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===Other units=== *'''The Alcatani Fellowship:''' Cheap light armoured farmer Pikemen led by Roderigo Delmonte, champion of the downtrodden. That cheapness comes at a cost however - These peasants are all WS2, making them easy to trounce by even piddly cultists and gobbos. *'''Al Muktar's Desert Dogs:''' A band of Arabyan fast cavalry led by a legendary bandit. The minimum squad carries its entire command unit: Al Muktar the masterful commander, The Shiekh Shufti (with a scimitar that adds S+1 normally and adds S+2 on the charge), the musician, and Ibn the Banner Boy (whose banner adds +d3 to Combat Resolution but is otherwise useless in a fight). Altogether, their steeds have a great M9 and can subtract d3 from Leadership when rolling to break. *'''Anakonda's Amazons:''' Amazons that have power swords that shoot lasers. Strong in melee with a ward-save-halberd-Swords that doubles as a [[laspistol]], and with the mobility of a Wood-elf scout. They lack armour so run interference so they can carve up people with armour. *'''Beorg Bearstruck and the Bearmen of Urslo:''' A large and rather pricy family Warband of men cursed to become bears. Beorg himself is a pretty decent monstrosity, having only a 4++ Ward Save and T5 to protect him while his 4 S5 attacks tear into the ranks. His men aren't much worse off and at least get light armour+shields for protection. Oerl the Young has a banner that gives the team +1 to hit in the first round of combat. *'''The Birdmen of Catrazza:''' FlyingCrossbowmen, they want to be mobile and stay out of enemy ranges while shooting arrows into those putzes. *'''Braganza's Besiegers:''' Crossbowmen in full plate and have heavy anti-missile shields, rendering them a real tough nut to crack. Set them down and let them fire undisturbed if you want, but you absolutely MUST keep their flanks protected since the shields only guard their fronts. *'''Bronzino's Galloper Guns:''' Provides a small Mobile S7 cannon that's led by a man on a horse. This man can help his gun re-roll artillery die. This cannon's able to flee with the unit when they flee from a charge. *'''The Cursed Company:''' A hypocritical undead-hating Wight leading a unit of light armor Skeletons. This unit is absolutely independent of any IP you st up, so you should definitely keep an eye on them. As the centerpiece of his army, Richter has a 4+/4++ save and has a weapon giving S+1 attacks with Killing Blow, but if he dies, the army collapses like they lost a Necromancer. Each time this unit kills an Inf or Cav, add another Skeleton. Use for Tarpits. *'''The Giants of Albion:''' You get a level 1 Life/Beasts Wizard with a bonus to dispel and ward save + two giants. an effective 500pt Rare choice. *'''Golgfag's Mercenary Ogres:''' Gives you a band of Ogres led Golgfag Maneater himself. Have nothing special except discounted paired weapons. *'''Leopold's Leopard Company:''' Gives a bunch of medium armour pikemen with immunity to psychology. *'''Long Drong's Slayer Pirates:''' A band of naked dwarfs festooned with pistols to use in close combat. While they deal -1 to hit in cc against any army that isn't undead or Nurgle-based, they have to set up away from other units. *'''Lumpin Croop's Fighting Cocks:''' A band of armored shortbow Halflings with Skirmisher, Forest Strider, and Scout. They have low Toughness but have a Great BS of 5. *'''Malakai Makaisson's Gobin-hewer:''' a Slayer Machine gun team, Malakai can shoot his REPEATING DWARF HANDGUN in addition to the Goblin-hewer or he can lend it his 5 BS. The Goblin-hewer fires d6 shots for each rank the unit has. Anti-skeleton, skaven, Cathay, and Goblin. *'''Captain Edvard van der Kraal and Manann's Blades:''' A cheap band of light armoured sword+board mercenaries. The captain has a 5+ regen and immunity to KB while able to throw one of his own after a round of combat. They also carry a banner that grants Fear and adds +1 to pursue. Core option for the Empire. *'''Marksmen of Miragliano:''' A unit of light armored crossbows and Maximilian is a good shot. *'''Mengil Manhide's Manflayers:''' A band of Dark Elf pirates with repeater crossbows and poison. Their standard deals a good bit of protection against direct fire, but not against cannons or stone-throwers. They can't pursue a foe they break in combat but will earn you 100 Victory Points, helping to swing the game more in your favor. *'''Oglah Ckan's Wolfboyz:''' A band of hobgoblin light cavalry with spears and bows. They can move and shoot and pursuing's no issue, but they have the same issue as any greenskin: animosity. *'''Pirazzo's Lost Legion:''' A mixed regiment that keep crossbows to the front and pikes to the back. *'''Ricco's republican Guard:''' Pikemen in full plate. *'''Ruglud's Armoured Orcs:''' A bunch of orcs that managed to figure out how to wear medium armour and use crossbows. The only exception is Maggot, their gobbo banna wava who adds +2 to any combat resolution. Fortunately, they count all other greenskins as expendable, which helps with their staying power. being Orks these crossbows are tough and hold up in melee. *'''Tichi-Huichi's Raiders:''' A Fast calvary pack of skinks with poisoned weapons riding horned ones, combining to make them devastating flankers. The pack is always able to flee unopposed. *'''Vespero's Vendetta:''' An edgy bunch of dual-wielding duelists with a re-rollable 6++ parry. Vespero himself has Killing Blow and the ability to rob an attack from those in b2b with him during the first round of combat (though this is subject to Psychology). *'''Voland's Venators:''' Heavy cavalry with lances and shields. Predictably, you'd best want these guys to crush a unit quickly before you find out how weak a lance can be in a protracted fight.
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