The Dogs of War bark
I feel that a revision to the Dogs of War army list would be appriciated. But there are many problems concerning the list as it is obivous that a Dwarf never ever would join arms with an Orc, but still greater diversity fo troops seemed needed. So I have decided to build the list up as the 5th edition Chaos list. First you choose a general then a retinue.
Please note that this list was designed for a campaign so it is not fully playtested and there was never felt time for it to be.
Generals:
Human
Dwarf
Orc
Elf
Ogre
Halfling
A Human General is usually a very charismatic personality. He radiates authority and can unite even very different mercenaries. A retinue led by a human may take all other races but may not combine Elf, Dwarf and Orc.
For hero and general use basic human stats.
Dwarf Generals are driven by the lust of gold but maybe he has a dark secret or has been driven crazy by too much sun glare. But being a dwarf he still hold on to his principles and so there is nothing sure in the world as the treachery of elves and grudges against the greenskins. Dwarfs are ussually not fond of outsiders esspecially not for creatures like Ogres. An army or a retinue led by a dwarf may never include Elfs or Orcs, and may only include a single unit of Ogres. Dwarfs may be taken as core.
Use stats for Dwarf Lord and Thane. Only pistol or crossbow, light and heavy armour, great weapon and shield is avaiable. See dwarf armybook.
An orcish general is ussually not very bright or clever, but is ussually either inspired by his idols or driven by animalic cunning. However Orcs do not make great leaders and only the most desperate men or beasts would ever join up with the Orcs. It is hard to convince your men to fight for a race that might eat you for victory barbarcue. Orc armies may include a single beast herd if not including humans, and Orc army may not include Dwarfs/Elves or Halflings. Orcs may be taken as Core units.
Use the rules for Orc Warboss and Orc Big Boss. See army book for equipment and costs. May be mounted on a boar only.
An Elf general is something very special and rare and has usually been abbandonned or betrayed by his own kind or has had his home burned down by invaders. Elves usually never trust anyone and will only fight alongside humans. However if the Elf once was a noble he might bring along this last of his loyal followers.
Use stats for high elf Elven Prince and Commander only longbow, light and heavy armour and shield, additional hw and great weapon and spear as avaiable. See army book for costs. May be mounted on an elven steed only.
Ogre generals are not bright, they are primitive creatures and cannot lead people, they just don't have the wits for this. However they very capable of smashing things. Ogre Generals' retinues may not include Elves, Halflings or Dwarfs. Any humans using an Ogre's Ld suffer -1 to the roll. One unit of Ogres may be chosen as core. Orc units may be taken as special.
M WS BS S T W I A Ld
Ogre General 4 6 3 4 5 3 4 4 9 costs 140 points
Ogre Hero 4 5 3 4 5 2 3 3 8 costs 70 points
May be equipped with heavy armour (+6pts) and/or great weapon/additional handweapon (+6pts).
A Halfling do not have the authority to lead but may be retinue leader. A retinue led by a halfling may include any number of Halfling units as core. A single unit of Halflings may be upgraded to skirmishers.
30pts
M WS BS S T W I A Ld
Halfling Hero 4 4 6 3 3 2 6 3 8
May be equipped with light armour (+2pts), spear and/or shield (+1pts each). Always come with a bow.
Selecting your army:
First select your overall leader, he is the leader of the entire army so all his rules as general also apply to all the retinues. Buy him a retinue.
Secondly select your paymaster as a hero of the same race as your leader. Usual spceial rules for paymaster apply. Buy him a retinue.
Then select a retinue:
A retinue must be led by a hero and must include at least one Core unit and may include either a special OR a rare unit.
Your army must still fulfill normal rules for army composition eg. Special and Rare.
Note that your character with the highest Ld still must be overall leader this means that an Elf Ld 10 never would be led by a human Ld 9.
Human Mercenaries
Crossbowmen
Duelists
Heavy Cavalry
Light Cavalry
Pikemen
Duelists
Norse Marauders
Canons
Dwarf Mercenaries
Dwarfs
Special unit 0-1 Dwarven Handgunners* available only to dwarf generals
Dwarf Handgunners 12pts
Equipment: Light armour, handguns and Hand Weapons.
Can be equipped with shields (+1pts)
Upgrade one model to Standard Bearer (+10pts).
Upgrade one model to Musician (+5pts).
Promote one model to Champion (+10pts).
Note: this is NOT dwarven handguns
Elf Mercenaries
Special Unit 0-1 Elven Warriors 7pts* available only to elf generals.
Stats as Spear Elves
Equipment: Shield and hand weapons
Can be equipped with light armour (+1pts). May choose either spear (+1pts) or bow (+4pts).
Special Rules: Exiled, this unit may never be hired by an elf army.
Halfling Mercenaries
Halflings
Halfling Hot Pot* available only to halfling retinues.
Halfling Scouts* basic halflings with skirmish available only to halfling retinues.
Ogre Mercenaries
Ogre
Orc Mercenaries
Orc Boyz 6pts
Stats as core unit orcs.
Equipment: Choppa and Light armour.
May be equipped with spears (+1pts) and/or shields (+1pts).
Special Rules: Animosity, but they'll charge any friendely unit on a roll of 1 not just orcs.
Um... No thank you. :mellow:
I'm only speaking for myself, mind you, but I never really liked the whole 'retinue' system from 5th ed Chaos. It was a lot more work than it was worth, especially if you needed to change your army list quickly.
I like the idea of nonhuman mercenary heroes and generals (they had these from a WD article under 5th ed rules), but I think I'll stick to the standard army layout, if you don't mind. ^0o^'