Warhammer Army Project/Dogs Of War
![]() |
Dogs of War: 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. If anyone wishes to actually update this page and the items that need it, later on, go ahead.
Why Play WAP Dogs of War
Because you love making money and living the wild life of the mercenary. You can't stand the religiousness of Estalia, The Empire and Brettonia, and can't stand just earning standard pay for being another cog in their grinding machines. You also want to run an army full of vibrant characters, with units ranging from standard Pikemen to Maneaters to Hobgoblins! You also really like crossbows because they're far more reliable than blackpowder weapons. So get your paychest, grab some pikes and crossbows, hire some dirt poor sellswords and a few shady looking characters and fight across the Old World in search of Gold and Glory!
Army Special Rules
- Racial Distrust - units that are Dwarfs, Elves or Norse don't exactly get along when taken together; Dwarf Goldseekers can't join Mercenary Elves or Norse Marauders, Elf Rangers can't join Mercenary Dwarfs or Norse Marauders and Norse Chieftains can't join Mercenary Elves or Mercenary Dwarfs, and only units of their own kind can use their Leadership Value. You also can't have a character with Racial Distrust be the General and you can't have more characters with Racial Distrust than you have characters without it.
Army Units
Special Lords and Heroes
- Borgio the Besieger
- Lucrezzia Belladonna
- Lorenzo Lupo
- Marco Columbo
- Ghazak Khan
- Leonardo Da Miragliano - Creator of the Steam Tank, and many other wacky, silly inventions, and the Warhammer equivalent of Leonard Da Vinci
- Mydas the Mean
Generic Lords and Heroes
- Merchant Prince - The Guys who control the city-states of Tilea, and who personally fund the Mercenary Armies of the Dogs of War. Their special rule of 'The Best Money Can Buy' can be incredibly helpful in making a single unit much harder to shift by buffing their armour save by 1 point.
- Mercenary General/Captain: your Generic Human Leader with High leadership.
- Hireling Wizards - Wizards who use their control over the Winds of Magic to make some sweet dosh.
- 1 Paymaster - the Guy with all the coinage, and who guards the paychest. Acts as a Battle Standard Bearer, and every Dogs of War army is require to take at least 1 of them.
- Assassin - You know Ezio Auditore? Basically these guys are him.
Core Units
- Pikemen The poster-child of Dogs of War armies, the Pikemen make up the backbone of a solid defensive line. Combined with a Merchant Prince and heavy armour, a horde of 60 can rock a 4+ armour save, and fight from all ranks for 450 pts. 61 attacks a turn. Ouch.
- Crossbowmen Standard but sold choice, good for thinning enemy down or picking off smaller units of fast cav or mangler squigs. Can take handguns, but this moves them to special, making it a questionable choice. If expected to take counter fire from enemy troops, can take light armour and/or a pavaise, which would bring the armour up to a 4+ vs shooting. A tough nut to crack.
- Duelists Flank guards mainly, but small units of pistol armed duellists can pose a significant nuisance tot he enemy. Also still good in a scrap if it comes down to it, as even a pistol counts as an extra hand weapon in a fight.
- Sellswords Flexible unit with a main advantage of being cheap as chips in most cases. Can be tailored to do most anything you need them too, from can openers with halberds of great weapons, ranged support with bows, small units of support fire with javelins, these guys can do most anything.
- That being said they're not the best at much of anything. You can upgrade to veterans, giving +1 WS, and the option for heavy armour, which can help, but you're still weighing these guys against a lot of other units for usage. Heavy armour combined with the Merchant Prince rule can make a tough unit to crack if combined with shields, giving them a walking 3+ save.
- Freelancers Basic medium cavalry that can be bumped up to heavy with the option of full plate and/or barding, allowing htem to reach the vaunted 1+ cavalry. That being said, they're nothing to write home about, with the only S3, they're going ot suffer in a protracted fight, so you might be better used out of htem as a flanking force with a larger ranked unit to provide the numbers to break steadfast.
- Stradiots Basic fast cav with some decent options. Bows work for mobile shooting support and can get close to make things easy for you. Crossbows are interesting, though the lack of move and fire on them makes this a less rounded choice. Spears, shields and light armour can make a half decent charging force to help break up enemy formations or hunt down war machines and skirmishers.
Special Units
- Paymaster's bodyguard You need a paymaster in the list, let's face it, you're taking this. WS4, S4, I4 and Stubborn as long as the paym,aster is in the unit, with the option to upgrade to full plate, these guys can make a solid anvil unit, albeit one with some teeth. Can take a full complement of blunderbusses, which can throw up a wall of fire to butcher a charging enemy. Provided they're not wearing much armour...or high toughness... okay these guys are probably better suited to fighting in combat, putting those S5 halberds to good use.
- Pit Fighters Good for a scrap, their special rule makes them good for sorting out any Fear causing foes, and taking Nets is just a good idea, as on a 3+ you can drop your foes to WS1. Which means they hit you on 5s, adn you hit them on 3s. Nice swing there.
- Mercenary Dwarfs It's a basic dwarf unit. Does everything a unit of dwarf warriors can do.
- Norse Marauders Let's go maraud something! It's a unit of Chaos marauders with Frenzy! Only S3 means that extra hand weapons can give a lot of attacks, but will struggle against armour. Probably better off with Great weapons or flails. You can take shields, but can't parry while Frenzied, so probably not a great plan.
- Halflings Weaker than a goblin but Hard to hit and has great acracy. They can be cheap chaff and range support.
- Mercenary Ogres
- Hobgoblin Wolf Riders
- Ballista
- Scorpion
Rare units
- Mercenary Elves Even the arrogant needs to Eat. A standard elf infantry that can take Spears, Long Bows, or Shields.
- Maneaters
- Rhinox Riders
- Giant
- Mercenary Cannon
- Ribault
- Halfling Hot Pot