Warhammer Army Project/Kingdoms of Ind

From 2d4chan
Revision as of 02:03, 24 July 2018 by 1d4chan>EdwardX (A Tactics for the Warhammer Armies Project Kingdoms of Ind Book)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search


Kingdoms of Ind: Warhammer Army Project, 8th 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 they would be the ones getting models for is easy) 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.

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.
  • Only snake swarms are LD10.

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.

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

Sacred Relics of Ind

Army Units

Special Lords and Heroes

Lords

Maharajah:

Eldritch Guru:

Brahmir:

Vaishna:

Shaivi:

Heroes

Beastmaster:

Rajah:

Guru:

Vishkanya: A sort of snake woman. She is your generic Assassin Hero.

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 being able to choose Patas (2pts), Great Weapons (2pts), or Shields (1pt) as well as being able to take Light Armour (1pt) and Chakrams (2pts). Take in big blocks to keep them steadfast.

Maratha Archer: 5pt Bowmen.

Urumi Swordmen: 6pt guys that can get 6 S2 attacks each.

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:

Zamindar Horsemen:

Thugees: Gortek and the Temple of Doom.

Snake Swarm: They don't count towardcs your minimum Core.

Special

Maiden Guard: I have noticed a theme that Eliasson like to give his armies an all female unit in the special slot. These ladies are the closest thing you have to bodyguard infantry as they are the only unit with Noble Cast that your Noble Characters can actually join.

Holy Warriors:

Royal Chariots:

Camel Gunners:

Bengal Riders:

War Elephants:

Vanaras:

Rakshasas: Chaotic neutral Beastmen who will sometimes fight with the armies of Ind.

Kalaratri:

Maruts:

Garudas:

Rare

Ganeshans:

Nagas:

Royal Elephants:

Basilisk:

External Links

The Project's website