Friday, 27 March 2015

Warmaster - A Song of Ice and Fire - Army Selectors and Rule Additions (Part 2)



Here are the rest of my Warmaster lists and rules for A Song of Ice and Fire:



Beyond the Wall                                “The Land of Always Winter”
                                Type        Attack    Range      Hits         Armour   Command               Unit         Points      Min/Max Special
                                                                                                                                                Size          per unit
 
*Wildlings                               Inf           3              -               3              -               -                               3              35            4/-            *1
*Wildling Archers    Inf           2              30            3              -               -                               3              40            1/2           *1
*Skirmishers           Inf           1              15            2              -               -                               3              20            2/6           *2
*Wildling Raiders    Inf           3              -               3              6+            -                               3              45            2/4           *1
Giants                      Inf           4              -               5              5+                                            3              90            -/1            *3,4
 
Scouts                      Cav          2              15            3              6+            -                               3              60            -/2            *2
Bone Chariots          Cha          2              15            3              6+            -                               3              80            -/1            *2
War Mammoths       Ele           4              -               5              5+            -                               3              200          -/1            *5
 
*General                  Gen         +2            -               -               -               8                              1              100          1              -
Clan Chief                                Ldr          +1            -               -               -               8                              1              80            -/2            -
Hero                        Sub          +1            -               -               -               7                              1              30            -/2            -
 
Options:
Mance Rayder          Gen          +3            -               -               -               9                              1              +45          -/1            *6
Tormund Giantsbane               Ldr          +2            -               -               -               8                              1              +15          -/1            *7
Encampment            -               -               -               -               -               -                               1              50            1              *8
Stakes                      Include stakes with any Wildling Archers                                                                -               +5            Any         *9
Veteran Raiders        Inf           4              -               3              6+            -                               3              +10          up-to        *1
                                                                                                                                                                                half
 
*1 = Warband
*2 = Skirmish
*3 = Fanatic
*4 = Slow
*5 = Elephants
*6 =“Leader of Men”, all leaders and subordinates within 20cm of Mance can give orders using Mance's command value
*7 =“Lucky”, Tormund Giantsbane is (if he is to be believed) one of the luckiest men to walk Westeros, he can re-roll one failed command roll per game.
*8 = Encampment
*9 = Stakes
 
All Wilding troop types do not suffer the -1 penalty to command tests for being in dense terrain
Wildlings – Untrained and lightly equipped men and women of fighting age.
Wildling Archers – Small bands of un-armoured archers
Skirmishers – Javelin and short bow equipped troops
Wilding Raiders – Experienced fighting folk in leather with some mail
Giants – 10-12ft tall humanoids armed with clubs and mauls
Scouts – Small bands of javelin and short-bow equipped troops
Bone Chariots – Made from seal and walrus bones and drawn by large dogs across the ice of the North
War Mammoths – Large shaggy haired , barely trained elephants often ridden by Giants
General – Usually the King Beyond the Wall
Clan Chief – a great leader among the Wildlings such as The Magnar of Thenn or Harma the Dogshead
Hero – a renowned hero such a Rattleshirt or Alfyn Crowkiller
*Compulsory Troops per 1000pts = 9 units@310pts + General(100) = 410pts for 1st 1000pts, 310pts for each 1000pts thereafter


The Dothraki                                     “Blood of my blood”


                                Type        Attack    Range      Hits         Armour   Command               Unit         Points      Min/Max Special

                                                                                                                                                Size          per unit

 

*Young Warriors      Cav          2              15            3              -               -                               3              50            2/8           *1

*Dothraki Screamers    Cav          3              15            3              6+            -                               3              70            2/12         *1

*Veteran Screamers Cav          4              -               3              6+            -                               3              105          1/4           *2, 3

Bloodriders              Cav          4              -               4              6+            -                               3              115          -/2            *2, 3

 

 

*Khal                       Gen          +3            -               -               -               8                              1              110          1              -

Ko                           Ldr          +2            -               -               -               8                              1              90            -/2            -

Khos                        Sub          +1            -               -               -               7                              1              30            -/2            -

 

Options:

Khal Drogo              Gen          +3            -               -               -               9                              1              +45          -/1            *4

Khal Pono                                Gen          +3            -               -               -               8                              1              +25          -/1            *5

 

*1 = Skirmish
*2 = Shock
*3 = Fanatic
*4 =“Undefeated”, armies led by Khal Drogo add 1 to their break point, plus he can re-roll one failed command roll per game.
*5 = Fearsome”,  if Khal Pono joins a unit it gains the Terrifying rule until such time as he leaves the unit.

 
Young Warriors – Armed with throwing spears and light bows, desperate to prove them selves in combat

Dothraki Screamers – The regular troops of a Dothraki khalasar all battle hardened

Veteran Screamers– The veteran warriors of a Khalasar

Bloodriders -

Khal – First amongst equals of his particular tribe such Zekko or Motho

Ko – A Khal's most trusted lieutenant

Khos – A Blood Rider of particular note, in line to be a Ko

                                                                                                                                                                   
*Compulsory Troops per 1000pts = 5 units@345pts + General(110) = 455pts for 1st 1000pts, 345pts for each 1000pts thereafter


 

The Golden Company                      “Our word is good as gold”
 
                                Type        Attack    Range      Hits         Armour   Command               Unit         Points      Min/Max Special
                                                                                                                                                Size          per unit
 
 
Skirmishers             Inf           2              30            3              -               -                               3              40            -/4            *1
Pikemen                   Inf           3              -               3              6+                                            3              60            -/4            *
*Infantry                 Inf           3              -               3              5+            -                               3              55            4/10         -
Heavy Infantry        Inf           4              -               3              4+            -                               3              90            -/6            -
*Archers                  Inf           2              30            3              6+            -                               3              55            2/4           *2
Crossbowmen          Inf           2              30            3              6+            -                               3              55            -/4            *3
 
War Elephants          Ele           4              15            4              5+            -                               3              200          -/1            *4
Scouts                      Cav          2              15            3              -               -                               3              50            -/2            *1
*Mercenary Cavalry    Cav      3              -               3              5+            -                               3              110          2/6           *5
Heavy Cavalry         Cav          4              -               4              4+            -                               3              140          -/4            *6           
 
Captain-General       Gen         +2            -               -               -               8                              1              100          1              -              
Captain                    Ldr          +1            -               -               -               8                              1              80            -/2            -
Serjeant                    Sub          +1            -               -               -               7                              1              30            -/3            -
 
Options:
Jon Connington        Gen          +2            -               -               -               9                              1              +10          -/1            *7
Maelys Blackfyre     Gen          +3            -               -               -               9                              1              +35          -/1            *8
Stakes                      Include stakes with any Archers or Crossbowmen                                   -               +5            Any         *9
Pavisse                    Include pavisse with any Archers or Crossbowmen                                 -               +5            Any         *10
Veteran Crossbowmen Inf       2              30            3              5+            -                               3              +10          up-to        *3
                                                                                                                                                                                Half
*1 = Skirmish
*2 = Longbow
*3 = Crossbow
*4 = Elephants
*5= Shock
*6 = Knights
*7 = “Master Tactician”, Jon can re roll any failed command rolls made by him until such time as a re roll fails
*8 = “Monstrous”, if Maelys joins a unit it gains the Terrifying rule until such time as he leaves the unit.
*9 = Stakes
*10 = Pavisse
 
 
Skirmishers – Small bands of Archers used to harass and draw in the enemy
 
Infantry – Well equipped mercenary infantry
 
Heavy Infantry – heavily armed and armoured troops equivalent of men at arms
 
Archers - Lightly armoured experienced bowmen
 
Crossbowmen - Armoured professional soldiers
 
War Elephants – Trained War Elephants
 
ScoutsUsually locally raised, employed as out riders
 
Mercenary Cavalry – Well trained and armoured providing the cavalry backbone of the company
 
Heavy Cavalry – Mainly exiled Knights, years of campaigning has led to them being an exceptional unit
 
Captain General – The company commander such as Ser Harry Strickland or Ser Myles Toyne
 
Captain – A trusted leader such as Black Balaq or Ser Tristan Rivers
 
Serjeant – One of a number small unit commanders such as Denys Strong or Chains
 
 
*Compulsory Troops per 1000pts = 8 units@550pts + General(100) = 650pts for 1st 1000pts, 550pts for each 1000pts thereafter


 
Misc.

 
                                Type        Attack    Range      Hits         Armour   Command               Unit         Points      Min/Max Special

                                                                                                                                                Size          per unit

 

Red Priest of Rhllor Sub          +1            -               -               -               6                              1              50            -/1            *1

(ANY)    

Valyrian Blade         Sp            -               -               -               -               -                               -               +10          -/1            *2

(ANY)

The Brotherhood

without Banners       Inf           3              30            4              5+            -                               3              100          -/3            *3, 4

(GM'S DISCRETION)

Lord Beric Dondarrion Gen     +2            -               -               -               9                              1              145          -/1            *5

(BROTHERHOOD WITHOUT BANNERS ONLY)

Unsullied                 Inf           4              -               3              5+            3                              3              105          -/10          *6, 7

(ANY)

Wights                     Inf           3              -               5              5+            -                               3              100          -/-            *8, 9

(GM’S DISCRETION)

Jaime Lannister        Ldr          +4            -               -               -               8                              1              105          -/1            *10         

(WESTERLANDS, CROWNLANDS ONLY)

Clansmen                 Inf           4              15            3              6+            -                               3              65            -/4            *11, 12   

(Mountains of the Moon)

(CROWNLANDS, WESTERLANDS ONLY)

Clansmen                 Cav          4              15            3              6+            -                               3              120          -/2            *11         

(Mountains of the Moon)

(CROWNLANDS, WESTERLANDS ONLY)           

Dragons                   Mnt          +3            -               -               -               -                               1              +100        -/1            *13

(CROWNLANDS ONLY)

Robb Stark & Greywind Gen   +4            -               -               -               9                              1              135          -/1            *14         

(THE NORTH ONLY)

Brienne of Tarth       Sub          +3            -               -               -               7                              1              45            -/1            *15

(STORMLANDS ONLY)

Tyrion & Bronn       Ldr          +3            -               -               -               8                              1              105          -/1            *16

(CROWNLANDS, WESTERLANDS ONLY)

Prince Rhaegar Targaryen Gen +3            -               -               -               9                              1              135          -/1            *17

(CROWNLANDS ONLY)

Bloody Mummers    Inf           4              15            3              5+            -                               3              85            -/3            *4

(CROWNLANDS, WESTERLANDS ONLY)

Nights Watch            Inf           3              30            3              6+            -                               3              90            -/5            *18, 19   

(ANY PROVIDING OPPONENTS INCLUDE WILDLINGS)

Nights Watch            Cav          3              30            3              5+            -                               3              120          -/2            *18, 19

(ANY PROVIDING OPPONENTS INCLUDE WILDLINGS)

Jon Snow & Ghost   Ldr          +4            -               -               -               8                              1              105          -/1            *20

(NIGHTS WATCH ONLY)

Roose Bolton           Ldr          +1            -               -               -               8                              1              90            -/1            *21

(THE NORTH, CROWNLANDS ONLY)

Lord Manderley       Ldr          -               -               -               -               8                              1              80            -/2            *22

(THE NORTH ONLY)

*1 =“Flaming Sword”,  any unit joined by a Priest becomes “Terrifying”

*2 =“Ancient Blade”, if a Character is armed with a Valyrian blade and attached to a stand and in combat you may force an enemy to re-roll 1 successful armour save

*3 =“Woodsmen”, can enter woods despite being mounted, they must immediately move as infantry from thereon I.E no more than 20cm, if they have already exceeded that amount in the turn they enter woods, then they stop immediately upon entering the woods.

*4 =Mounted Infantry- as per standard rule

*5 =“The Lightening Lord”, all Brotherhood without Banners units within 20cm automatically pass orders given by Beric, in addition he can re-roll 1 failed command test per game

*6 =Legion- as per standard rule

* 7=“Unsullied” not effected by terror inducing units/characters, automatically passes command tests made by general within 20cm

* 8 =“Wights” ,cause Terror, do not retreat regardless of circumstances, no bonus for charging, or for being defended or fortified

*9 =Slow- as per standard rule

*10 =“Kingslayer”, Jaime can re-roll 1 failed command roll per battle.

*11 =Fanatic- as per standard rule

*12 =Warband- as per standard rule

*13 =Dragonas per standard dragon mount rules (Warmaster pg 139)

*14 = The Young Wolf”, Robb can re roll any and failed command rolls made by Robb until a re roll fails

*15 =“Maid of Tarth”, if Brienne rolls a blunder, all ordered units must advance as far as possible towards the nearest enemy and charge if able to do so.

*16 =“The Imp and the Sellsword”, if  Tyrion and Bronn are part of your army you may select the Clansmen of the  Mountains of the Moon as part of your force, in addition you can force your opponent to re-roll 1 successful command roll per game.

*17 =“Valyrian Blood”,  all leaders and subordinates within 20cm of Rhaegar can give orders using Rhaegar's command value, in addition Rhaegar can re  roll 1 failed command test per game.

*18 = Nights Watch”,  these units do not suffer the -1 penalty to command rolls for being in dense terrain. In addition Cavalry units can enter woods despite being mounted, they must immediately move as infantry I.E no more than 20cm, if they have already exceeded that amount in the turn they enter woods, then they stop immediately upon entering the woods.

*19 =Skirmish – as per standard rule

*20 =“Bastard of Winterfell”, all leaders and subordinates within 20cm of Jon can give orders using Jon's command value

*21 =“Lord of the Dreadfort”, Roose Bolton is a man men fear. Enemy units within 20cm of him take a -1 penalty to command rolls

*22 = “Follower of the Seven”, Armies including Lord Manderley can take 1 more unit of knights per 1000 points than usual
 
 
 

APPENDIX

 

 

Nobles Attributes Table:

 

D6                                           Result

 

1                              Potential Usurper. This Commander can only give orders to units within 20cm – effectively he becomes a subordinate.

 

2                              Reluctant Leader. Units given orders by this commander can move no more than twice in a turn rather than up to three times

                                as normal.

 

3                              Reliable Commander. No special rules apply to this leader.

 

4                              Headstrong Commander. Add +1 to the commanders attacks. If the commander rolls a blunder, all ordered units must advance

                                as far as possible towards the nearest enemy and charge if able to do so.

 

5                              Charismatic Leader. This commander may re-roll one failed command per game.

 

6                              Venerable Leader. Increase the commanders command value by +1.

 

 

 

 

 

 

Personal Challenges:

 

If a character ends its movement within 10cm of an opposing character they may issue a Personal Challenge.

 

The challenged character can either choose to accept the challenge, or refuse, if they elect to refuse they must roll a Command test(NB: Generals may always elect to refuse without the need to make a Command roll), if the test is passed the challenged character has resisted the urge to fight and can remain where they are, if the roll is failed or they choose to accept the challenge  move both characters into base to base contact and so that they are not touching any other unit or character. Both characters then roll 1d6 adding their attack score to the result, the difference in scores is then compared to the following chart:

 

Draw- Both characters retreat as per the standard rule

Character wins by 1 – the loser must retreat 1cm

Character wins by 2 – the loser must retreat 2cm and may not issue an order in the following turn

Character wins by 3 or more – the loser is dead or severely wounded and takes no further part in the battle

 

 

 

 

Champions:

 

Any Infantry unit may be led by a Champion. One stand is designated as containing the Champion, this must be modelled on the stand (the easiest why is by using a command strip or standard bearer/musician/leader combination) This stand costs +5 points and adds +1 attack, if the Champions stand is removed as a casualty the unit loses the bonus attack.

 

 

                                                                                                What no General?

 

An army is not required to be led by a General........
 

Me 2011
 

And that's the lot, hope someone gets some use out of them, I really enjoyed making them up, and again apologies for the formatting issues.