De_Bellis_Fantasticus_-_Warhammer.pdf

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DBMF Army Lists for Warhammer
These lists have been designed primarily from the various flavour texts about different armies and/or
troop types, and from old and long forgotten GW sources. They are heavy in gimickry and odd troop
types, because GW likes to make fi gures for them, and they can be expected to be a part of many
figures
existing collections. All allied contingents specifically mentioned in lists are either very common, or
permanent. Almost any other combination is possible for limited campaigns. The main exception to this
to
is that races or nations that hate each other will never ally. Nor will dwarfs ever ally with chaos, chaos
dwarfs or orks.
Magicians are reduced in power compared to WHFB, but present in every list except the dwarven. Very
few have clerics, since the only real defense against mages should be other mages. Even so, it's unlikely
i t's
that magicians would dominate a battle under these rules.
 
Contents
1 Albion
2 Beasts of Chaos
3 Bretonnia
4 Champions of Chaos
5 Chaos Dwarves
6 Dark Elves
7 Demons of Chaos
8 Dwarves
9 Empire (2150-)
10 Fimir
11 Free Companies (2350-)
12 High Elves
13 Kislev
Terrain types are:
S
 Sea.
FS
 Sea that may freeze in winter.
WW
 Waterway.
Rv
 River.
L
 Lake.
DH
 Difficult steep hill.
CH
 Craggy steep hill.
WH
 Wooded hill.
RH
 Rocky gentle low hill.
SH
 Scrubby gentle low hill.
GH
 Bare gentle low hill.
BUA
 Built-up area.
BUAf 
Built-up area if optionally allowed PF.
 Built-up
 
FW
 Frontier wall.
Rd
 Unpaved roads or frequently used tracks.
14 Lizardmen and Slann
15 Lustrian Amazons
16 Moot Halflings
17 Norsca Raider and Leidang
18 Ogre Kingdoms
19 Old World Undead
20 Orks and Goblins
21 Pygmies
22 Skaven
23 Tilean Condotta
24 Undead Kingdoms
25 Wood Elves
PRd
 Paved road.
F
 Large open fields.
E
 Small fields enclosed by hedges, walls or
irrigation ditches.
B
 Boundary hedge or wall.
O
 Orchard or olive grove.
Oa
 Desert oasis.
V
Vineyards.
Wd
 Wood.
M
 Marsh.
D
 Sand dunes.
BF
 Boggy flat ground.
SF
 Scrub-covered flat ground.
RF
 Rocky flat ground.
G
Sunken gully.
 
1.- ALBION
Cold. Ag 2. WW, Rv, SS, GS, Wd, E, M, Rd, Rg, BUA.
C-in-C - Irr Kn (F) @ 19AP or Irr Kn (H) @ 28AP
Sub-general - Irr Kn (F) @ 19AP
or up to �½ Irr Kn (H) @ 28AP
Druids - Irr Mag (O) @ 10AP
Knights and mounted sergeants - Irr Kn (F) @ 9AP
Sergeants, fyrd and town militia - Irr Sp (I) @ 3AP
Archers - Irr Ps (O) [can support Sp] @ 2AP or Irr Bw (I) @ 3AP
Upgrade highwayman archers - Irr mtd Bw (S) @ 6AP
Feudal light cavalry - Irr Cv (O) @ 7AP
Feudal spearmen - Irr Ax (O) @ 3AP
Knights of Hark Ness - Irr Kn (S)
@ 12AP
Rabble - Irr Hd (F) @ 1AP
Upgrade Kn
 –
 up to 2/3 Irr Kn (H) @ 18AP or Upgrade Bw - up to 2/3Irr Bw (H) @ 8AP
Or Upgrade Bd - up to 2/3 Irr Bd (H) @
10AP
Giants - Irr Gi (S) @ 12AP
The dragon of Albion - Irr Dr (O) @ 24AP
Norse ally-general - Irr Bd (O) @ 15AP
Norse Warriors - Irr Bd (F) @ 5AP
Norse archers - Irr Bw (O) @ 4AP
or Irr Bd (F) @ 15AP
1
1-2
0-3
10-20
10-48
5-20
0-4
0-6
2-6
0-2
0-12
0-3
0-2
0-1
*1
* 4-12
0-8
0-4
Norse scouts - Irr Ps (O) [can support Bd] @ 2AP
Only after 2450:
Upgrade Kn (F) generals - Irr Kn (O) @ 20AP
Upgrade Kn (F) - Irr Kn (O) @ 10AP
Mercenary knights - Reg Kn (O) @ 12AP
Mercenary crossbowmen - Reg Bw (O) @5AP
All
Half-All
0-3
0-4
Very little is known about the armies of Albion, except that the clans of East Albion wears kilts with
nothing under, and that they're even more primitive than Bretonnia. Accordingly, this list is based on
the Anglo-Norman (DBM bk4, #3) and Scots Common Army (DBM bk4, #16).
Minima marked * apply only if any troops of that origin are used.
 
2.- BEAST OF CHAOS
Cold. Ag 4. Rv, Wd, Rg, GS, SS, M.
C-in-C - Beastman Irr Wb (S) @15AP or Irr Cv (O) chariot @ 16AP or Irr Mg (O) @ 20AP or
Minotaur - Irr Gi (F) @ 19AP
1
Sub-general
 –
As above
0-1
Ally-general
 –
 Beastman Irr Wb (S) @10AP or Irr Cv (O) chariot @ 11AP or Minotaur Irr Gi (F) @ 14AP 1-2
Beastman shaman - Irr Mag (I) @8AP
0-3
Beastman Bestigor herd - Irr Wb (S) @ 5AP
Beastman Gor herd - Irr Wb (O) @ 3AP
Beastman Ungor herd - Irr Ax (O) - 3AP or Ungor raiders - Irr Ps (O) @ 2AP
Beastman Tuskgors - Irr Cv (O) chariot @ 6AP
Chaos warhounds - Irr Wb (F) warhounds @ 2AP
Minotaurs - Irr Gi (F) @9AP
Chaos trolls - Irr Gi (I) @ 8AP
Centigor centaurs - Irr Cv (O) @ 7AP
Harpies - Irr Fl (O) @5AP
Razorgor chariot
 –
 Up to Irr Kn (O) chariot @9AP or Razorgor herd - Irr Exp (O) @ 7AP
Chaotic giants, cygors, and ghorgons - Irr Gi (S)@ 12AP or up to �½ Irr Gi (O) @ 10AP
Chaotic monsters
 –
 Uo to �½ Irr El (S) @ 20AP or Irr El (I) @ 14AP
Herdstone - Irr Bge (S) @ 3AP
0-12
8-24
8-36
0-8
0-12
0-8/* 4-16
0-6
0-12
0-12
0-6
0-4
0-4
0-1
A sub-general is always of the same type as the C-in-C. Ally-generals of a different type are unreliable.
Numbers marked * apply only if using a general of that type.
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