Warhammer Army Project/Kingdoms of Ind: Difference between revisions

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===Core===
===Core===
'''Rajputs''': 3pts each base with only a hand weapon, yet have LD 7. These guys have a range of options allowing you to kit them out for any situation. Take in big blocks to keep them steadfast and tarpit your enemy.
*'''Rajputs''': 3pts each base with only a hand weapon, yet have LD 7. These guys have a range of options allowing you to kit them out for any situation. Take in big blocks to keep them steadfast and tarpit your enemy.
*They can choose 1 of the following.
**They can choose 1 of the following.
**Patas (2pts): With these your unit gains flexibility, they can deal damage while being more survivable than Great Weapons
***Patas (2pts): With these, your unit gains flexibility, they can deal damage while being more survivable than Great Weapons
**Great Weapons (2pts): A pretty good option, 5 pts for Great Weapon infantry. Take in either bigger blocks to compensate for no protection and Always Strikes Last.
***Great Weapons (2pts): A pretty good option, 5 pts for Great Weapon infantry. Take in either bigger blocks to compensate for no protection and Always Strikes Last.
**Shields (1pt): A solid choice if you want a line unit in your army that can actually protect itself.
***Shields (1pt): A solid choice if you want a line unit in your army that can actually protect itself.
*They can also take Light Armour (1pt): For the most part not worth it unless you give them Shields as it is more effective to take more Rajputs even with Great Weapons naked.
**They can also take Light Armour (1pt): For the most part not worth it unless you give them Shields as it is more effective to take more Rajputs even with Great Weapons naked.
*And Chakrams (2pts). Best used on small units that you want as charge redirection. Personally i would take them with Light Armour and Shields
**And Chakrams (2pts). Best used on small units that you want as charge redirection. Personally, i would take them with Light Armour and Shields
*Naked Rajputs are an incredibly cost effective way to get bodies on the table and so fielding a unit without upgrades can be best depending on what you want to do.
**Naked Rajputs are an incredibly cost-effective way to get bodies on the table and so fielding a unit without upgrades can be best depending on what you want to do.


'''Maratha Archer''': 5pt Warrior Caste Bowmen. Cheap, cheerful, your best ranged option.
*'''Maratha Archer''': 5pt Warrior Caste Bowmen. Cheap, cheerful, your best-ranged option.


'''Urumi Swordmen''': Cheap 6pt Warrior Caste glass cannons with WS4 I4 and come equipped solely with Urumi Swords. There one base S2 attack can be increased to 6 easily by making sure you have a rank of troops behind you and if you angled your charge correctly two enemy models (make sure to take in at least 3 ranks). more often than not you will hit first so against smaller units you may take fewer casualties. Besides being able to take command options your only option is whether or not to become Skirmishers (Free), which option you choose depends on who you face and how you see them. Note, only try to send these against T3 (or the rare T2) lightly armored troops, use Thugee against anything better.
*'''Urumi Swordmen''': Cheap 6pt Warrior Caste glass cannons with WS4 I4 and come equipped solely with Urumi Swords. There one base S2 attack can be increased to 6 easily by making sure you have a rank of troops behind you and if you angled your charge correctly two enemy models (make sure to take in at least 3 ranks). more often than not you will hit first so against smaller units you may take fewer casualties. Besides being able to take command options your only option is whether or not to become Skirmishers (Free), which option you choose depends on who you face and how you see them. Note, only try to send these against T3 (or the rare T2) lightly armored troops, use Thugee against anything better.
*Non-Skirmishers: Take these against melee heavy factions as they will have more stamina when in combat.
*Non-Skirmishers: Take these against melee heavy factions as they will have more stamina when in combat.
*Skirmishers: Take these against missile heavy factions for the -1 to hit and if you see them being able to break enemy units.
*Skirmishers: Take these against missile heavy factions for the -1 to hit and if you see them being able to break enemy units.


'''Peasant Levies''': 3pts each they cost the same as your Rajputs but are WS and BS 2 with an LD of 5. Yet you get Spears and Shields as well as being made expendable by being Low Caste. These are your Skavenslaves, they can even take Slings and Javalins.
*'''Peasant Levies''': 3pts each they cost the same as your Rajputs but are WS and BS 2 with an LD of 5. Yet you get Spears and Shields as well as being made expendable by being Low Caste. These are your Skavenslaves, they can even take Slings and Javalins.


'''Pindar Cavalry''': Lowborn Fast Cavalry at 12pts with shields and hand weapons. They can swap their shields for Short Bows and may take either Spears (1pt) or Javelins (1pts).
*'''Pindar Cavalry''': Lowborn Fast Cavalry at 12pts with shields and hand weapons. They can swap their shields for Short Bows and may take either Spears (1pt) or Javelins (1pts).


'''Zamindar Horsemen''': Warrior Caste Cavalry at 14pts and one of the few high Armour saves you will have access to. They have Hand Weapons, Heavy Armour, and Shields. May buy Barding (2pts), Spears (1pt), and Short Bows (1pt), as well as being able to swap their Shields for Flails (2pts).
*'''Zamindar Horsemen''': Warrior Caste Cavalry at 14pts and one of the few high Armour saves you will have access to. They have Hand Weapons, Heavy Armour, and Shields. May buy Barding (2pts), Spears (1pt), and Short Bows (1pt), as well as being able to swap their Shields for Flails (2pts).


'''Thugees''': Gortek and the Temple of Doom. Lowborn Caste Skirmishers with a basic human statline and 2 Hand Weapons. Generally not as good as Urumi Swordsmen but are more consistent
*'''Thugees''': Gortek and the Temple of Doom. Lowborn Caste Skirmishers with a basic human statline and 2 Hand Weapons. Generally not as good as Urumi Swordsmen but are more consistent


'''Snake Swarm''': They don't count towards your minimum Core. Lowborn Caste with Poisoned Attacks that Cost 35pts and come with a free Fakir snake charmer who if killed causes the whole unit to be removed from the field. Snipers will erase these units quickly.
*'''Snake Swarm''': They don't count towards your minimum Core. Lowborn Caste with Poisoned Attacks that Cost 35pts and come with a free Fakir snake charmer who if killed causes the whole unit to be removed from the field. Snipers will erase these units quickly.


===Special===
===Special===

Revision as of 21:31, 28 February 2019


Kingdoms of Ind: Warhammer Army Project, 9th Edition Tactica

Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.

It should also be noted that Eliasson is constantly updating his work, so don't expect this page to stay current forever. As of now: I'll be using the most current Ind Armybook he has as of mid-2018. If anyone wishes to actually update this page and the items that need it, later on, go ahead.

(EdwardX- July 2018 Desperately needs expanding so feel free to add or change stuff)

Why Play WAP Kingdoms of Ind

The mysterious lands of Ind, home to a thousand Gods, where the Nobles live in luxury and take to war on the back of mighty elephants.

Put it quite simply you are a Hipster who does not want to play one of the more 'mainstream' WAP armies (If such a thing exists) that finding models for is easy. You want to field massed Human armies backed up by Gods that actually bother to help their worshipers directly on the field of battle.

Pros

  • Your Gods actually fight for you in the form of Not!Daemons unlike those of the Not!Europe who sit about as their worshipers are killed.
  • You get some very cost effective and useful Core choices.
  • You have ELEPHANTS!!!
  • The Caste system is basically the Bretonnian Vow system and gives you lots of cannon fodder options.
  • The Devas bring some cool unit variety to the army list. Do you want flying Infantry? You got it. Do you want lucky Monstrous Infantry? You got it.

Cons

  • Elephants though cool sounding will stampede if the enemy even sneezes at them.
  • Getting models for this army is going to be pretty difficult and probably expensive.
  • The Caste system limit your options for Character bunkers.
  • Low Armour saves across the board.
  • Outside Royal Elephants and Weapons of the Devas you have no field artillery.
  • Unlike many of Eliasson's other army books this one suffers from poor wording especially in relation to Magic Items. This can lead to some disagreement with an opponent.

Army Special Rules

Castes: Most units in your army belong to a Caste this effects which characters can join them. Members of the Noble Caste may only join units that are part of the Noble Caste or Warrior Caste, and ignores Panic caused by units from the Warrior and Lowborn Castes. Members of the Warrior Caste ignore Panic caused by units from the Lowborn Caste.

  • This means that your Lowborn units should be treated like Bretonnian Peasants i.e. cannon fodder.

Deva: The rule your Not!Daemons get. Oddly enough it is largely the same as the Daemonic Special Rule. You get Immune to Psychology, Fear, Magical Attacks, Ward save (5+). a renamed version of Daemonic Instability in the form of Divine Corporeality. Divine Corporeality is a special kind of break test which you take instead of the normal one, Calculate combat resolution as normal and roll 2D6. Compare the dice roll to the Devas' Leadership value, taking into account any modifiers for combat resolution. For each point the unit fails its Corporeality test by, the unit suffers one additional wound. No saves of any kind are allowed against these wounds, including Ward saves, regeneration, etc. If characters are present in the unit, the controlling player first allocates wounds to the unit (up to their current Wounds), then divides the remaining wounds as equally as possible amongst any characters. The only new elements are Hatred (Daemons of Chaos) and that you can't use the Generals Inspiring Presence or the BSB Hold Your Ground, but may use the Leadership of any Character with the Deva special rule within 12". Deva characters may not be Generals. In addition, units of Devas may never be joined by any characters without the Deva special rule.

Indian Special Equipment

Chakram: War Frisbees, range 8", S3, Quick to Fire, Multiple Shots (2). An imroved throwing weapon.

Pata: A weapon that requires Two Hands that can either grant an extra attack or the Parry special rule, the player deciding which at the start of every close combat phase. Think of it as a good spear that can also be used as a bad shield.

Urumi Whip Sword, User -1S but grants an extra attack for every model in base contact (be they friend or for). Weak but can give a lot of extra attacks.

Lore of the Devas

Weapons of the Devas

These are the most powerful weapons of the Thousand Gods of Ind and all but the Vajra are pretty awesome.

Deva Lord choices can take a single one of these.

  • Mahakali's Bow: A one use only Magic Bow that costs 85pts and lore wise can destroy all life in the world if misused so the God Shaivi will punish anyone who tries to do so. It is a Long Bow that hits automatically causing D6+1 Wounds (Unclear if said wounds still need to be rolled for) that ignore armour saves. However before using it the weilder has to pass a LD test which if failed causes them to suffer D6+1 Wounds with no Armour saves allowed. If the bearer survives failing to fire it they may try again text turn following the same procedure which once passed destroys the Bow.
  • Sudarshana Chakram: While regular Chackram are War Frisbees this is the Frisbee of Death costing 80pts and can only be purchased for the Vaishna. It has a range of 18" and works as follows. Nominate 1 enemy model within line of sight, roll to hit as normal, if the attack hits place a 3" blast template over the model, proceed to scatter the template D6. Any model passed over suffers a S5 Magical hit with the Armour Piercing special rule. This item comes stock on Karishna. This will scythe through just about any massed infantry, best used against high armour save units as they will suffer a -3 penalty to their armour save.
  • The Brahmirastra: 75pts and can only be purchased for the Brahmir. This is a staff that unmakes the universe where it is used purging that area from existence and oh my it does just that. One use only, the Brahmirastra can be used in the close combat phase. When it is used place the large blast template over the model carrying it. Any model bar the carrier takes a S10 hit that causes D6 Wounds. Ogres will hate you as you erase a whole unit at the drop of a hat. The prevalence of Ward saves will undermine its use against characters but the main issue it faces is positioning the bearer in a way they can hit as many enemy models and as few of yours as possible. Note you don't have to be in combat to use it nor does it use up your close combat attacks that turn.
  • The Vajra: 70pts. The Vajra can be used in the shooting phase. It has a range of 24" and fires D6 S6 lightning bolts which you have to roll to hit for as usual. A bit anti climactics compared to the last 3 would be better at either a lower cost or if it hit automatically.
    • Alternate opinion: It is not described as a ranged weapon, it merely says it can be used then, this means you can use it while in combat the target just needs to be valid.
  • The Kaumodaki Mace: 60pts and can only nbe purchased by a Vaishna. The wielder gains S10 and for every initial attack that hits roll a D6 on a 4+ it generates another hit. (Need to inquire if said hit is automatic or refers to just another attack) A very good weapon, like very very good. The Giant Blade in the BRB gives +3S and costs 60 points, for the same cost you get an extra point of S and the ability to generate more attacks.
  • Trident of Destruction: 50pts and can only be purchased by Shaivi. It may be used as a Halberd in close combat and a Javelin in shooting but its main attraction is granting its wielder the Heroic Killing Blow special rule which works well with the Shaivi's base attack number of 6.

Sacred Relics of Ind

  • Asl, Divine Khanda: The first blade according to Indian legend that all swords are mere copies of formed from a grand sacrifice by the Gods and... it is only 50 points. Magic Weapon, gives the weilder +1 To Hit and To Wound as well as Flaming Attacks, additionally it on rolls of a natural 6 To Wound that attack is done with Multiple Wounds (D3).
  • Gauntlet of Igni: A gauntlet gifted by the fire god Igni that gives lots of fire based buffs. 45pt Magic Weapon, it is a Pata that if used with the extra attack setting generates an additional S4 Flaming Automatic hit on the enemy, if the Parry setting is used then every attack that hits the wearer in Close Combat causes the enemy model that struck the blow to suffer an automatic S4 Flaming hit. On top of this the wearer gains 2+ Ward save against Flaming Attacks. Will do happily against light infantry.
  • Flail of Kali-Ma: A flail made of Human bone and blackened steel. 45pts, Magic Weapon. It is a Flail that gives the wielder +2 Strength in the first round of combat and +1 Strength at other times. In addition he gains Poisoned Attacks and Armour Piercing special rules. The Flail is priced fairly and during the first round of combat will shred through heavily armored infantry.
  • The Kavacha: 50pt Magic Armour. Gives the wearer a 2+ re-rollable Armour Save that can not be improved in any way. Costly but as long as you can keep the bearer protected against high strength weapons the bearer can happily shrug off an ungodly number of attacks, add in a ward save and he is going no where. Has good synergy with the Guardian Amulet and Amrita if you really want to tank damage.
  • Guardian Amulet: 45pt Talisman. Gives a 2+ Ward Save which weakens by by 1 for every successful (presumably Ward) save you make until it becomes a 6+ at which point it stops weakening. Kind of meh, depending on who you are facing it can be alright especially if combined with the Kavacha.
  • Holy Censer: (ONLY!!!!) 35pts, Arcane Item. The bearer may ignore the effects of a miscast on a D6 roll of a 4+. A dirt cheap item that can save your caster, a good item which works even better with the Lore of the Devas Attribute. Pretty much an auto-take on an Eldritch Guru
  • Prayer Beads: 5pts, Arcane Item. One use only. When attempting to cast a spell the bearer may choose to use a Prayer Bead to add +1 to the total casting value. A Guru can buy as many of these as he has points for and buying them does not stop the Guru from taking another Arcane Item (if only multiple Guru could take them)
  • Amrita, Nectar of the Gods: 50pts, Enchanted Item. One use only. The bearer may use this item at the start of any phase, if he does so he regains all lost Wounds and gains Regeneration.
  • Mask of Ganeshan: A lucky Elephant Masque. 50pts, Enchanted Item. The Wearer may re-roll failed rolls of 1 when rolling To Hit, To Wound, and when taking Armour and Ward saves. Buff everything a wearer can do, it won't make you a master in those areas by itself but useful even when not combined with other magic items. However it is Hilarious when combined with Asi but better used with the 4+ Ward save granted by the Talisman of Preservation.
  • Holy Standard of the Devas: 100pt, Magic Standard. The only Magic Item over 50pts it grants all models in the unit carrying the banner Stubborn and a 5+ Ward Save. Pricey but can be worth it in a Death Star where it is a cheap way to hand out Ward saves to characters. Note that Stubborn pairs well with the Rajah who is carry this Unswerving Loyalty special rule.


Army Units

Lords and Heroes

Special Lords and Heroes

Unlike most other WAP armies you don't get a supreme ruler of your race or supreme wizard character. Instead, you get lots of ranged characters.

  • Darahma, the First Avatar and God-Hero of Ind: Ind Sigmar only costs 320pts.
  • Karishna, The Current Avatar: costing 340pts.
  • Urjana, Master of the Bow: 165 pts. Can ride a chariot
  • Mhogli, the Beastmaster: 220pts of Jungle Book reference.
  • Parashuruma, the Holy Slayer: 180pts.

Lords

  • Maharajah: Noble Caste. At 100 points he is your generic Lord level general you all know and love he comes with Light Armour and a Hand weapon. He has a wide array of options available to him that can make him a decent in combat without breaking the bank on Magic Items (the Morning Star stands out as a nice option at 3pts which still allows him to take a shield). He comes with the Unswerving Loyalty Special Rule which allows any unit within 12" of him with the Caste rule to detract D3 from the result of any LD test. This rule counterbalances some of the moral issues of the Caste system and can make any he is in virtually unbreakable.
  • Eldritch Guru: Your standard Lord level caster. He may take the Lore of Fire, Heavens, Light, Life, or Devas. Note he does not have the Caste system rule and instead has the Spiritual Leader rule which means he can join any unit regardless of Caste and does still benefit from rules that apply to models with the Caste special rule. Additionally, this rule allows any unit he is in to re-roll failed LD tests. His Spiritual Leader rule can grant the LD resilience your Lowborn and Warrior Caste units need but like all other human casters, he has no real combat ability so don't chuck him away.
  • Brahmir: Greater Not!Daemon of the Creator
  • Vaishna: Greater Not!Daemon of the Preserver
  • Shaivi: Grater Not!Daemon of the Destroyer

Heroes

  • Beastmaster:
  • Rajah:
  • Guru: The Guru's spiritual leader rule is of a lot more use here on the Hero caster instead of the Lord due to the regular Guru being much cheaper.
  • Vishkanya: A sort of snake woman. She is your generic Assassin Hero.

Mounts

Core

  • Rajputs: 3pts each base with only a hand weapon, yet have LD 7. These guys have a range of options allowing you to kit them out for any situation. Take in big blocks to keep them steadfast and tarpit your enemy.
    • They can choose 1 of the following.
      • Patas (2pts): With these, your unit gains flexibility, they can deal damage while being more survivable than Great Weapons
      • Great Weapons (2pts): A pretty good option, 5 pts for Great Weapon infantry. Take in either bigger blocks to compensate for no protection and Always Strikes Last.
      • Shields (1pt): A solid choice if you want a line unit in your army that can actually protect itself.
    • They can also take Light Armour (1pt): For the most part not worth it unless you give them Shields as it is more effective to take more Rajputs even with Great Weapons naked.
    • And Chakrams (2pts). Best used on small units that you want as charge redirection. Personally, i would take them with Light Armour and Shields
    • Naked Rajputs are an incredibly cost-effective way to get bodies on the table and so fielding a unit without upgrades can be best depending on what you want to do.
  • Maratha Archer: 5pt Warrior Caste Bowmen. Cheap, cheerful, your best-ranged option.
  • Urumi Swordmen: Cheap 6pt Warrior Caste glass cannons with WS4 I4 and come equipped solely with Urumi Swords. There one base S2 attack can be increased to 6 easily by making sure you have a rank of troops behind you and if you angled your charge correctly two enemy models (make sure to take in at least 3 ranks). more often than not you will hit first so against smaller units you may take fewer casualties. Besides being able to take command options your only option is whether or not to become Skirmishers (Free), which option you choose depends on who you face and how you see them. Note, only try to send these against T3 (or the rare T2) lightly armored troops, use Thugee against anything better.
  • Non-Skirmishers: Take these against melee heavy factions as they will have more stamina when in combat.
  • Skirmishers: Take these against missile heavy factions for the -1 to hit and if you see them being able to break enemy units.
  • Peasant Levies: 3pts each they cost the same as your Rajputs but are WS and BS 2 with an LD of 5. Yet you get Spears and Shields as well as being made expendable by being Low Caste. These are your Skavenslaves, they can even take Slings and Javalins.
  • Pindar Cavalry: Lowborn Fast Cavalry at 12pts with shields and hand weapons. They can swap their shields for Short Bows and may take either Spears (1pt) or Javelins (1pts).
  • Zamindar Horsemen: Warrior Caste Cavalry at 14pts and one of the few high Armour saves you will have access to. They have Hand Weapons, Heavy Armour, and Shields. May buy Barding (2pts), Spears (1pt), and Short Bows (1pt), as well as being able to swap their Shields for Flails (2pts).
  • Thugees: Gortek and the Temple of Doom. Lowborn Caste Skirmishers with a basic human statline and 2 Hand Weapons. Generally not as good as Urumi Swordsmen but are more consistent
  • Snake Swarm: They don't count towards your minimum Core. Lowborn Caste with Poisoned Attacks that Cost 35pts and come with a free Fakir snake charmer who if killed causes the whole unit to be removed from the field. Snipers will erase these units quickly.

Special

Maiden Guard: I have noticed a theme that Eliasson likes to give his armies an all-female unit in the special slot. These ladies are the closest thing you have to bodyguard infantry. Being of the Noble Cast they will not have to take Panic tests in response to friendly units. They cost 9 points for a basic human statline with WS4, I4, and LD8 with Stubborn, Hand Weapons and a shield. Each unit of them can take a Magic Standard worth up to 50pts.

  • Their other options are that they can swap their Hand Weapon and Shield for one of the following
    • Two Hand Weapons (Free)
    • Halberd (Free). If you go this path take the Razor Standard for Armour Piercing.
  • They can purchase Light Armour (1pt), this is pretty much mandatory due to their base points cost, doubly so if you have got rid of their Shield.

Holy Warriors: Warrior Caste, Immune to Psychology, Magic Resistance (2), with Light Armour and Great Weapons for 11pts. Their stat line is WS4, S4, and LD8 Each unit of them may take a Magic Standard worth 25pts. You take these guys over Rajput Great Weapons for use against Monsters and other things with Terror and Magic attacks, but against everything else go with Rajputs.

Royal Chariots: Noble Caste, at 70pts each you get some elite Chariots.

Camel Gunners:

Bengal Riders:

War Elephants:

Vanaras:

Rakshasas: Chaotic neutral Beastmen who will sometimes fight with the armies of Ind, they are one of the few confirmed cannon units.

Kalaratri:

Maruts:

Garudas:

Rare

Ganeshans:

Nagas:

Royal Elephants:

Basilisk:

External Links

The Project's website