Dogs of War

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Being browsing various places and got good tips.
Came up with this to try at my local club whilst I work up a more hard hitting army with Asarnil in it.
Happy for everyones input here.

Level 4 wizard, Lore of fire – 231 points
Barded warhorse, power stone

Captain – 94 points
Barded warhorse, sword of might, heavy armor, enchanted shield

Paymaster – 81 points
Barded horse, sword of biting, heavy armor, shield

Level 2 wizard, Lore of heavens, on foot – 145 points
Dispel scroll x2

Ricco’s Republican Guard x19 – 288 points [wizard on foot here]

Voland’s Venators x5 – 195 points [captain here]

Light Cavalery x5 spears and shields – 70 points

Long Drong’s Slayer Pirates x12 – 219 points
[Two rows of 6]

Dwarfs x18 – 162 points [Paymaster here]
Heavy armour, shields, war banner

Golgfag’s ogres x4 – 285 points

Maneaters x2 – 180 points
Heavy armour, brace of pistols

Halfling Hot Pot (Um, only because I had 50 points left and not sure where to spend it)
Umm, No offense, but that list will get slaughtered.
Firstly, get rid of the powerstone on the WizLord, it's unnecessary and the points would be better spent on dispel scrolls.
Secondly, I would get rid of the captain in favor of another wizard for your subpar magic defense, in hopes of atleast not letting strong magic armies run rampant over you. If you decide to keep the captain, I would remove the enchanted shield from him and give it to your paymaster, it is more important for him to stay alive. you could also just leave the captain out and not add the wizard, then you will have some spare points to play around with.
You don't have a single unit of duellists in your list. Duellists are some of the best units mercenaries are allowed to use. Use them. They are cheap to boot.
I personally wouldn't use pikes as I think they just aren't worth it, but this is merely an opinion. Many will tell you to leave them. However, for the points of that one unit of pikes, you could have two units of pistol duellists, and a unit of crossbowmen for some ranged support.
The Venators are a great choice. Light cavalry is nice to have too. Long Drong's is great. I would personally get rid of Golgfag's and either get the Bearmen of Urslo (and put your paymaster and wizard lord in there) or get Mengil Manhide's Manflayers. They are very nice indeed. Maneaters are ace. And considering you only had 50 spare pts., a hot pot is not a bad decision at all.
Agreed with a number of things above, pikes are fun, not necissarily effective though. Duelists are good, get rid of Golgfags, if you want Ogres either stick with maneaters or take regular Dogs of War Ogres with GW's. They'll outperform Golgfags.

As far as the Bearmen are concerned they aren't that great, it's Beorg that's the reason you take that unit, they are just the delivery system. Give one of your castsers lore of Beats and put Bears anger on that guy and he's a stick of dynamite. Smile
I think it is a nice list. Some preferences are very different of mine but, you take more then one dwarf unit which makes sence, their weapon delivery systems compare very good (movement 3")

A few comments to (hopefully) help.

The only unit capable of taking a magical banner is the bodyguard, not even the paymaster can do it without his guard. Sorry, but the warbanner has to go to make the list legal at all.

Don't take Heavens, more magic missiles means kills on the other side and dispel dice to be spent and maybe even scrolls. Take lores who have a magic missile as spell one or just a direct damaging spell. Keep blasting magic missiles, as long as you magic and block as much magic as possible you will have the better end of it. (and yes in such a case the scroll (or two) is better then the stone Wink )



Overall a very nice list but mind your self. You have to work for victory! Think very good of the strength and the weaknesses you've got and youre troops have. The more you know about that the better you will perform.

Succes Supsup and don't forget to post a battle report, I am curious and maybe we can help to make youre list better. Wink
Thanks for all the advice, tweeked them for now, battling tomorrow so will test this new list. Bit hasty but will report to see how they go.

If I can, Beorg in middle with other wizard, both dwarfs on one side (paymaster unit behind pirates) with maneaters on flank, and duellists, Voland and light cal on the other. Shooters at back.
Rarely goes that way, even when dwarf army, so may go with Beorg in middle, paymaster back again, but have Voland and maneaters act like bear trap with magic, long drong, shooting and duellists backing them up.

TEST ARMY

Level 4 wizard, Lore of beasts – 222 points
On foot

Paymaster – 103 points
Barded horse, sword of might, heavy armour, enchanted shield

Level 2 wizard, Lore of fire – 155 points
Warhorse, Dispel scroll x2


Duellist, pistols x8 - 72 points

Crossbowmen x12 - 96 points

Voland’s Venators x5 – 195 points

Light Cavalery x5 – 70 points
Spears and shields, No command

Long Drong’s Slayer Pirates x12 – 219 points
[Two rows of 6]

Dwarfs, FC x18 – 192 points [Paymaster here]
Heavy armour, shields

Beorg and Bearmen x19 - 327 points [Wizard Lord on foot here]

Maneaters x2 – 180 points
Heavy armour, brace of pistols

Cannon - 85 points

Cannon - 85 points

Total
2001
Unless you're playing in a friendly environment and it's cool, 1 point over is strictly 1 point over, and hence the army is illegal. If your friends are cool with that, then it's fine. But generally, most players would expect you to snip a model or wargear equipment from somewhere to get you into proper points range.

The list seems solid enough, although I have to wonder...
Why have your Beasts wizard mounter, while fire wizard on foot? Shouldn't it be the other way around, as the Beasts wizard can't cast Bear's Anger on himself and is best sticking close to Beorg.
While the Fire Wizard is better off elsewhere, as his only buff can only be cast on himself.
Mmm, will swap them over to Lord is lore beast and other is fire. Prefer beast over fire.

Thinking of switching manhunter pistols for great weapons - although their shooting is nice, depending on foe will be at -1 or -2 if at long range.

And yes, will play them in friendly matches to smooth the list out and work on tactics.
Would it be wise to put the lvl 4 wizard and the paymaster with Beorg and Bearmen?

Tinkering with ideas for special unit types, or would it be better to have some dwarfs or norse at back for paymaster unit instead? Saves having him in frontline or handicapping Beorg from his assult by pulling him back.

Only changes on the list are swapping the maneaters pistols for GW, and maybe expand to 2250 so can have at least 3 of them to get in a bull charge when they charge in.
Paymaster is a BSB and does not need to be in Beorgs per se.

I had a ETC rule GT and I only ones stuck my General in a unit, Lumpin's to be exactly. Lumpin's don't go into the melee without everything else being overrun and Lumpin has a ld 9 (or a 10 on rallying) which should keep my general on the table even after a panic test. Ow, and you have 360 degrees line of sight! comes in handy for a magician!

My BSB mostly wandered alone over the battlefield, mostly hiding behind units, giving as much support (reroll) as possible. Sometimes I stuck him in Beorgs unit, to boost ranks and to don't getting him magiced or shot from his saddle.

In 5 games he lost 1 wound.... the rest he survived. Smile
(02-23-2010 05:54 AM)henerius Wrote: [ -> ]Paymaster is a BSB and does not need to be in Beorgs per se.

I had a ETC rule GT and I only ones stuck my General in a unit, Lumpin's to be exactly. Lumpin's don't go into the melee without everything else being overrun and Lumpin has a ld 9 (or a 10 on rallying) which should keep my general on the table even after a panic test. Ow, and you have 360 degrees line of sight! comes in handy for a magician!

My BSB mostly wandered alone over the battlefield, mostly hiding behind units, giving as much support (reroll) as possible. Sometimes I stuck him in Beorgs unit, to boost ranks and to don't getting him magiced or shot from his saddle.

In 5 games he lost 1 wound.... the rest he survived. Smile

I have done the same on a number of occasions.

People are not used to facing a Dogs of War BSB that does not have a great big standard in his hands so tend to forget he is there half the time.
Thanks for the food for thought, a wizard with Lumpin and ideas for the paymaster. Working on a 2250 list and will post it here when complete.
Ok, gone for a 2250 point army, here is the WIP list.

Wizard Lord, level 4, lore of beast - 210 points
Paymaster, sword of might, heavy armour, enchanted shield, barded horse - 103 points
Wizard, level 2, lore of fire, on foot - 95 points

Voland Venators x5 - 195 points
Duellists, pistols x8 - 72 points
Crossbowmen x10 - 80 points
Crossbowmen x10 - 80 points
Light cavalry, spear + shield, no FC - 70 points

Beorg Bearmen x19 = 327 points
Long Drong slayer x10 = 195
Maneater, great weapons x3 - 270 points
Lumpin fighting cocks x6 - 90 points

Giants of Albion - 450 points

This takes me to 2237.
Tactic ideas, Beorg and Drong in middle (doing what they do best) with paymaster behind Beorg with Duellists guarding his flank. Level 4 wizard in Beorg's unit. Crossbowmen at back, but just incase (has this happen as dwarfs plenty of times) may put one back slightly to guard PM's other flank and the other on either side of middle units to fire.
On flanks, naturally, are the giants, voland and maneaters to guard and/or target certain units. Light cavalry for warmachines or lone characters. And finally Lumpin to scout ahead with the other wizard.

Trying Lumpin over manflayers to see how good they are (think manflayers are expensive) And giants over the dragon as i have never used giants before.
Still debating on taking one lot of crossbowmen out and use them to pump up ranks of Drong and Lumpin (as I rarely ever get hills where i want them in my games)

Few questions, seen few people mention putting wizards with scouting units, can I really do that? Even in friendly matches.
Also seen people comment about Beorg having killing blow, I have never seen this in the rules/pdf, that can't be right...
Any thoughts on this list other than trying it out?
I don't think characters can scout unless they have the scout special rule.
Remember that scouts are deployed after characters, so unless the character itself can be held in reserve to scout, he must be deployed when all characters are. He hasn't actually joined the unit until he's placed on the board after all.

I think those people are confusing Beorg with the playtest rules. As in the current version of the Regiments of Renown playtest, Beorg Bearstruck has Killing Blow. So don't worry, you're not missing anything there - he doesn't have Killing Blow, just his bearfang talisman to keep him safe and a whole lot of claws to kill the enemy.
As Someone2040 said Wink You can put non scouting characters in a scouting units, but not at any chosen time.

character without scouting ability
-During deployment it is possible when the scouts do not scout. (yes scout can deploy during the normal deployment fase, within the deployment zone they may do so as any "normal" unit)

-After the start of the game the character may join the unit during a movement fase.

character with scouting ability
-After the scouts deploy the character may join the unit. During normal deployment, or during deployment of scouts.


A character without the scouting ability cannot join a unit that uses the scouting ability during the deployment. Because the character is deployed before the scouts are!
Thanks, no idea where I got the idea to put a wizard with skirmishers and/or scouts when they have no rules for it.

Will spent last of the points giving lvl 2 wizard a horse, that or put him with other wizard, see how i feel when testing this list.
I think you should do just fine with that list. Give it a try!
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