Warhammer Armies for Hordes
of the Things
By James Ewins
Lizardman:
Stronghold – Aztec-style city gateway.
Magician General (floating Slann mage priest) @ 4 AP 1
Spears (
Spears (Saurus Warriors armed with spear) @ 2 AP 2
Blades (Saurus Warriors armed with axes etc) @ 2 AP 2
Warband (Skink skirmishers) @ 2 AP 3
Flyers (Skinks riding Pterosaur-like nasties) @ 2 AP 1
Alternatives: Behemoth (Stegadon with skink crew in Howdah, or a unit of Kroxigor) @ 4 AP, Hero (Saurus veteran riding small T-Rex) @ 4 AP, Shooters (Salamanders spitting poison) @ 2 AP, Knights (Saurus riding cold ones) @ 2 AP, Lurkers (Chameleon Skinks) @ 1 AP.
Dwarves:
Stronghold – entrance to mine or underground city.
Hero General (Dwarf lord or king) @ 4 AP 1
Artillery (Flame cannon or cannon) @ 3 AP 1
Blades (Dwarf warriors, Longbeards, etc) @ 2 AP 5
Shooters (Dwarf handgunners or crossbow dwarves) @ 2 AP 3
Lurkers (Dwarf Miners in secret tunnels) @ 1 AP 1
Alternatives: Cleric or Cleric General (Runesmith) @ 3 AP, Warband (Slayers) @ 2 AP, Flyer (Ornicopter) @ 2 AP.
High Elves:
Stronghold – Elven tower or beached ship.
Magician General (Elven mage) @ 4 AP 1
Knights (Silver Helms or Dragon Princes) @ 2 AP 2
Spears (Elven levy) @ 2 AP 4
Shooters (Elven Archers) @ 2 AP 3
Blades (Swordmasters or White Lion Elven elites) @ 2 AP 1
Alternatives: Riders (Reaver cavalry) @ 2 AP, Magician (lesser mage) @ 4 AP, Knights (Tiranoc Chariot) @ 2 AP, Artillery (Elven bolt throwers) @ 3 AP, Hero (Elven lord) @ 4 AP, Aerial Hero (Dragon Prince on a dragon) @ 6 AP.
Dark Elves:
Stronghold – Twisted elven tower or beached raiding ship.
Hero General (Elven Lord) @ 4 AP 1
Knights (Dark elves on Cold Ones) @ 2 AP 2
Spears (City levy) @ 2 AP 4
Shooters (Crossbow elves) @ 2 AP 3
Warband (Corsairs or Witch Elves) @ 2 AP 1
Alternatives: Riders (dark rider scouts) @ 2 AP, Magician (Sorceress) @ 4 AP, Knights (Cold One pulled Chariots) @ 2 AP, Artillery (Repeater bolt throwers) @ 3 AP, Hero (Elven lord) @ 4 AP, Aerial Hero (Dragon Prince on a dragon) @ 6 AP, Behemoth (Manticore) @ 4 AP, Sneaker (assassin) @ 3 AP.
Vampire Counts:
Stronghold – vaguely eastern European looking castle
Hero General (Strigoi or Blood Dragon Vampire Lord) @ 4 AP 1
Knights (Black Knights - mounted Wights) @ 2 AP 2
Beasts (Dire Wolves) @ 2 AP 2
Blades (Grave Guard) @ 2 AP 2
Hordes (Zombies, Spirit Hosts and/or Skeletons) @ 1 AP 8
Alternatives: Behemoth (Black Coach) @ 4 AP, Magician General (Necarch vampire or necromancer) @ 4 AP, Flyers (Giant bats) @ 2 AP, Airboat (Fell Bats) @ 3 AP, Shooter (Banshee) @ 2 AP, Sneaker (Lhamian vampires) @ 3 AP, Lurkers (Ghouls) @ 1 AP.
Tomb Kings:
Stronghold – ruined pyramid.
Magician General (Tomb Lord) @ 4 AP 1
Riders (Chariots) @ 2 AP 2
Shooters (Skeletal bowmen) @ 2 AP 2
Flyers (Carrion) @ 2 AP 1
Blades (Ushabti) @ 2 AP 1
Hordes (Skeletons or tomb insects) @ 1 AP 8
Alternatives: Behemoth (Bone Giant) @ 4 AP, Hero General (tomb king in chariot) @ 4 AP, Artillery (Screaming skull catapults) @ 3 AP, Lurkers (tomb scorpion) @ 1 AP.
Skaven:
Stronghold – tunnel or sewer entrance.
Spear General (Skaven Warlord) @ 2 AP 1
Spears (Stormvermin) @ 2 AP 1
Behemoth (Rat Ogres or Doomwheel) @ 4 AP 1
Artillery (Warp cannon or similar) @ 3 AP 1
Beasts (rat packs and giant rats) @ 2 AP 2
Hordes (clan rats and slave units) @ 1 AP 9
Alternatives: Magician or magician general (gray seer) @ 4 AP, shooters (ratling gun teams, warpfire throwers, or warplock engineers) @ 2 AP.
Bretonnia:
Stronghold – high medieval style pavilion.
Hero General (Knight lord) @ 4 AP 1
Knights (Various knightly orders) @ 2 AP 6
Riders (Squires) @ 2 AP 1
Spears (peasantry) @ 2 AP 2
Shooters (peasantry with bows) @ 2 AP 1
Alternatives: Arial Hero General (Knightly lord on Pegasus) @ 6 AP, Paladin (a real paladin!) @ 4 AP, Cleric (Prophetess of the lady) @ 3 AP, Lurkers (squires on foot or “merry men” style bandits) @ 1 AP.
Wood Elves:
Stronghold – wooded glade or boundary stone.
Hero General (Elven Lord) @ 4 AP 1
Behemoth (Treeman) @ 4 AP 1
Spears (Glade Guard) @ 2 AP 2
Shooters (Elven Archers or Waywatchers) @ 2 AP 3
Riders (Glade Riders) @ 2 AP 1
Warband (Wardancers) @ 2 AP 1
Blades (Dryads) @ 2 AP 1
Alternatives: Magician General (mage) @ 4 AP, Aerial Hero (Elven Lord on green dragon) @ 6 AP, Flyers (eagle riders or unridden giant eagles) @ 2AP, Lurkers (scouts) @ 1 AP, Beasts (Elven handlers with war dogs, bears, etc).
Kislev:
Stronghold – log palisade or walled town gateway.
Knight General (Kislev commander, possibly riding a bear) @ 2 AP 1
Behemoth (War Wagon) @ 4AP 1
Knights (Winged lancers) @ 2 AP 3
Riders (Steppe archers) @ 2 AP 2
Shooters (archers on foor) @ 2 AP 2
Blades (Axemen) @ 2 AP 2
Alternatives: Magician General (Tsarina in sled) @ 4AP, Behemoths (trained bears) @ 4 AP, Hero General (Kislev warlord) @ 4 AP.
Chaos Dwarves:
Stronghold – twisted ziggurat.
Magician General (Sorcerer Lord on Lammasu) @ 4 AP 1
Artillery (Earthshaker cannon or similar) @ 3 AP 1
Blades (Chaos Dwarves with great axes) @ 2 AP 4
Shooters (Chaos Dwarves with blunderbusses) @ 2 AP 1
Knights (Bull Centaurs) @ 2 AP 2
Hordes (gobins and hobgoblins) @ 1 AP 3
Alternatives: Blades (Black Orcs) @ 2AP, Aerial Hero General (Dwarf lord on great Taurus) @ 6 AP, Warband (Orcs) @ 2 AP, Sneakers (Hobgoblin “sneaky gitz”) @ 3AP, Behemoth (Bull Centaur pushing war machine) @ 4 AP.
Tilea (Dogs of War):
Stronghold – Paychest and retinue.
Knight General (Hired Veteran or local prince) @ 2 AP 1
Behemoth (Ogres) @ 4 AP 1
Knights (dispossessed nobles sons) @ 2 AP 1
Riders (hired from Araby or Kislev) @ 2 AP 1
Spears (mercenary bands with pikes) @ 2 AP 4
Warband (Duellist bands) @ 2 AP 1
Shooters (Mercenary Crossbowmen) @ 2 AP 2
Alternatives: Hero General (local legend) @ 4 AP, Magician (Hireling mage) @ 4 AP, Warband (Norse Raiders) @ 2 AP, Artillery (light mobile field guns) @ 3 AP, Flyers (Tilean handgliders, yes really) @ 2 AP, Blades (hired dwarves) @ 2 AP.
The Empire:
Stronghold – frontier watchtower.
Hero General (Elector Count) @ 4 AP 1
Artillery (Mortar or Cannon) @ 3 AP 1
Knights (Various knightly orders) @ 2 AP 1
Spears (foot troops with spears) @ 2 AP 2
Blades (foot troops with swords or halberds) @ 2 AP 3
Shooters (handgunners) @ 2 AP 2
Hordes (Levy troops attached to main infantry above) @ 1 AP 1
Alternatives: Aerial Hero General (Elector Count on Griffon) @ 6 AP, Magician (head of one of several magical orders) @ 4 AP, Behemoth (Steam Tank) @ 4 AP, Paladin (devout warrior of Sigmar) @ 4 AP, Cleric (Priest of Ulric or Sigmar) @ 3 AP, Warband (flagellants) @ 2 AP, Blades (Greatswords) @ 2 AP.
Orcs & Goblins:
Stronghold – round mud huts or pile of enemy dead.
Knight General (Biggest Orc in chariot) @ 2 AP 1
Knights (next biggest Orcs on boars) @ 2 AP 2
Warband (Orc warriors) @ 2 AP 4
Riders (Goblin wolf-riders) @ 2 AP 2
Beasts (Squigs and handlers) @ 2 AP 1
Hordes (Goblins) @ 1 AP 4
Alternatives: Aerial Hero General (Orc on Wyvern) @ 4 AP, Behemoth (Giant or Troll unit) @ 4 AP, Artillery (Rock Lobbers or similar) @ 3 AP, Magician (Orc Shaman) @ 4 AP, Blades (Black Orcs) @ 2 AP.
Notes:
Dogs of War:
Most of the above armies will hire Tilean or other “Dogs of War” mercenaries if required, although standard fantasy racial issues still apply – the High Elves do not hire orcs etc. As such pike units tend to turn up every so often in most armies.
Battles fought on
Cleric (Truthsayer of