BeastMen Army (Adaptation of 6th/7th/8th edition of WHF to FoG).
Beastmen rabble: medium foot (mob), poor, unprotected, undrilled, light spear, javelin (3pts*) 8-12 24+
Beastmen warriors: medium foot (mob), average, protected, undrilled, impact foot (6pts) 6-8 16+
Beastmen nobles: medium foot, superior, armored, undrilled, impact foot (11pts) 4-6 4-12
WarHounds: light cavalry, poor, unprotected, undrilled (3 pts) 4-6 12+
Beastmen Centaurs: light cavalry, average, armored, undrilled, light spear, javelin (11pts) 4-6 0-8
Minotaurs: Elephants (average) (25 pts) 2-4 0-8
Terrain: Woodlands
Special Rule: Champions of the Herd
The Beastmen commanders always count as "troop commanders" for purpose of range of command and tests. They also have to be attached to a unit and if that units enters combat they must fight from the front rank. To compensate this disadvantages, any commander can (if he wishes) replace 1 dice of the unit he is fighting with, with a dice rolled with the modifiers of a minotaur base (rolled at the corresponding quality of the unit improved by the presence of the commander). A FC can replace up to 2 dice of the unit, and a IC can replace up to 3 dice. Example: an IC included in a 6 base units of beastmen nobles replaces 3 of the 6 dices of the units rolled as elephant + elite quality. This does not mean that the unit actually behaves as a elephant (it has not other rules applied to elephants, just the modifiers aplied to impact and melee combat). Beastman commanders can join minotaur units, in this case they just improve the quality of the unit for the combat results. They can NOT join cavalry units.
Design notes:
Troop quality: is a combination of WS (weapon skill) and L (leadership)
WS<=4 and L<7 (POOR)
WS4 and L7 (AVERAGE)
WS4 and L8 (SUPERIOR)
Protection: is a combination of type of armor and T (toughness)
T3 and no armor / light armor OR shield (UNPROTECTED)
T3 with light armor + shield (PROTECTED)
T4 with no armor / light armor OR shield (PROTECTED)
T4 with light armor + shield (ARMORED)
T4 with heavy armor (ARMORED)
Beastmen are MEDIUM FOOT to represent their extra movement compared to humans and their preferred tactic of ambush from the forest (their natural habitat), but it also represent their lack of staying power or cohesion in open ground.
Beastem are IMPACT FOOT: wich betters represents their potential to overwhelm the enemy in the charge but their lack of "staying power" in a prolonged melee.
The idea behind the ratio of the units to keep the army balanced is that to deploy a minotaur base you have to deploy at least the double of nobles, 4 times
as many warriors and 6 times as many rabble.
*Rabble COST: rabble base cost should be 2 points each (because javelins and light spear have no cost) but I believe that the combination of both weapons deserves at least an extra cost of 1 point per base.
Beastmen Army adaptation
Moderators: terrys, Slitherine Core
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MARVIN_THE_ARVN
- Sergeant First Class - Panzer IIIL

- Posts: 396
- Joined: Wed Feb 27, 2008 2:37 pm
Yet to be tested!!! I was seeking the opinion of the comunity about that unit in particular and the Champions of the Herd rule. I was thinking that just replacing dice may be a small effect for the estra 15 and 45 points you pay for a FC and IC. I think i will change it to give EXTRA dice (1 and 2 respectively)
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BeansNFranks
- Senior Corporal - Destroyer

- Posts: 107
- Joined: Fri Apr 30, 2010 6:55 pm
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BeansNFranks
- Senior Corporal - Destroyer

- Posts: 107
- Joined: Fri Apr 30, 2010 6:55 pm
I don't have an issue with them being Medium foot, but don't see how they would be any less formed for battle than say Gaul's or GermansRanimiro wrote:If a herd of Gors is not the definition of "mob" what would it be? ;pBeansNFranks wrote:No chariots? I dont' think the first two troop types should be mob.
