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==Army Units== ===Lords & Heroes=== ====Special Characters==== *'''Khalil al-Zahir, Great Sultan of Araby:''' 295pts. Your faction leader is a man sitting on Slann palanquins, truly a worthy position for such a decadent folk. He's always embedded in a pack Place Guard that gains Immunity (Psychology), which kind of adds a tax to his presence beyond the exorbitant price tag. Has a larger Inspiring Presence, and acts as a Battle Standard Bearer including a +1 to Combat Resolution, so you'll need to make those guards really good. He can bark orders to other units that grant temporary perks. **'''Strength of the One:''' Re-roll hit and wound rolls of 1 in close combat, which is a good thing since you'll be needing it a lot. **'''Fury of the One:''' Gain an extra attack. **'''Faith of the One:''' The unit gets Stubborn and Immune (Psychology) to foil any fear-based shenanigans. : Overall al-Zahir is not a fighter but a powerful support piece when running infantry blobs centered around him. *'''Sultan Jaffar:''' 325pts. A truly wicked grand vizier from back in the time of the crusades, befitting the archetype. He's an L4 loremaster of shadow or death who is the mandatory general with the option of up to two djinns or efreets. While those within 12" can re-roll psychology, but anyone outside that range takes -1 to Ld because of his dickishness. He has the means to mind-control a unit in b2b and make them betray allies. However, he is forced to cast each turn (or die), and every time he casts, he needs to sacrifice d3 models and add that many dice to the power pool. Overall he is your strongest caster lord. *'''Salah Ah-Din:''' 265pts. A legendary hero and tactician among crusaders, and Warhammer's version of the Saracen leader, Saladin. His Inspiring presence is 18" range, lets his unit re-roll psychology, and adds +1 to their combat resolution. His weapon grants ASF and ignores armour and has a medium plate that forces enemies to re-roll to wound. If He is your general, core units become Ambushers. Another great support lord like the Great Sultan to build an army around. *'''The Golden Magus:''' 370pts. He's a Sorcerer Lord who owns 3 genies. He's protected by a 5++ ward that makes close combat attacks take -1 to hit him, and his sword gives +1S and flaming attacks while insta-killing the flammable. Not too much to him a Sorcerer couldn't do besides not needing to pay for another Sorcerer for 3 lambs and being a terror for Treepeaple and Tomb Kings to duel. *'''The Prince of Thieves:''' 165pts. The Prince of Persia from the pre-Sands of Time titles, who can never be the general. He hides in an army like an assassin, but his gimmick is stealing magic items and running over obstacles that aren't water. While he makes all close combat attacks against him re-roll to hit and has a badass weapon that wounds on a 2+ with re-rolled armour saves, he's the sort to keep mobile by bailing from a unit right after combat. *'''Layla bint Suraya:''' 135pts. She's a handy supporting leader on a mount, rallying all units within 12" under any circumstance. She can fight with a 4++ Ward and a sword that adds +2S on the charge and a bonus attack, but keep her alive - all losing her gives everyone is hatred for the unit who dropped her. *'''Ottokar Mehmed Agha''': 125pts. Captain of the first division of Janissaries. Though he's fairly decent in combat with a sword that gives both a +1 to hit and a 6++ parry and a re-rollable 4+, his real skill is in his retinue of Janissaries. These guys can not only buy handguns/bows and carry polearms but also allow the handgunners in the front rank fire even if they move. *'''Sindibadu:''' 150pts. Corsair lord and totally not based on the comedian Sinbad. He lets all corsairs use his Ld8. While his dual weapons that re-roll 1s to hit and +1 attack per model in b2b and 5++ ward don't look like much, he also has another rule: all units attacking him must test Ld or be forced to only hit him on a nat 6. **Good for Lage Divisions of Corsairs. **note Sindibadu doesn't have ambush rule, so has so had to deploy on the field with a unit (don't have to be in a Corsairs unit but should be near some). *'''Malik Ibn La'Ahad:''' 195pts. Altair. No, seriously, he's freaking Altair. He's a super-assassin with a sniper that can make extra attacks for each missed attack an enemy makes at him and carries a magical Damascus blade that adds +1S and can break magical weapons. This is on top of the Hidden Blade and Code of the Creed. He will kill most characters that are not decked in Dueling gear. *'''Abdul Alhazred, the Mad Sorcerer:''' 165pts. Jumped over from Lovecraft's universe to a universe inspired by Moorcock. He is pretty good at summoning Genies if you swing there. Don't bother using him as your lone Death Wizard because, besides the signature, he has to roll a d6 to determine what spell he knows each turn. If you successfully cast a spell, he must make an Ld test else become stupid or lose a wound. *'''Khar-mel the Djinn:''' 160pts. A named Djinn+1 any Sorccorors can buy. She's great at running down enemies with re-rollable charges, and nearby enemies suffer -1 to hit, armour, Ward, or regeneration rolls. ====Generic Characters==== *'''Emir:''' Your classic foot commander. He can also grab a shortbow, a handgun, or ride a War Elephant in addition to his melee weapons options. Palace Guard or Janissaries (both shooting and melee variants) make for better bodyguards for them. *'''Sheikh:''' Your classic captain and mandatory BSB. You could take one with a Bow of Seeking and a Carpet to fly out back to go wizard hunting. *'''Sorcerer Lord/Sorcerer:''' Your wizards. He has access to the lores of Fire, Metal, Heavens, Light, Shadow, Death, and Desert. Taking Sorcerer on a carpet or horse to deploy Genies. Genies are also important to Sorcerer as they give you a decent fighter near the caster and have an easier to cost bound spell. You could buy a cheaper Sorcerer to get all but one of the spells but they are definitely not going onto a strong body. *'''Hashishin:''' The Brotherhood of Assassins in Warhammer form. They're basic assassin fare, hiding in units before striking. Has some useful Assasin Gear instead of the normal Magic item Allowance. Different creed items are effective on different characters: When targeting vampires and chaos Lords ''The Dagger of the Grand Master'' and ''Hidden Blade'' to get your hits land. The ''venom of the Desert Snake'' and/or ''Nethertoxin'' is effective on the low toughness humanoid races. ====Mounts==== *'''Arabyan Steed:''' These are warhorses that have M9. Super speedy. *'''Camel:''' A slightly sturdier horse with M7 gives most human riders +1T. Your only going to buy this for Wizards or spend 2pts less for a Steed. *'''Flying Carpet:''' Fly(10). Pick this only if you like the idea of being friggin' Aladdin. These things can't fight and only offer flight. *'''Radiant Pegasus:''' Emirs and Sheikhs only. A step up from the carpet, granting the rider additional attacks while not making you look stupid standing on a plain rug during battle when the enemy turns off the flying speed. *'''War Elephant:''' A bulldozer mount and your Emir's high leadership make them more controllable. It is still a chance to send your general deep into enemy territory or run back home like a sissy. *'''Genie:''' 95pts. Monstrous Infantry Elementals, bought by Sorcerers and are summoned as solo units if the Sorcerer passes an Ld test at the start of your turn. If a Genie is slain, the Sorcerer can re-summon but suffer -1 on the roll for each time they die. There are 4 types of Genie, each with a special rule and one bound spell. Having hero stats, They're best used when deployed near combat as support or Distractions. **'''Dao:''' the Toughs of the Genies, with T5 and Natural Armour(4+) and knows the spell ''Flesh to Stone''. Provide access to a spell you don't have; +2 T makes Zealots harder to rout. Also, don't gloss over that bound spell also get its associated lore attribute, making him your only medic with Lifebloom. All this makes the Dao a strong line holder unit for himself and others. **'''Marid:''' has Magic resistance(2), Immunity(ice), and 4 attacks. Knows ''Iceshard Blizzard'' to hinder a unit. Harder to justify when you have a Heaven wizard already on your list compared to the utility of other Genies. **'''Djinn:''' can fly(10) and know ''Wind Blast''. It can get right into an enemy's face to be a [[Distraction Carnifex]]. His bound spell + fly is a great combo for nudging the enemy to where you want them, as Wind Blast requires high mobility and positioning to use effectively. **'''Efreet:''' the strongest fighter, Hatred, Flaming Attack, and Immunity. Knows ''Flaming Sword of Rhuin'' to further his aggressive nature by buffing by empowering his allies' weapons. Two words "Fire Arrows." ===Core Units=== '''a micro-cosmos of the army, with Obstinate anvils, fast flankers, then throw in an assortment of basic and modern range weapons.''' *'''Warriors of Araby:''' Your basic rank & file troopers. They can have a Holy Man to act as a secondary champion who gives Hatred in close combat. They can also buy a Dibbukim which is practically a mini hero with frenzy (but means the whole unit suffers from berserk Rage) but provides a more damage output from your unit. All this + Zealotry makes Warriors decent chaff on chaff units as they will dish out more to raise their Combat Score so they either win the round or be steadfast when they lose. *'''Bowmen:''' Your basic Arabyan archers to volley Lob multiple arrows or Crossbows to puncture shielded troops. They can take Light Armour, but you'll prefer Shields if you get into archery fights. *'''Tribal Skirmisher:''' Your skirmish javelineers or Slingers. vanguarding Shorter range missiles with Ap, but Break faster than archers when under enemy pressure because of their Ld 6. Slings are bows with AP, while Javelins are better when moving in close and charging into fights. *'''Corsairs:''' Your skirmishing infantry and Ambushers, set with either shields or dual weapons. Although they don't disrupt formations when flanking, they still add more DPS and Combate score so other units can win. With 10-15 models, they will make up your Front line vanguard, flankers, or backline saboteurs. *'''Slave Levies:''' Your expendable meatshields. They have a terrible Ld of 3, so need to keep the mandatory Slavemaster champion alive so he can lead them from the back row, but the unit will take damage if it fails an Ld test at the start of your turn. They will not survive to turn 3, but that just means they are doing their job. '''''Get Three types of Fast Calvery in Core:''''' *'''Sipahis:''' Araby's Feudal militia knights. Your core light Spear Fast cavalry with M9 for your hammering needs, with the option for a side of the bow action. *'''Desert Riders:''' Fast cavalry with Quick to Fire. They are practically stripped-down Sipahis and better-mounted archers. They are very good at harassing the enemy or save points from the gear you don't need. (a stripped-down Sipahis is more point efficient than a Fully upgraded Desert Riders, so don't buy everything). Can put out extra DPS on charges against low defence units because of charging shot with bows and spears. *'''Camel Riders:''' Desert Riders that trade Speed and Quick to Fire for 4T. A more durable Fast cavalry or pay 1 point less for mounted archers. ===Special Units=== '''now getting into the +2 line holder, flankers, and some advanced weapons.''' *'''Palace Guard:''' They are a Hero bunkers, like Empire Greatswords but harder to break having both Stubborn and Zealotry. With S4 and Great weapons, they can cleave through standard infantry models and monsters. *'''Janissaries:''' Like real history, they are children taken from the southern realms to be rased as the Sultan's most elite, educated, and most loyal Warriors. Hard troopers that never panic and roll 3d6 drop highest when testing for redirecting charges, restraining from pursuit, marching, and reforming. These guys are elites at everything. Give shields or polearms with armour for elite warriors, or Bow and handguns for elite crack shots that could also Sword & Board. *'''Mamelukes:''' More elite cavalry than Sipahis, Medium Armoured cavalry with S4 and Devastating Charge. They are a speedier and offensive-minded equivalent to the knights of the Old World, favoring getting into charge range first and hit with a flurry of attack rather than high armour and a single powerful attack. They have a lot in common with the glass cannons known as Wood Elf Wild Riders. When they charge, plan on them winning that first round. use that magic banner slot for WAR BANNER, RAZOR, DREAD BANNER (ETERNAL FLAME if you want to be cheaper on cav on cav/beast/flammable fights), use in addtion to a BSB. *'''Silent Guards:''' Warhammer Unsullied. Unbreakable Soldiers that make fine Anvils. More price efficient in multiple minimum sizes of 15, because they are not as durable for their price, but they don't run when their fellow Desertmen get pasted by a giant green foot. *'''Nafftaun:''' Skirmishing grenade-chuckers. These bombs are S4 flaming attacks that ignore armour and force panic for any casualties, making them great for discouraging enemies from charging and cracking elite nuts by forcing tests until they fail. One model may take a Naphtha Siphon, which acts as the bombs in Breath weapon form(the Siphon has unlimited uses but can only be used as a Shooting weapon) given the unit a longer attack range. *'''Nomad Scouts:''' Your lone shooters and they're skirmishers with the scout. They have handguns with 30" range but are still move or fire. Find a hard-to-reach map corner and pick units off all game. *'''Flying Carpet Riders:''' Now this is some <s>silly</s> [[awesome]] shit. These guys are fly(10) bowmen (on magic flying carpets) that can carpet bomb units they fly over with d3 S2 poisoned bombs. Some of your best "Fast Cav" as the 20" flying march easily puts you where the enemy can't reach, and the carpet bombs just make it better. *'''Dervishes:''' Skirmishing whirlwinds of poisoned combat. These human Beyblades don't charge as normal, instead of running through any units, dealing d3 S3 hits per dervish to reach the full distance rolled. Those d3 S3 hits also apply when enemies charge the dervishes like impact hits. Dervishes are like Goblin Fanatics without surprise or unpredictability. They should be able to charge through the enemy's first turn and cause some units to break in the early game. *'''Bladedancers:''' Harem assassins. Dual welding skirmishers stated like elves, who are protected by an impressive 4++ from a combination of AHW parry plus Dodge ward and select one stance each turn so long as nothing is repeated (KB, +1 attack, -1 to hit rolls against them). They could do well by themselves but also assist Warriors and Corsairs in the infantry fight to yield better results. ===Rare Units=== '''Not outstandingly powerful but useful unit, with an explosive flying calvery, two different monster, cannons, and a support Shrine.''' *'''Pegasus Guard:''' Knights that ride Pegasus with each model having a one use Breath weapon. Flying over the enemy formation and then decimate their back rows (per mounted model on a charge, you get an S5, two S4 attacks + an S2 breath attack). *'''War Elephant:''' 160pts. A behemoth ridden by a crew of dudes with 1d6+1 impact hits and terror. If this big guy gets shot, he has to roll Ld or move 2d6" in a random direction out of panic, and deals impact hits towards anyone it runs over. It also has a list of upgrades to use with the best ones being the Armour Plates to give it a 3+ save. The other good upgrade is the Spike Chain or Spiked Tusks it greatly improve its damage output. most of the Elephant's attack power is from its impact hits, so use it as a frontal battering ram or flanking battering. *'''Roc:''' 230pts. Super Giant eagles, stats near equal to a Moon Dragon. If it moves over any Monstrous models that can't fly or aren't a ghost, it can pick it up and drop it on the ground, killing the bastard and, if it moved over another unit, dealing D6 S4 ("Look Out Sir!" protects against this, and an Initiative test negates it). A good way to efficiently kill off the expensive models, especially lone heroes on big mounts like [[Archaon]]. Easy to do with a 20" flying march. *'''Cannon:''' 85pts. A Cannon with a braver crew. Good at killing monsters and rows of high armour troops. *'''Monster Bombard:''' 140pts. A super Great Cannon like the [[Hellhammer Cannon]]s. Re-roll bounce distance and Wound rolls, but can't move and more explody on misfires. Even better at killing Heros and monsters. *'''Sandglass of Time:''' 150pts. This here's an oddball and another [[Prince of Persia]] reference. It's a war machine that doesn't attack but instead gives magic resist 1 to units within 12" and gives a bonus channel/dispel die. However, breaking it deals 2d6" S4 hits to everyone within 12". Its means of use are in several bound(PL5) spells, all of which remain in play. **'''Abeyance:''' Forces a unit to give up one of the following each turn: moving, casting, shooting, and fighting. **'''Recede:''' Let a unit shoot twice and adds a bonus round of attacks. This, at least, gives it use for every unit. **'''Gravedust:''' A death curse that robs -1 M/S/T/I from a unit every turn until they die or the spell is dispelled.
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