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 (Temple Guard) @ 2 AP                                                                       2

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.

 

Albion:

Battles fought on Albion can also include the following, within normal army selection rules –

Cleric (Truthsayer of Albion) @ 3 AP or Magician (Dark Emissary) @ 4 AP.  No army may field both together.  They may also include a Behemoth (Fenbeast) @ 4 AP.

 

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