniforms.

The sky is the limit!

- Laerniss
Title: Re: Independent Armies
Post by: Brother Magnus on March 01, 2008, 10:28:08 PM
So it would be entirely plausable, lets say for a friendly 750 pt game, for a warrior-priest to lead a group of flagellants, knights and 'Church' Soldiers out into the field to scout out a potential hazard or something to that effect?
Title: Re: Independent Armies
Post by: wissenlander on March 01, 2008, 10:35:52 PM
Definitely.  The Sigmarites have such wealth and prominence that it's possible to have an army build in any fashion.
Title: Re: Independent Armies
Post by: Caiaphus on March 02, 2008, 10:33:36 AM
I can never decide on a fluff for an army. I change it everytime I see another wonderfully painted and modeled army. But at the moment, its a small army that has been 'loaned' to a vampire hating Witch Hunter.

Slay the undead! Purge the dreaded servants of the most blasphemous liche!
Title: Re: Independent Armies
Post by: Brother Magnus on March 03, 2008, 05:47:16 PM
Well then - I shall have my army (which has conveniently been upped to 1k points), led by Brother Lukas Jaeger - a stauch warrior and devout follower of Sigmar.  He was given a small contingent of troops, swordsmen, archers, handgunners the church recruited - and he also did some leg work to contact the Hunters of Sigmar in the area of Wissenland, which he was able to find one - Sir Edmund Nachtmann - who happened to kno where to find a small contingent of more Hunters of Sigmar. 

Brother Lukas mentioned to Sir Edmund that there had been several sightings of dark elves in the southern area of Wissenland and he was charged with investigating it - or something..

Anyway - that's what I've come up with.
Title: Re: Independent Armies
Post by: wissenlander on March 03, 2008, 05:51:51 PM
So what you're saying is...

You want a Wissenland army!

No, not really...ok. :dry:

Good fluff to start, but I have one question.  Dark Elves in Wissenland?  Usually they are only found on the coast since they perform raids to get slaves.  Wissenland seems a bit far inland for large bands of Dark Elves, unless you have a backstory that explains it.  If you do, that's fine, I'd love to read it. :-D
Title: Re: Independent Armies
Post by: warhammerlord_soth on March 03, 2008, 06:08:15 PM
Wait a minute !

Both the Jaegers and the Nachtmanns are reputed REIKLAND families. To have them defect from the great white flock would be unthinkable !

But seriously, this sounds like a great idea for an army. Should you be able to get your hands on the Empire collection guide, there is a great looking witch hunter army in there which might inspire you...
Title: Re: Independent Armies
Post by: Brother Magnus on March 03, 2008, 07:27:34 PM
So what you're saying is...

You want a Wissenland army!

No, not really...ok. :dry:

Good fluff to start, but I have one question.  Dark Elves in Wissenland?  Usually they are only found on the coast since they perform raids to get slaves.  Wissenland seems a bit far inland for large bands of Dark Elves, unless you have a backstory that explains it.  If you do, that's fine, I'd love to read it. :-D

The dude I'm playin against has his dark elves in the Border Princes - that's about all he told me...I don't kno what they're doing there - but I kno that they pose a threat to our mighty Empire and must be stopped.!

Wait a minute !

Both the Jaegers and the Nachtmanns are reputed REIKLAND families. To have them defect from the great white flock would be unthinkable !

But seriously, this sounds like a great idea for an army. Should you be able to get your hands on the Empire collection guide, there is a great looking witch hunter army in there which might inspire you...

Well, Lukas Jaeger IS from Reikland (he was an NPC in a WFRP game I ran) and Sir Edmund Nachtmann was a Reiklander as well - but he signed on to the Hunters of Sigmar to erradicate chaos and evil thru-out the Empire hence - he isn't in Reikland :)
Title: Re: Independent Armies
Post by: wissenlander on March 03, 2008, 07:38:37 PM
Well there you go!  Makes enough sense.  And do please prevent those elves from defiling our land. :closed-eyes:
Title: Re: Independent Armies
Post by: warhammerlord_soth on March 03, 2008, 07:51:08 PM
Well there you go!  Makes enough sense.  And do please prevent those elves from defiling our land. :closed-eyes:

As if they need anyone but you for that !  :engel:
Title: Re: Independent Armies
Post by: Sharkbelly on March 27, 2008, 04:52:52 PM
I play a Marienburg army myself. Just couldn't pass up on combining the flair of the Dogs of War with the overall uniformity and precision of the Empire. Now if I could just finish those pirates...
Title: Re: Independent Armies
Post by: donhoe on April 17, 2008, 06:42:59 AM
I played this army with the theme of Reikland.

In my place, i have this private forum which created for our own gaming group. Writing all the background and fluff of our army

My Commander in Chief will be a General Lord, Prince Donnian. God son of Karl Franz. Adopted by the emperor. haha.

we write all kind of stories before and after battles. All stories are link up. If get compile, it will be a novels of our very own.

My armies major colors are red and white, which represent Reiklands theme. But under Prince Donnian commands, they will have this furs, head gear or turbands etc in Yellow and Red.

Title: Re: Independent Armies
Post by: Draketh Firewind on April 22, 2008, 11:46:26 PM
My army is a witch hunter army, we roam the lands dealing out divine justice to all chaos followers, we do not trust mages as they use chaos to perform their magic except for the ones of cleansing fire (blight order).

So my army is to be run by priests, no mages in my army except maybe a fire mage, the whole cleansing, purifying fire thing...

This is looking to be my first army that has limits due to fluff reasons and I look forward to playing it in the field.
Title: Re: Independent Armies
Post by: xxadriaanxx on April 24, 2008, 03:37:20 PM
I was thinking of making a vampire  hunter army.
I found a colour scheme that i liked but that wasn't existing yet.
Than i wanted snow bases, but i didn't want kislev.
Than in my armybook i read about silvanya, were the the vampires attacked.
So i was thinking of making a free fought army wich likes to hunt vampires in the snow lands of silvanya.
questions:
Is there something like a silvanya army? what colors they use?
Is there a vampire hunting army?
Is there a city, village or ruins in silvanya?
please anwser, hope i posted in right forum.
thanks
Title: Re: Independent Armies
Post by: Hooch on April 24, 2008, 04:28:57 PM
Is there something like a silvanya army? what colors they use?
Is there a vampire hunting army?
Is there a city, village or ruins in silvanya?
please anwser, hope i posted in right forum.
thanks

1) Yes, White Dwarf had details on the State Army of Sylvania, can't remember which one know, but use the Search Function for 'Sylvanian Army' 'Sylvanian Colours' or 'Drakenhof' not sure of the spellings though.

2) There are Witch Hunters, and some of them hunt vampires too. In fact, in the old VC book, there was a priests guide to how to kill a Vampire. So yes, there are Vampire Hunters, and I'm sure they could raise and army.

3) Yes, again do a Search somewhere, or look in a VC book.

Hope I helped

Hooch
Title: Re: Independent Armies
Post by: xxadriaanxx on April 25, 2008, 06:45:44 PM
Thank you for the quick tips and comments.  :happy:
My colors are,
scaly green-hawk turquoise
adeptus battle grey-astromian grey
feathers: lich purple-warlock purple
armor: boltgun, shining gold (just metallics)
Title: Re: Independent Armies
Post by: Warlord on April 26, 2008, 01:50:44 AM
Is there something like a silvanya army? what colors they use?
Is there a vampire hunting army?
Is there a city, village or ruins in silvanya?
please anwser, hope i posted in right forum.
There is. They use Red and Purple as their colours - and you may find some info about them in the Stirland Province topic (as Sylvania is part of Stirland).

There is no Vampire Hunting army per se, as for the most part the Empire believes the vampires are dead. However like Hoochlander said, their are plenty of Witch Hunters (Templars of Sigmar) and they would hunt all abominations - Vampires being a key offender. So yes, if they were travelling in Sylvania, and discovered enough evidence to rally an army together, they most definitely would. Witch Hunters excel at calling together devout Sigmarites (Flagellants and Warrior Priests) as well as the common man in frenzied mobs. They also would likely summon more Templars to the cause too.

There would be many villages / ruins in Sylvania that a Witch Hunter could use as a base of operations. I would suggest buying the VC book, as that has the most up to date (fluff wise) map of Sylvania, and there may be some places on the map that appeal to you. Otherwise, you could look at Empire maps of south Averland or Easter Stirland for places of interest.

This is the right place to post these questions - its just a matter of members also checking these threads and replying to them - which in time I'm sure will be ingrained behaviour...
Title: Re: Independent Armies
Post by: ZeroTwentythree on August 19, 2008, 06:36:50 PM


We've got an entire campaign built around Marienburg now. Can we get our own thread here or are we eternally stuck in the "other" category.  :-P

Title: Re: Independent Armies
Post by: warhammerlord_soth on August 20, 2008, 07:19:45 AM


We've got an entire campaign built around Marienburg now. Can we get our own thread here or are we eternally stuck in the "other" category.  :-P



So that's the reason you joined the campaign team.
Title: Re: Independent Armies
Post by: Union General on August 22, 2008, 02:30:27 AM
http://www.warhammer-empire.com/theforum/index.php?topic=22463.0
My army is based in the New World and is a steampunkification of the Empire (I turned handgunners into troops in the style of the American Civil War  :icon_cool:). Check the above link to find out more and to see a few pictures.
-The General
Title: Re: Independent Armies
Post by: sniperjolly on August 26, 2008, 05:41:00 PM
I was thinking of a Myrmidian army, with capetuses, spears + sheilds (the front row uses swords+sheilds the back uses spears, is that possible?), full plate pikemen (count-as greatswords) and the self proclamed true high priest(ess, haven't desided yet :blush:) I might add some nuln cannon crew and handgunners, as the center of worship (besides tilea) is nuln. Detachments may be fanatics or pilgrims (free company) and I may have some very confused flagellents. (bearing a banner that reads Ranald! Sigmar! Myrmidia! REPENT!!!!) I havent started yet, suggestions are welcome.


PS. nice army General.


EDIT: and order of the blazing sun, of course.
Title: Re: Independent Armies
Post by: Laerniss on August 26, 2008, 07:53:05 PM
I was thinking of a Myrmidian army, with capetuses, spears + sheilds (the front row uses swords+sheilds the back uses spears, is that possible?), full plate pikemen (count-as greatswords) and the self proclamed true high priest(ess, haven't desided yet :blush:)

Hey there Sniper.

Rules wise the entire unit must use the weapon in close combat. So your spear unit will be forced in close combat to pick either spear or handweapon.

You are free to model your to your liking. Rules for tournies usually state at least half the unit must be modeled to represent their stats.
- Empire spearmen also have a handweapon, so you are fine with modeling the front rank swords and the rest spears.
- This would put more difficulty on your "pike" (counts-as-greatsword) unit than the spear/sword. Ever consider going for a different pole-type weapon? A glavie, bardiche or partisan perhaps?

- Laerniss
Title: Re: Independent Armies
Post by: Warlord on August 27, 2008, 01:51:36 AM
I would say a regiment of renown could fit the role a bit better. Maybe Ricco's republican guard? And they count as a Special choice as well...
Title: Re: Independent Armies
Post by: sniperjolly on August 27, 2008, 05:55:45 AM
I was thinking DOW's but for rico's guard (25) would cost 370 points. I need to take advantage of that 4-rank pike thing, and so I need lots of them, they get pretty pricey pretty fast, but with the griffon banner the extra rank should be worth it.
Title: Re: Independent Armies
Post by: sniperjolly on September 01, 2008, 07:23:32 PM
I will be using alscanti fellowship models with sheilds, round sheilds

EDIT: oops, ment to edit the old post
Title: Re: Independent Armies
Post by: caledorsbane on November 07, 2008, 05:09:18 PM
My army comes from the region that was solland, in the east, near to the mountains. They have good relations with the dwarves there, and between them defend the area from sall manner of evils, namely Vampire counts from the blood keep and Orcs and Goblins from the badlands. Officially, they answer to the count of Wissenland, but for most cases, they act independently and are not regarded as a part of the Empire, as they swear loyalty to more than one monarch, namely Skarvy Longbeard (Dwarf lord) , Karl Franz and King Leoncouer of Bretonnia. Their fighting force is made out of troops mainly from the remnants of solland, but also renagades and exiles, to a limit, even recrutng from nearby Bretonnia, peasents sick of their lack of glory and knights searching for the grail, or on a personal vendetta. There is an order of Imperial Knights, called the Order of Solland's Crown, made from remnamts of knightly orders who were decimated at the Battle of Solland's Crown or displaced nobles from solland who want revenge for the destruction of their land. These nobles also form the Pistolkorps, or as some residents of bretonnian heritage say, the Pistollieurs.

Hope I haven't done too much :biggriin:

Caledorsbane
Title: Re: Independent Armies
Post by: Psycho Pirate on December 23, 2008, 07:47:48 AM
I'm working on an army themed after the Knights Hospitaller.  So basically everyone in the order has taken a vow of poverty, but they keep a position in the order based on their station in life, so Knights still are knights, etc.  But there are 'men at arms' in the army that accompany the knights.

I basically see the order as being from all over the Empire, and even other human realms, as there is plenty of things for the order to do everywhere.  Decided the order would be primarily Black with white trim and cross, and a third color to indicate what region the unit is from.  Higher ranking officers in the order would be allowed more leeway in the order, such as the Grand Master replacing the black with red (based on a painting of the Hospitaller grand master I saw on wikipedia) 

My specific army I ironically decided would be from Reikland (some may remember my post asking about that).  Since the order would be spread out, they would request help from local forces, so I am supplementing them with Reikland state troops.  Black and White side by side, heh.  The regional color I decided would be Blue (for the order its to indicate that they originate out of Altdorf, for the state troops its the regional lords color)

A secondary reason for the supplemental reikland troops was to have them also fit in with my Hungarian themed DoW army.  I have the fluff for the Order of the White Cross mostly figured out, just need to fine tune acouple details.  Still trying to figure out how I want to make the local lord from the Reikland look.
Title: Re: Independent Armies
Post by: Gustavus Magnus on February 28, 2009, 08:13:10 AM
I am building a new army and plan to base it on the idea of a more professional mercenary army being recruited from all provinces of the empire as the Landsknechts were in the 1500s.  Possibly some of the units, like a cannon crew, will have the colors of Nuln, and the Knights will be from a specific group but the handgunners, greatswords, and halberdiers will be a mix.  I also plan to have a pike unit of mercenaries recruited from outside the Empire.
Title: Re: Independent Armies
Post by: Alleton on April 12, 2009, 11:21:31 PM
(Not 100% sure if this is where this goes, if not, feel free to move it)

This is the Fluff and motivation behind my army, a displaced Border Princes force. This was written back when I first got into Warhammer (Back in high school) and is a bit out of date by today's standards. I will attempt to update the storyline and fluff as I write it. For now, I will present it as it stands right now.

Justius De’Parque, Lord of the Blue Rose and Viscount to the lost Border Princes lands of La’Verillon and it’s principle city-state El-Derar, is an enigma, even to his own allies. A lord without a land, a warrior without a home, friend to dwarfs and elves alike, De’parque wages a constant and self imposed quest to rid the world of the various undead forces that plague it.
   A noble Knight and Lord, some say he was of Bretonnian blood, others say he was a Reiksguard knight’s descendant; De’Parque lost his lands to a series of disasters that seemed as if  they were divine punishments from the gods. The entire valley of La’Verillon was flooded when an earthquake cracked the valley floor and part of the Black Gulf flooded in. El-Derar was cut off for a long period of time by the Black mountains to the north, and the newly formed sea to the south. Vile Skaven chose this time to attack the city.
   Weakened from the loss of most of their croplands, as well as overcrowded by refugees from La’Verillon, El-Derar reeked of plague and death. The Skaven were driven off at a horrible cost, but before the victorious, though exhausted troops could recover, the corpses of the recent dead were animated by a villainous necromancer named Manfred Bloodhand. That the troops of the city were already exhausted from the recent battle with the Skaven was bad enough, but now they faced a massive force of undead creatures in their very homes. What was worse to these already overwhelmed troops and citizen-soldiers was that the undead army was made up of family members and friends only recently deceased due to the conditions in the city and the toll of the Skaven. The soldiers had not even had the opportunity to mourn their dead and many were unaware that their loved ones had died; now, they faced their very families in their own homes. Understandably, many died, unable to strike their own kin. Lord De’Parque, heavy though his heart was, ordered his house bodyguard of Knights to attack his own city with fire and sword. The city burned, taking the undead in the great conflagration. The few remaining guards retainers and household in the castle fought their way through to the army and the entire living population marched away from their city, the flames reaching high into the darkening sky. Many men wept openly at the horrors they had been forced to endure.
   The soldiers and refugees, weakened and hungry, traveled many leagues to the northeast, fighting their way through goblin tribes and a few beastman camps, attempting to reach friendly lands of Bretonnia or the Empire. One day however, they were beset by a force of skeletons, survivors of a hellacious battle with dwarfs. The people under Lord De’Parque’s charge were ill equipped to fight now, but with so many women and children still with them, they had no choice. De’Parque himself led the charge into the middle of the skeletons, ordering his cavalry with him and the foot soldiers to take the citizens to safety. Fighting madly, the Lord of El Derar managed to destroy the skeleton forces, turning to rejoin the main column, he saw it surrounded by a massive army of undead. Without hesitation, the remaining cavalry charged headlong into this new threat. It was not long before the humans were pushed into a circle, the weeping and screaming civilians in the center with what little remained of the soldiers, now only a few hundred, attempting to protect them.
   As the undead forces began their attack, massive peals of thunder echoed all around the combatants and whole ranks of undead simply exploded. As De’Parque looked out over the craggy valley, ranks of heavily armored dwarfs attacked the undead forces. Thunderers decimated the ranks of ghouls and skeletons while a massively armored dwarf lord obliterated the necromancer who had kept far to the rear of his horde, away from De’Parque’s force, but ironically placing him at the very front of the dwarf attack.
   With the death of the necromancer, the rest of the undead army crumbled into dust or simply disappeared. The ragged survivors of De’Parque’s people were brought into the mighty Dwarf stronghold of Karak Izor, upon the slopes of which the humans had been traveling. The proud De’Parque showed remarkable humility to the dwarf lord, asking for forgiveness for trespassing as they had no knowledge that they were traveling on dwarf land, and that he alone was responsible for any punishments the dwarfs decided upon. The dwarf king laughed, and told De’Parque that his blood was spilled protecting the dwarfs from a surprise attack from the undead. Had the dwarfs not heard the sounds of battle, they would not have known of the undead until they were already upon the very gates of the city. The lord was doubly grateful for his eldest son and youngest daughter were both outside the gates at the time and undoubtedly would have been among the first victims to the undead.
   In gratitude for their part in the battle, and in respect for a man who could show stubbornness, fearlessness, pride and humility in equal measures, the humans were fed, clothed, their wounds treated, and left a month later, much healthier and in much higher spirits. A troop of dwarf guards was sent with them to bolster their defense and provide a guide to the human lands to the north. De’Parque was gifted with Thorn, a mighty sword of black metal, secret runes of power engraved upon the blade and promises of friendship and alliance were traded with the dwarfs.
   Many adventures and hardships followed until they came at last to the lands between the Empire and Bretonnia. Technically within the borders of the Empire, De’Parque carved out a wild section of land, freed it from the orcs and goblins infesting it, and built a stronghold. Many of the dwarfen guides stayed on and helped build. The human settlement grew strong with the dwarf aid.
   Now with the might of the Empire protecting his people, and with many of the dwarfs staying on to aid in expanding and strengthening the city, Lord De’Parque leads his army out among the lands of the old world, hunting down and eliminating all undead forces they find. Their adventures have led them against many other forces too, such as Orcs and Goblins, Skaven, and even the bestial and bloodthirsty armies of Chaos. Each time De’Parque has led his army through the battles alive, but it is against the undead that the army truly reserves its hatred. None of the veterans of El-Derar have ever forgotten the parody of life that the foul necromancer gave to their loved ones, and as such every warrior from the noblest knight to the lowliest foot soldier passionately intends to see that it never happens to anyone else again. The army has gathered followers from among the Bretonnians, the Empire and even Kislev. All through the lands of men, stories tell of the lord of El Derar, now clothed all in black in mourning for his people; his shield device of a blue rose has earned him the nickname the Lord of the Blue Rose, and his army, also clad in black and blue uniforms, is called the Thorns of the Rose.

Notable personages of El-Dear:

Justius De’Parque (Lord of the Blue Rose)
General of the Empire – 80 Pts
Profile   M   WS   BS   S   T   W   I   A   Ld
Lord      4   5   5   4   4   3   5   3   9
Warhorse   8   3   0   3   3   1   3   1   5
Pegasus   8   3   0   4   4   3   4   2   5
Weapons: Sword
Options:
   Lance (+6 Pts)
   Wears full plate armor (+12 Pts), and carries a shield (+3 Pts).
Justius rides either a barded warhorse (+21 Points) or the Pegasus Nightstar (+50 Points).
May choose magic items from the common or Empire magic items list, with a maximum total of 100 points.
Thorn (100 pts) All hits wound automatically and allow no armor saves. (As Runefang) (If Thorn is taken, it counts toward General Justius’ full magic items cost, therefore he cannot take any other magic items if he chooses Thorn)
Special Rule:Ancestral Heirloom, As Lord Justius counts as an elector count and army general, one unit of state troops may have a magic banner worth up to 50 points.

Lord Alleton Silverheart
Battle standard bearer – 75 Pts
Profile      M   WS   BS   S   T   W   I   A   Ld
Lord      4   5   5   4   4   2   5   3   8
Warhorse   8   3   0   3   3   1   3   1   5
Equipment: Sword
Weapons/Armor: Wears full plate armor (+8 Pts).
Rides: Alleton rides a barded warhorse (+14 Points)
Magic Items: Magic banner, no points limit.

Alleton Silverheart is perhaps the greatest champion ever to serve under Lord De’Parque. He also enjoys the position of being Lord De’Parque’s best friend and most trusted advisor. Alleton grew up very close to De’Parque, as both their fathers were knights serving together fighting in Araby. Alleton serves as champion to the Lord of La’Verillon and the bearer of the army’s standard.

Lady Elecia Orphiel De La’Volour
Captain / Hero – 50 Pts
Profile      M   WS   BS   S   T   W   I   A   Ld
Lord      4   5   5   4   4   2   5   3   8
Warhorse   8   3   0   3   3   1   3   1   5
Equipment: Sword
Weapons/Armor: Lance (+4 Pts) Shield (+2 Pts) Wears full plate armor (+8 Pts).
Rides: Lady Elecia rides a barded Bretonnian warhorse (+14 Points)
Magic Items: May choose magic items from the common and Empire list worth up to 50 points.

Lady Elecia is a stunning woman with flowing red hair and piercing green eyes. She is the favorite among the lower ranks on wagers as to whom their lord will eventually marry.
Elecia is a Bretonnian noblelady, a late-born daughter to a well known, yet elderly knight and his only child. Her strong will and desire to make her father proud have led her to the highly irregular act of becoming a knight errant. The codes of chivalry, and worse, tradition are less than kind to a female knight and had it not been for the memory of Lady Repanse De Lyonesse, it is quite likely that her father would have caved in under popular opinion and forced his daughter to settle into the life of an arranged marriage. Instead, Elecia set out with armor crafted especially for her and her father’s sword at her waist.
Elecia has gained some skill and has already made a modest name for herself, yet her appointed task of hunting down and bringing back the head of Lichemaster Heinrich Kemmler still eludes her. Her pride refuses to allow her to marry until she has earned her place as a knight of the realm, though Justius is obviously holding her interest. She remains with him both for her love, and because his quest to eradicate all undead compliments her own search for Kemmler.

Veregard Grimheart
Wizard Lord Level 4 – 210 Pts
Profile      M   WS   BS   S   T   W   I   A   Ld
Wizard      4   3   3   3   4   3   3   1   8
Warhorse   8   3   0   3   3   1   3   1   5
Equipment: Sword
Weapons/Armor: None.
Rides: Veregard rides a barded warhorse (+21 Points)
Magic Items: (0-100 pts)

   Veregard Grimheart has had a life as hard as his name. Born in a poor village near Middenheim, Veregard grew up an orphan. His life was one big fight to stay alive in the cold streets. One day a chance encounter changed his life forever. Making an attempt to cut the purse of a foreigner that had stopped in the village, Veregard was caught and beaten to the ground by a city watchman. Before the angry guard could continue the beating, the foreigner stopped him and took responsibility for the boy. The foreigner was a wizard, one of the great battle mages from Altdorf. Impressed with the boy’s skill, the Wizard Markos Leitropolous took the boy under his tutelage. Veregard, now given all the food he needed and a warm place to sleep took to his studies vigorously, afraid that if he did not succeed, he would lose all of it. After years of training, Veregard joined the ranks of the Empire as a powerful wizard, eventually finding his way to El-Derar, where he has placed his services into the employ of Lord De’Parque.

Allisande
Battle Wizard Level 2 – 100 Pts
Profile      M   WS   BS   S   T   W   I   A   Ld
Wizard      4   3   3   3   3   2   3   1   7
Warhorse   8   3   0   3   3   1   3   1   5
Equipment: Sword
Weapons/Armor: None.
Rides: Allisande rides a barded warhorse (+14 Points)
Magic Items:  (0-50 pts)

The young and beautiful sister to Alleton, Allisande has grown into great power of her own. As a child she was rather sickly and her family feared for her life. In the hopes of finding a cure for her health, Allisande’s uncle took her to distant relatives in Bretonnia hoping that perhaps a cure could be found there. While on the road, Allisande’s uncle  was visited by a strange woman in pale green clothing. The next morning, Allisande was given into the care of the woman, whom only ever named herself as the Prophetess Etraina. Five years later, on Allisande’s sixteenth birthday, she returned to La’Verillon, cured of her illness and wielding great power as a sorceress. From that day onward she joined Lord De’Parque as an advisor and confidante.


The above was made before the advent of warrior priests, so I hope to add some of them soon. I am currently also reworking the army list. With my own models, I have a couple of wizards (Never used, have never actually used magic yet) and the rest are all core and special. I hope to upgrade shortly. The story itself will also recieve an upgrade. My primary brick wall currently is location of this new city of El Derar. My first location was near Marienburg, as it allowed them to be very close to Bretonnia while still inside EMpire lands. But because of the storyline I imagine they might have relocated closer to Sylvania, I want to maintain close Bretonnian ties, especially with the character of Elecia. Frankly, I'm stumped. Any ideas?


Title: Re: Independent Armies
Post by: Laerniss on April 14, 2009, 02:19:13 AM
The above was made before the advent of warrior priests, so I hope to add some of them soon. I am currently also reworking the army list. With my own models, I have a couple of wizards (Never used, have never actually used magic yet) and the rest are all core and special. I hope to upgrade shortly. The story itself will also recieve an upgrade. My primary brick wall currently is location of this new city of El Derar. My first location was near Marienburg, as it allowed them to be very close to Bretonnia while still inside EMpire lands. But because of the storyline I imagine they might have relocated closer to Sylvania, I want to maintain close Bretonnian ties, especially with the character of Elecia. Frankly, I'm stumped. Any ideas?

I have a suggestion as to how a Brettonian might come into lands close to Sylvania Alleton.

During the Storm of Chaos, Brettonian knights were responsible for defeating a large portion of the daemon host attacking the Empire. Some knights may have remained longer helping to retake the war-ravaged villages of Ostland, Stirland, Hochland and the Ostermark which bore the brunt of the invasion.

Karl Franz could have likely given some of the more prominent knights the opportunity to claim land as long as they swore fealty. Your knight/lord could have come into lands near Sylvania in this manner. Although the Emperor has high authority it is unlikely he could grant land in any province other than his home; the Elector Counts retain a great deal of power in their own provinces and would not take kindly to the Emperor gifting their land to an outsider.

The Elector Count of whichever province your lands are in (likely Stirland I'd say) would likely also require an oath. Your army would have to be placed in that Province of the Empire rather than as an "Independent Army".

- Laerniss
Title: Re: Independent Armies
Post by: Burgermeiser on May 27, 2010, 06:43:29 PM
I had a really hard time choosing to build an army from Nuln instead of something from Marienburg. I have Dutch and German ancestors (I said in another post I was a history buff  :blush:)  and I was really tempted to build a Marienburger army. The only reason I didn't was because I couldn't find a reasonable excuse to use Empire heroes (like Karl Franz, *cough*) or the dreaded steamtank in a Marienburg force. That, and having a tank named "Deliverance" (from Nuln) sounded too cool. I might still make a small Marienburg colonial army though in the near future. My ancestors were some of the first settlers in New Amsterdam, so a New Marienburg militia under a Captain Van Hise might be a nice tribute to them, especially if their busy defending the colony against hordes of Lizardmen!
Title: Re: Independent Armies
Post by: Uryens de Crux on May 27, 2010, 10:41:33 PM
I had a really hard time choosing to build an army from Nuln instead of something from Marienburg. I have Dutch and German ancestors (I said in another post I was a history buff  :blush:)  and I was really tempted to build a Marienburger army. The only reason I didn't was because I couldn't find a reasonable excuse to use Empire heroes (like Karl Franz, *cough*) or the dreaded steamtank in a Marienburg force. That, and having a tank named "Deliverance" (from Nuln) sounded too cool. I might still make a small Marienburg colonial army though in the near future. My ancestors were some of the first settlers in New Amsterdam, so a New Marienburg militia under a Captain Van Hise might be a nice tribute to them, especially if their busy defending the colony against hordes of Lizardmen!

I built a DoW army modelled on the forces of the VOC from Amsterdam, more in the style of the 30YW so a bit later than the HRE influence of the Empire, but the way I figure it is the Marienbergers arent restrained by the choking presence of the Sigmarite Church and so can embrace new methods better...
Title: Re: Independent Armies
Post by: Inarticulate on May 29, 2010, 12:58:02 PM
I really want to do a similar thing to Uryens. Though base it on the Dutch east indies. Elephants for steam tanks, native levies for militia etc.
Title: Re: Independent Armies
Post by: Uryens de Crux on May 29, 2010, 02:23:39 PM
Well I have some Zulus to paint which I intend to use as native levies (aka spears/norse.)
Title: Re: Independent Armies
Post by: Sharkbelly on June 08, 2010, 05:33:30 PM
Cool! What models are you using for the Zulus?
Title: Re: Independent Armies
Post by: Uryens de Crux on June 11, 2010, 09:20:20 AM
baker company
Title: Re: Independent Armies
Post by: Warlord on June 22, 2010, 06:50:49 AM
Various Lesser known colonies from around the Warhammer World.

Neuland – Empire colony, Albion
Antoch – Bretonnian ‘Crusader’ Fortress, Araby
Sudenburg – Empire Prison Settlement, Araby
Bregonne – Bretonnian Settlement, Lustria
Nuevo Luccini – Tilean colony, Lustria
Port Heldenhammer – Empire colony, Lustria
Santa Magritta – Estalian colony, Lustria
Skeggi – Norse Colony, Lustria
El-Kalabad - Imperial colony in Khemri on the Gulf of Medes
The Skaven Clan Eshin colony in Nippon
Arnheim - A Elven colony in the New World, south of the Dark Elves
Title: Re: Independent Armies
Post by: Uryens de Crux on June 22, 2010, 12:08:22 PM
Good stuff...to be pedantic I would have said Sudenburg was more Southlands than Araby.
Title: Re: Independent Armies
Post by: Inarticulate on June 22, 2010, 12:48:50 PM
And also Neuland failed as a colony and was lost when Albion disappeared again.
Title: Re: Independent Armies
Post by: wissenlander on June 22, 2010, 01:27:24 PM
Would the Elf fortresses (I forget their names) at the tip of Lustria and the South Lands be considered colonies?
Title: Re: Independent Armies
Post by: Warlord on June 22, 2010, 03:13:22 PM
Has Albion disappeared again?
Title: Re: Independent Armies
Post by: Inarticulate on June 22, 2010, 03:21:06 PM
Yeah Lizardmen stole it.
Title: Re: Independent Armies
Post by: Burgermeiser on June 23, 2010, 02:53:00 PM
I had a really hard time choosing to build an army from Nuln instead of something from Marienburg. I have Dutch and German ancestors (I said in another post I was a history buff  :blush:)  and I was really tempted to build a Marienburger army. The only reason I didn't was because I couldn't find a reasonable excuse to use Empire heroes (like Karl Franz, *cough*) or the dreaded steamtank in a Marienburg force. That, and having a tank named "Deliverance" (from Nuln) sounded too cool. I might still make a small Marienburg colonial army though in the near future. My ancestors were some of the first settlers in New Amsterdam, so a New Marienburg militia under a Captain Van Hise might be a nice tribute to them, especially if their busy defending the colony against hordes of Lizardmen!

I built a DoW army modelled on the forces of the VOC from Amsterdam, more in the style of the 30YW so a bit later than the HRE influence of the Empire, but the way I figure it is the Marienbergers arent restrained by the choking presence of the Sigmarite Church and so can embrace new methods better...

Since you've seen my Imperial Colonies thread, you've probably guessed that I changed my army yet again. :icon_wink: I'm finally painting them now, so it's too late to go back and change again. :engel: I'm building a VOC style army as well. Half of the troops are from the colony of Nieu Marienburg with spears and crossbows, and then there are the "Company" troops with halberds and handguns. I also am working on freelance knights, and mercenary Greatwords too. When I finish them, I'll post pics of them on here. :happy: Do you have any pics of your Marienburgers btw?
Title: Re: Independent Armies
Post by: Santawraith on July 21, 2010, 07:27:34 PM
I too have a sylvania army but mine is based in times before vampirism.I am after originally a undead player,this is what I plan. Well pretty much taking the lords of the Sylvania court such as Count Otto van drak   Konrad  possible Manfred, and others as my hero’s Count Otto is my general Konrad is a captain (plastic conversion) unsure on Manfred. the rest is basis troops  With most of my troops all I am doing is the ancient Sylvania court colors and iconography. The only exception is going to be my great swords(grave guard) which are going to carry my drakenhof banner prior its corruption. My mounted drakenhof knights are going to have the drakenhof key banner and the iconography on there horses. The rest of the army save the flagellants are the regular troops of the empire with using older hand gunners to represent the older guns the Sylvania host would of had. My flagellants are going to be some of the old sigermite sisters and witch hunters from mordheim with real flagellants mixed in. This to give it a angry fanatical mob feel too many monster movies. My knights order of the wolf are a take off of the white wolves of the empire with the exception being is they are not wielding hammers but axes. But that’s is my plan. I am  even writing the Wolves own fluffy history.

The Sylvania host
Count Otto General Mtd
Count otto on foot
Captian Konrad
2 War preists of morr
30 halberdiers with  cmd
40 spearmen with cmd
40 swordsmen with cmds
10 drakenoff guard mounted
10 knights Order of the Black Wolf
20 crossbowmen
20 archers
20 Handgunners
40 free company
30 great swords Drakenoff guard
2 great cannons
2 mortors
2 hell blaster volley guns
30 flagellant warband
Title: Re: Independent Armies
Post by: Uryens de Crux on November 25, 2010, 02:26:15 PM
I dont suppose anyone has a picture of the Marienburg coat of arms do they at all?
Title: Re: Independent Armies
Post by: S.O.F on November 26, 2010, 07:04:29 AM
I dont suppose anyone has a picture of the Marienburg coat of arms do they at all?

(http://img140.imageshack.us/img140/9905/marien0.jpg)
Title: Re: Independent Armies
Post by: Uryens de Crux on November 26, 2010, 09:13:06 AM
Thank you, much appreciated. :::cheers:::