Dwarf army adaptation
Posted: Sun Sep 19, 2010 11:38 pm
First of all I should apologise for my english, having said that:
Dwarves (Adaptation of the Dwarf Army from WHF to FoG)
Special rules:
Dwarves*
All dwarf units are HEAVY INFANTRY but they have movement 2MU instead of 3UM. Dwarf units treat mountainous terrain as 1 level less of difficulty, for
example, BROKENGROUND (UNEVEN) as OPEN, GULLY (ROUGH) as UNEVEN and STEEP HILL (DIFFICULT) as ROUGH. Dwarf rangers treat mountainous terrain as 2 level less of difficulty, for example STEEP HILL (DIFFICULT) as UNEVEN, beside that rangers treat all other terrain as 1 level less of difficulty (including FOREST and SWAMP)
Dwarf units can always DOUBLE MOVE, in any situation, as long as they are in command range of a COMMANDER.
Dwarf units always have a +1 for all tests (except DEATH ROLLS)
The cost of this rule is equivalent to that of PORTABLE DEFENSES (+3pts per base) and is already included in the army list.
Explorers**
Units with this rule can deploy in AMBUSH is terrain elements that do not provoke DISORDER in them, the cost of this rule is (+1pt per base) and is already included in the army list.
Miners***
Units with this rule can perfom OUTFLANK MARCHES counting as groups of LIGHT INFANTRY lead by a FIELD COMMANDER, the cost of this rule is (+1pt per base) and is already included in the army list.
Slayer oath****
Units with this rule do not take COHESION TESTS and they fight untill the last base (NO autobreak), but their cost is that of a HEAVILY ARMORED unit with the same profile. Can NOT be joined by a commander or used the presence of a commander to take COMPLEX MOVE TEST, but it can for part of a BATTLE LINE for ADVANCES. They also count as SHOCK TROOPS although their profile does not correspond to a characteristic SHOCK infantry unit.
Artillery*****: Artillery ranges should be multiplied by 2.
Army List
Warriors: Dwarves*, superior, armoured, drilled (14pts) 4-6 12+
Longbeards: Dwarves*, elite, armored, drilled (17pts) 4-6 0-12
Hammerers: Dwarves*, superior, armored, drilled, heavy weapon (16pts) 4-6 0-8
Ironbreakers: Dwarves*, superior, heavily armured, drilled (17pts) 4-6 0-8
Thunderers: Dwarves*, superior, protected, drilled, musket (salvo) (15pts) 4-6 12+
Rangers: Dwarves*, explorers**,superior, protected, drilled, crossbow, heavy weapon (15pts) 4-6 0-8
Miners: Dwarves*, miners***,superior, protected, drilled, impact foot (13pts) 4-6 0-8
Slayers: Dwarves*, slayer oath****, elite, unprotected, undrilled, heavy weapon (20pts) 2-4 0-4
Artillery****
Heavy (canons): (20pts) 2-4 0-4
Ligth (bolt throwers): (15pts) 2-4 0-4
Dwarf Engineer: His cost is that of an allied TROOP COMMANDER (25pts), He can only join artillery groups. He improves the quality of the artillery unit he joins to SUPERIOR.
Design notes:
Troop quality comes from a combination of WS and the standard high Leadership of Dwarves.
WS4 (SUPERIOR)
WS5 (ELITE)
There are no Sw in the dwarf army as this status should be reserved for WS4 or WS5 units, but with higher INITIATIVE (elven or Chaos warriors units as an
example)
The rest of the units have other kind of equipment that accounts for the rules applied (for example thunderers)
Degree of protection comes from a combination of type of armor and the characteristis dwarf resilence.
no armor (special case of the SLAYERS) (UNPROTECTED)
light armor + shield or heavy armor (PROTECTED)
heavy armour + shield or mithril armor (ARMORED)
mithril armor + shield (HEAVILY ARMORED)
This scale is the same used for humans, because I assume that the extra TOUGHNESS of dwarves is compensated by their low INITIATIVE, wich makes them easier targets to hit.
Musket and salvo rules and their cost are taken from FoG-R version 12.01. It´s final form and cost will be updated when I get the new book.
Dwarves (Adaptation of the Dwarf Army from WHF to FoG)
Special rules:
Dwarves*
All dwarf units are HEAVY INFANTRY but they have movement 2MU instead of 3UM. Dwarf units treat mountainous terrain as 1 level less of difficulty, for
example, BROKENGROUND (UNEVEN) as OPEN, GULLY (ROUGH) as UNEVEN and STEEP HILL (DIFFICULT) as ROUGH. Dwarf rangers treat mountainous terrain as 2 level less of difficulty, for example STEEP HILL (DIFFICULT) as UNEVEN, beside that rangers treat all other terrain as 1 level less of difficulty (including FOREST and SWAMP)
Dwarf units can always DOUBLE MOVE, in any situation, as long as they are in command range of a COMMANDER.
Dwarf units always have a +1 for all tests (except DEATH ROLLS)
The cost of this rule is equivalent to that of PORTABLE DEFENSES (+3pts per base) and is already included in the army list.
Explorers**
Units with this rule can deploy in AMBUSH is terrain elements that do not provoke DISORDER in them, the cost of this rule is (+1pt per base) and is already included in the army list.
Miners***
Units with this rule can perfom OUTFLANK MARCHES counting as groups of LIGHT INFANTRY lead by a FIELD COMMANDER, the cost of this rule is (+1pt per base) and is already included in the army list.
Slayer oath****
Units with this rule do not take COHESION TESTS and they fight untill the last base (NO autobreak), but their cost is that of a HEAVILY ARMORED unit with the same profile. Can NOT be joined by a commander or used the presence of a commander to take COMPLEX MOVE TEST, but it can for part of a BATTLE LINE for ADVANCES. They also count as SHOCK TROOPS although their profile does not correspond to a characteristic SHOCK infantry unit.
Artillery*****: Artillery ranges should be multiplied by 2.
Army List
Warriors: Dwarves*, superior, armoured, drilled (14pts) 4-6 12+
Longbeards: Dwarves*, elite, armored, drilled (17pts) 4-6 0-12
Hammerers: Dwarves*, superior, armored, drilled, heavy weapon (16pts) 4-6 0-8
Ironbreakers: Dwarves*, superior, heavily armured, drilled (17pts) 4-6 0-8
Thunderers: Dwarves*, superior, protected, drilled, musket (salvo) (15pts) 4-6 12+
Rangers: Dwarves*, explorers**,superior, protected, drilled, crossbow, heavy weapon (15pts) 4-6 0-8
Miners: Dwarves*, miners***,superior, protected, drilled, impact foot (13pts) 4-6 0-8
Slayers: Dwarves*, slayer oath****, elite, unprotected, undrilled, heavy weapon (20pts) 2-4 0-4
Artillery****
Heavy (canons): (20pts) 2-4 0-4
Ligth (bolt throwers): (15pts) 2-4 0-4
Dwarf Engineer: His cost is that of an allied TROOP COMMANDER (25pts), He can only join artillery groups. He improves the quality of the artillery unit he joins to SUPERIOR.
Design notes:
Troop quality comes from a combination of WS and the standard high Leadership of Dwarves.
WS4 (SUPERIOR)
WS5 (ELITE)
There are no Sw in the dwarf army as this status should be reserved for WS4 or WS5 units, but with higher INITIATIVE (elven or Chaos warriors units as an
example)
The rest of the units have other kind of equipment that accounts for the rules applied (for example thunderers)
Degree of protection comes from a combination of type of armor and the characteristis dwarf resilence.
no armor (special case of the SLAYERS) (UNPROTECTED)
light armor + shield or heavy armor (PROTECTED)
heavy armour + shield or mithril armor (ARMORED)
mithril armor + shield (HEAVILY ARMORED)
This scale is the same used for humans, because I assume that the extra TOUGHNESS of dwarves is compensated by their low INITIATIVE, wich makes them easier targets to hit.
Musket and salvo rules and their cost are taken from FoG-R version 12.01. It´s final form and cost will be updated when I get the new book.