Dogs of War

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Hey to anyone listening. I have been away from this hobby for 9 years and just got the 8th edition rule book. I got the fever back and Dogs of war has always been my favorite army. Needless to say im ready to collect again and need some clarity on some things. Opinions and rebuking is warrented.
Sooooo back in the day when i was a GW manager i had every army (6th edition i believe) and dogs of war had the best advantage due to no one really having enough practice against the army and the multi heroes ect. ect.
Thats the past. but now i see different advantages still on our side.
Biesgers...yes expensive but they do two roles. Crossbow for 3 turns
and then can have staying power from a charge if the opponent is weakened in numbers enough/and 3 plus armor vs shooting and magic.
Magic also if concentrated on can make them formidable (im gonna use metal because of all the buffs to range/combat and armor)and making units better then they are.
Manflayers have to be arguebly still the best unit in fantasy period.
marching poison and armor piercing shots at BS 5. great weapons, heavy armor, scouts and banner that makes them impossible to be shot at.
galloper gun is another great unit i still see. Moving grape shot and cannon. hero stat on horse to attack other war machines.
We also have a really great surprise in the dwarves special choice.
If im reading this correctly they can have heavy armor,great weapon, shield and crossbow for a 16 point model!
3 turns of shooting and then tough fighting unit in close combat as well?
thats the same as an 8 point crossbow man and an 8 point two handed warrior but you get leadership 9, toughness 4 and a 4plus armor vs range.
Halfing pot is really great with no armor saves allowed...
Goblin hewer is a unit shredder now that armies field deep ranked units more often now.
even norse marauders if you want to go cheap cost and high effective in this new system where everyone in the front still attacks is great.
Great weapons and frenzy and lots of bodies to stand your ground tactic.
i can continue but you get the idea(We are still a great army.)
So on too my questions...

Can we use the Ettin from forgeworld(what a monster) in our army and then what slot does it take up?

When upgrading to a bull rhinox does it do d6 stomp attaks because its a large creature?

Is the limit on Midas the means body guard of 25 models still in effect?
str 5 int 4 WS 4 heavy armor stubborn magic weapon attacks at 11 points each sounds good to me. Not to mention 5-6 starts the unit with plus one on the dice roll to hit in close combat.

Are communities or clubs letting you guys play with Golfag as in the Ogre army rule book?

where is lupos rules? and can we use that mad scientist that invented the steam tank? is there a way to make ursed company any good tactically im not seeing?

And what other ideas can i use with cool models in my army. Theme multi races but have each unit has to work for the paymaster for different reasons. So far i got ordered forge world mannann blades and ironsides (beisgers) also for my dwarves im using chaos dwarves from forgeworld with the glaives because they look like gunblades (crossbows and great weapons for my unit). For my elf unit manflayers i was thinking warhammer 40k dark eldars mandrakes. With the theme there wood elves from dark forest of Cathay. The pay master has the ability to chop the forest down but the payment of a unit to fight for him keeps an agreement not too. the shooting attacks come from the flaming hands and tattoos/engravings are the armor.
Golfag or Ogres will be represented as Doombull(nice model)
Army just needs to look mean but nuetral.
I got to fit in skaven somehow and i need greenskins of some sort and lizardmen.
Thank you for your time...
and your money Smile
Can we use the Ettin from forgeworld(what a monster) in our army and then what slot does it take up?

--You should at the moment just use it as a giant, as such it would take up points from the rare section.

When upgrading to a bull rhinox does it do d6 stomp attaks because its a large creature?

--Bull Rhinox no longer exist. It is just an oversize rhinox. If you are using rhinox riders it is considered monsterous cavalry and as far as I know they only get to stomp not thunderstomp! probably has something to do with keeping the beast under some limited form of control so that it does not throw it's rider.

Is the limit on Midas the means body guard of 25 models still in effect?
str 5 int 4 WS 4 heavy armor stubborn magic weapon attacks at 11 points each sounds good to me. Not to mention 5-6 starts the unit with plus one on the dice roll to hit in close combat.

--There is no longer a limit on his bodyguard size, as far as I can determine!
However, try looking into the regular paymaster with a combination of well chosen war academy skills, magical paychest and either the banner of Venni or the Standard of miragliano in the unit you might be able to get a lot more bang for your bucks!

you can find it in the list as it stands currently, you can find the download in the appropriate section of the forum. ( I am not very good at the pasting of the links).

Are communities or clubs letting you guys play with Golfag as in the Ogre army rule book?

--Do not mix too much with other army books, we have our Golfag in the regiments of renown file. If you stick with what we have got in our lists than you are less likely to run in to acceptance issues for your list. Besides, in my opinion is Golfag overpriced and does not live up to the reputation he has with us mercs in the new ogre kingdoms book. Sure he has 2d6 worth of magic items, but the restriction it puts on your maneaters is quite severe aside from the fact that he would have to be in the unit. Personally I prefer a unit of Ironguts for the point cost of the unit maneaters.

where is lupos rules? and can we use that mad scientist that invented the steam tank? is there a way to make ursed company any good tactically im not seeing?

--You'll be able to find Lorenzo's and Leonardo's rules in the Dogs of War pdf.

As to the Cursed company, they do have their weakness, as do all units. try having a wizard with the lore of Life, Metal or Light near them to bolster their fighting qualities! Regrowth, Enchanted blades, glittering robes, Pha's prot., Speed of Light and Brinoa's timewarp, will do a lot to correct their fallabilities.
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