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In designing the game we added a few units and used some house rules. The House Rules fit the scale and size of the armies better, in our view.
New Orc & Goblin unitsThe Squiggoth
Move: 15cm; Command by Shaman only; Non flank or rear; At=8 beast +8
crew / 2+p(BT) +3 crew; Squiggoth attacks +2 Ar; Ar=5 vs no Ar; Batter
= The Squiggoth is a unique creature that wandered out of the Chaos Wastes
as a baby. It was captured and reared by a group of squig hunters. They
sold it to the crazed goblin Shaman Wierdgit who fed it on mushrooms and
snotlings until it reached its present massive size. It is a huge, highly
bloodthirsty and somewhat irritable creature. It may only be commanded
by Wierdgit, who rides the beast at all times. The Squiggoth moves after
all other orc & goblin units have been moved but before characters
are moved. It must always be given a separate order and cannot be brigaded
with other units. Due to the psychic bond that Weirdgit has developed
with the Squiggoth his base command to command the Squiggoth (only) is
8.If you attempt to give an order to the Squiggoth and fail then you must
make a test to see what it does. Ignore potential blunders, these are
taken into account by the Squiggoth Amuk chart. Squiggoth runs Amuk chart, roll 1d6.
SnotlingsSnotlings in WHFB are a swarm with less brains than usual.
I was thinking of giving them a command penalty, but with Goblin Heroes commanding it's be dire. An alternative would be to force them to be brigaded with either goblins or orcs in order to move. As it stands they make a great tar pit. Snotling PumpwagonThe new pumpwagon model is a substantial piece of kit, very solid, and I've always liked the idea of using pumpwagons as gate-crashers...
Moves 8D6 cm per move. If attacking a gate it automatically causes 1
hit @ +1 to breach and is then destroyed. Squig HuntersWe had a mixed unit of Squigs, hunters and riders.
Ignore terrain and may bounce over fortifications. Flagellants on steroids. Netters and ClubbersThe newer WHFB rules treat them as additions to goblin units, but I wanted to field distinct units, purely for the look of them..
Opponents lose 1A when in front of Netters. Goblin 3 Wolf ChariotsThe Mail Order conversion, it fits is on a bigger base than the other,
Orc Boar ChariotsSeemed to have a bunch of these, could be an easy conversion in 10mm too.
As nasty as Black Orcs, but faster. Don't let them catch you in the open. Goblin Bolt ThrowersThe same rules apply to those mounted on The Squiggoth and those used on the ground..
Bolt Thrower: 40cm, ignores Ar, penetrates up to 2 extra stands Orc Wyvern RidersThese weren't used in the end, but were intended to give the green guys some flyers.
Flyer, Terror, Uses the badly hurt rules as Elf Dragon Riders. Doom DiversRock Lobbas in every respect. (How many special rules do you really want?)
Dwarf Units
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| Name | Type | Stands | Attacks | Hits | Armour | Command | Points | Min/Max | Special |
| Steam Juggernaut | Machine | 1 | 2/3 +2 | 4 | 4 | - | 180 | -/1 | * |
The Juggernaut was the original upon which the Empire Steam Tank is based. It is armed with a more powerful version of the Steam cannon from the Gyrocopter . Hits from the gun count armour values as two worse (4+ counts as 6+ etc). The crew is also armed to the teeth with both missile and combat weapons, getting 2 shots in the missile phase.
Same as Chaos Warriors
| Name | Type | Stands | Attacks | Hits | Armour | Command | Points | Min/Max | Special |
| Elite Dwarf Warriors | Infantry | 3 | 4 | 4 | 4 | - | 150 | -/1 |
Longbeards and Ironbreakers.
| Name | Type | Stands | Attacks | Hits | Armour | Command | Points | Min/Max | Special |
| Dwarf Crossbows | Infantry | 3 | 3/1 | 4 | 6 | - | 80 | -/1 |
Crossbows: Range 30cm.
Same as the Empire Helblaster
| Name | Type | Stands | Attacks | Hits | Armour | Command | Points | Min/Max | Special |
| Dwarf Organ Guns | Artillery | 1 | 1/6-2-1 | 2 | - | - | 65 | -/1 | * |
Range 30cm. Attacks 1/ 6-3-1. Shooting attacks are 6 at up to l0cm, 3 at up to 20cm, and 1 at up to 30cm. Targets count their armour value as one worse than normal. Charging targets are fired at the most effective range. When shooting more than one shot, if more is are rolled than 6s the Organ Gun explodes and is destroyed.
Same as the Goblin ones.
| Name | Type | Stands | Attacks | Hits | Armour | Command | Points | Min/Max | Special |
| Dwarf Bolt Thrower | Artillery | 2 | 1/1+pen | 2 | - | - | 65 | -/1 |
Bolt Thrower: 40cm, ignores Ar, penetrates up to 2 extra stands
Same as the Orc ones.
| Name | Type | Stands | Attacks | Hits | Armour | Command | Points | Min/Max | Special |
| Dwarf Stone Thrower | Artillery | 1 | 1/3 | 3 | - | - | 75 | -/1 |
Range 60cm. Attacks 1/3. No armour rolls are made against hits scored. Cannot shoot at charging enemy.
| Orc Units | Dwarf Units | House Rules |
Prince Kazrik, son of King Kazador is enormously vain, and obsessed with
appearance. Many older Dwarfs see an baleful Elvish influence in this.
In a drunken boast, he has said that he would stand before the gates of
Karak Azul and prevent the Grungi from so much as scratching them.
One third of the Dwarfen army, including all of the Princes personal guard,
start the battle set up outside the walls, and may not retreat inside
the gates until over half of them, or Kazrik, are dead.
Skarsniks Goblins of the Eight peaks and Gorfangs Orcs of the Black Crag form separate armies. Goblin commanders may not command Orcs, and Orcs may not command Goblins. Giants, Trolls and Ogres may be commanded by either. Snotlings can be also kicked around by either army.
Each assault on the Hold will comprise a group of units from the Goblin
and Orc army. When 50% of that wave die, that wave is considered beaten
back. Which units form which waves is up to Skarsnik and Gorfang. Note
that the Goblin and Orc waves are separate.
A brigade may move as a whole when charging.
The stands in a brigade that moves into contact with an enemy unit (or
brigade) are moved exactly as if they were stands in a single unit. The
first stand moved may come from one of the units in the brigade and the
second and subsequent stands from the same or another unit. At the end
of movement all of the stands in each unit in the brigade must still be
in contact with another stand from the same unit. They are subject to
all the rules governing movement of the stands in a single unit.
All units involved in a combat may pursue, advance, fall back or reform
as if they were active in the combat. A unit is regarded as being involved
in a combat if, at the start of the combat round, the unit is in contact
with an enemy unit, or is touching another unit that is involved in the
combat.
No unit may advance more than once in a turn.
Some targets are so large, obvious and important that they can be seen anywhere on the battlefield. Any artillery unit within range may target any creature with 5 or more hits (Giants, Wyverns and The Squiggoth) as well as Siege Towers, even if they are not the closest target.
Trebuchet, Mangonels and Bombards may be moved if they are dismantled and reassembled. Both operations require a complete command phase, and require a successful command roll. As a complete phase is required the operations cannot be combined with movement. All such machines may start the game unassembled.
Artillery units may fire at the closest visible artillery unit instead of the closest unit.
Cavalry, Chariots and Monster units that are uphill are not in the open. If charged from downhill the attackers will not get additional dice and will normally require 4 to hit.
A unit that is forced to retreat, is driven back or falls back into a friendly unit may be removed from play at the owning players discretion.
| Orc Units | Dwarf Units | House Rules |