06-28-2009, 07:26 AM
I originally posted this article in 2007 as "Soldier of Heaven" on now-inactive The Merchant Prince. As our rules haven't changed, the article hasn't changed...
____
Introductory Thoughts
One thing I've been pondering is how a Dogs of War Army ought to be conceived. A Dogs of War Army has access to a very broad variety of troop types, but these troops tend to be relatively elite and/or narrowly-specialized. Dogs of War can be supplemented by a fairly wide variety of basic units of different races (i.e. Ogres, Halflings, Norse, Dwarves, Giants), along with a limited number of exotic and unique units (i.e. Asarnil the Dragonlord, Cursed Company, Skink cavalry). No matter what you want to do, you can probably do it with a unit of Dogs of War.
The downside is that Dogs of War tend to be relatively fragile. They are required to take a Paymaster who causes Panic tests if he dies. Characters are pure vanilla. The vast majority of units are built around S3 T3 models, often Ld.7 Men. Magical Armour is not available, just the single basic Enchanted Shield. Magical Wards are similarly rare, just the single basic 6+ Ward Save.
The Dogs of War army is flexible, but fragile.
The Dogs of War Paymaster
Dogs of War are required to take a Paymaster, the Achilles Heel of the army. While a fairly decent fighter in his own right, the Paymaster cannot be risked in combat, lest he die and the entire army suffer Panic as a result. Worse, he consumes a Hero slot that could better be used by a Wizard or fighting Hero. Indeed, much Dogs of War strategy revolves around keeping him alive with his dedicated Bodyguard, Heavy Cavalry, else massed Dwarves or Duellists. The specific strategy varies according to the rest of the army, but the objectives are all similar: give him as much armour as possible, in as large a unit as possible.
The Dogs of War Paymaster is the Achilles Heel.
Dogs of War Characters
Dogs of War have the basic complement of Characters - Lord and Wizard Lord, Captain and Wizard. There is nothing special about them, particularly as most Regiments of Renown provide at least a Captain of some sort. Depending on how the rest of the army is configured, the Ld.9 Lord can be a good choice. Magical defense is always necessary, and being down by a Hero slot doesn't help, so at a minimum, Dogs of War should take a couple scroll caddies. It is possible to go "heavy" Magic (Wizard Lord with Scrolls, Scroll Caddy, Dark Emissary), however, this approach is frowned upon by some opponents. The other use of Dogs of War Characters is to gain access to Flying with a Pegasus mount, however these Flyers compete directly with the limited defensive Magic.
Dogs of War Characters provide Magical defense and Flying.
Dogs of War Core
While most Dogs of War units are combat-oriented, rather than shooting-oriented, Dogs of War do not have "efficient" Core block infantry to provide inexpensive static CR based on Ranks and Standards. At 10+ pts per model, Pikemen are an expensive source of block infantry with very specialized rules and requirements, but they are still just Men. At 8 pts, Crossbows are an efficient way to provide S4 30" support fire, but you cannot win a game with them, because they would be crushed in close combat. Dogs of War have excellent support-oriented Core units (i.e. Skirmishers, Light and Heavy Cavalry), but the basic Dogs of War Core infantry are still just Men who are not particularly well-suited to block combat. With the RoR specialist versions of all of these remaining as Core, there is much tailoring that can be done to support a specific army style.
Dogs of War Core provide support, not bricks.
Dogs of War Specials
Dogs of War Specials are where the real action lies, as most of the relatively interesting things here. Specifically, Dogs of War can take efficiently tailorable block infantry with good Ld scores. Dwarves in Heavy Armour and Shield have a tremendous T4 Sv3+ in close combat, for a solid anchor block. Halflings provide inexpensive mobile fire support. Frenzied Norse with Great Weapons have great fighting utility. The various Ogres provide combat density and varied options as valuable shock troops. Any of these are great choices to build an army around, and complement each other very well.
Dogs of War Specials provide powerful bricks.
Dogs of War Rares
Dogs of War Rares are where the remaining capabilities reside. Dogs of War have access to (light) Cannon and Stone Throwers as Rares, but no Bolt Throwers. Dogs of War can also take Giants and other Monsters as Rares. As the Dogs of War War Machines are fairly unimpressive, it is probably better to use the Rare slot(s) to provided concentrated fighting power.
Dogs of War Rares provide Monsters, not Artillery.
Dogs of War Shooting
Unlike Empire, Dogs of War shooting capability is quite limited. For massed shooting, Dogs of War have few choices: Pistol Duellists and Crossbows. As noted above Crossbows are fairly good, despite being move-or-fire. Pistol Duellists are rather slow-moving and have woeful range, but good use as a stand-and-shoot screen. Dogs of War Artillery is specialist usage only. Due to the inherent weaknesses in Dogs of War Shooting, you cannot build an army around this concept and expect it to be very effective.
Dogs of War Shooting is Tactical, not Strategic.
Dogs of War Quality
Unlike many armies, Dogs of War are not a horde army. Their cheapest models (Duellists and Manbiters) start at 5 pts each. Pikemen are 10 pts, while Dwaves and Norse run 8 to 10 pts each. Dogs of War models are considerably more expensive than their Empire counterparts, so they cannot swamp the board in the same way that Empire does. Dogs of War are almost Elf-like in their cost structure.
Dogs of War is Quality over Quantity.
Dogs of War Regiments of Renown
Dogs of War have the broadest access to Regiments of Renown, allowing for many specialists but not in quantity, as each RoR is unique. Dogs of War have very broad access to Captains at the cost of having to take Full Command where it is often unnecessary or even undesirable. Unusually, Dogs of War have access to a handful of (near-) Lord-level characters that do not require a Lord slot (i.e. Asarnil, Beorg, Dark Emissary / Truthsayer). Dogs of War also have access to some very high-cost, very unique units (e.g. Manflayers, Cursed Company, Giants of Albion). It is possible to build an army around enhanced Regiments of Renown, but this further exacerbates issues with having sufficient model count to be effective.
Dogs of War Regiments of Renown bring Quality vs Quantity to the fore.
Dogs of War Starter Army
Given the above, a starter army could be composed as follows:
Wizard Lord (Heavens)
Paymaster
Wizard (Fire)
Flying Hero
10 Crossbows
8 Duellists with Pistols
5 Heavy Cavalry
5 Light Cavalry
20 Norse w/ Great Weapons
20 Dwarves w/ HA&S
4 Ogre Ironguts
2 Ogre Maneaters
1 Dogs of War Giant
This is approximately 2000 pts, including a few choice upgrades such as bumping a Wizard to a Lord, adding an extra rank to the Norse or Dwarves, or upgrading a unit to a RoR.
Dogs of War Upgraded Army
Building on the sample army above, the Dogs of War Army could be upgraded:
Wizard Lord (Beasts)
Paymaster
Dark Emissary
Asarnil the Dragonlord
5 Light Cavalry
5 Light Cavalry
8 Duellists with Pistols
10 Crossbows
20 Beorg's Bearmen
20 Norse w/ Great Weapons & Shields
10 Halflings w/ Bows
This is also approximately 2000 pts, but with far far more elite: both Wizards upgrade to lv.4s; the Pegasus upgrades to a Dragon; the Dwarves become Norse led by a Lord-level fighter!
Alternative upgrades would have been to upgrade the Cavalry to Venators and/or Desert Dogs, or perhaps to upgrade to Giants of Albion.
____
Introductory Thoughts
One thing I've been pondering is how a Dogs of War Army ought to be conceived. A Dogs of War Army has access to a very broad variety of troop types, but these troops tend to be relatively elite and/or narrowly-specialized. Dogs of War can be supplemented by a fairly wide variety of basic units of different races (i.e. Ogres, Halflings, Norse, Dwarves, Giants), along with a limited number of exotic and unique units (i.e. Asarnil the Dragonlord, Cursed Company, Skink cavalry). No matter what you want to do, you can probably do it with a unit of Dogs of War.
The downside is that Dogs of War tend to be relatively fragile. They are required to take a Paymaster who causes Panic tests if he dies. Characters are pure vanilla. The vast majority of units are built around S3 T3 models, often Ld.7 Men. Magical Armour is not available, just the single basic Enchanted Shield. Magical Wards are similarly rare, just the single basic 6+ Ward Save.
The Dogs of War army is flexible, but fragile.
The Dogs of War Paymaster
Dogs of War are required to take a Paymaster, the Achilles Heel of the army. While a fairly decent fighter in his own right, the Paymaster cannot be risked in combat, lest he die and the entire army suffer Panic as a result. Worse, he consumes a Hero slot that could better be used by a Wizard or fighting Hero. Indeed, much Dogs of War strategy revolves around keeping him alive with his dedicated Bodyguard, Heavy Cavalry, else massed Dwarves or Duellists. The specific strategy varies according to the rest of the army, but the objectives are all similar: give him as much armour as possible, in as large a unit as possible.
The Dogs of War Paymaster is the Achilles Heel.
Dogs of War Characters
Dogs of War have the basic complement of Characters - Lord and Wizard Lord, Captain and Wizard. There is nothing special about them, particularly as most Regiments of Renown provide at least a Captain of some sort. Depending on how the rest of the army is configured, the Ld.9 Lord can be a good choice. Magical defense is always necessary, and being down by a Hero slot doesn't help, so at a minimum, Dogs of War should take a couple scroll caddies. It is possible to go "heavy" Magic (Wizard Lord with Scrolls, Scroll Caddy, Dark Emissary), however, this approach is frowned upon by some opponents. The other use of Dogs of War Characters is to gain access to Flying with a Pegasus mount, however these Flyers compete directly with the limited defensive Magic.
Dogs of War Characters provide Magical defense and Flying.
Dogs of War Core
While most Dogs of War units are combat-oriented, rather than shooting-oriented, Dogs of War do not have "efficient" Core block infantry to provide inexpensive static CR based on Ranks and Standards. At 10+ pts per model, Pikemen are an expensive source of block infantry with very specialized rules and requirements, but they are still just Men. At 8 pts, Crossbows are an efficient way to provide S4 30" support fire, but you cannot win a game with them, because they would be crushed in close combat. Dogs of War have excellent support-oriented Core units (i.e. Skirmishers, Light and Heavy Cavalry), but the basic Dogs of War Core infantry are still just Men who are not particularly well-suited to block combat. With the RoR specialist versions of all of these remaining as Core, there is much tailoring that can be done to support a specific army style.
Dogs of War Core provide support, not bricks.
Dogs of War Specials
Dogs of War Specials are where the real action lies, as most of the relatively interesting things here. Specifically, Dogs of War can take efficiently tailorable block infantry with good Ld scores. Dwarves in Heavy Armour and Shield have a tremendous T4 Sv3+ in close combat, for a solid anchor block. Halflings provide inexpensive mobile fire support. Frenzied Norse with Great Weapons have great fighting utility. The various Ogres provide combat density and varied options as valuable shock troops. Any of these are great choices to build an army around, and complement each other very well.
Dogs of War Specials provide powerful bricks.
Dogs of War Rares
Dogs of War Rares are where the remaining capabilities reside. Dogs of War have access to (light) Cannon and Stone Throwers as Rares, but no Bolt Throwers. Dogs of War can also take Giants and other Monsters as Rares. As the Dogs of War War Machines are fairly unimpressive, it is probably better to use the Rare slot(s) to provided concentrated fighting power.
Dogs of War Rares provide Monsters, not Artillery.
Dogs of War Shooting
Unlike Empire, Dogs of War shooting capability is quite limited. For massed shooting, Dogs of War have few choices: Pistol Duellists and Crossbows. As noted above Crossbows are fairly good, despite being move-or-fire. Pistol Duellists are rather slow-moving and have woeful range, but good use as a stand-and-shoot screen. Dogs of War Artillery is specialist usage only. Due to the inherent weaknesses in Dogs of War Shooting, you cannot build an army around this concept and expect it to be very effective.
Dogs of War Shooting is Tactical, not Strategic.
Dogs of War Quality
Unlike many armies, Dogs of War are not a horde army. Their cheapest models (Duellists and Manbiters) start at 5 pts each. Pikemen are 10 pts, while Dwaves and Norse run 8 to 10 pts each. Dogs of War models are considerably more expensive than their Empire counterparts, so they cannot swamp the board in the same way that Empire does. Dogs of War are almost Elf-like in their cost structure.
Dogs of War is Quality over Quantity.
Dogs of War Regiments of Renown
Dogs of War have the broadest access to Regiments of Renown, allowing for many specialists but not in quantity, as each RoR is unique. Dogs of War have very broad access to Captains at the cost of having to take Full Command where it is often unnecessary or even undesirable. Unusually, Dogs of War have access to a handful of (near-) Lord-level characters that do not require a Lord slot (i.e. Asarnil, Beorg, Dark Emissary / Truthsayer). Dogs of War also have access to some very high-cost, very unique units (e.g. Manflayers, Cursed Company, Giants of Albion). It is possible to build an army around enhanced Regiments of Renown, but this further exacerbates issues with having sufficient model count to be effective.
Dogs of War Regiments of Renown bring Quality vs Quantity to the fore.
Dogs of War Starter Army
Given the above, a starter army could be composed as follows:
Wizard Lord (Heavens)
Paymaster
Wizard (Fire)
Flying Hero
10 Crossbows
8 Duellists with Pistols
5 Heavy Cavalry
5 Light Cavalry
20 Norse w/ Great Weapons
20 Dwarves w/ HA&S
4 Ogre Ironguts
2 Ogre Maneaters
1 Dogs of War Giant
This is approximately 2000 pts, including a few choice upgrades such as bumping a Wizard to a Lord, adding an extra rank to the Norse or Dwarves, or upgrading a unit to a RoR.
Dogs of War Upgraded Army
Building on the sample army above, the Dogs of War Army could be upgraded:
Wizard Lord (Beasts)
Paymaster
Dark Emissary
Asarnil the Dragonlord
5 Light Cavalry
5 Light Cavalry
8 Duellists with Pistols
10 Crossbows
20 Beorg's Bearmen
20 Norse w/ Great Weapons & Shields
10 Halflings w/ Bows
This is also approximately 2000 pts, but with far far more elite: both Wizards upgrade to lv.4s; the Pegasus upgrades to a Dragon; the Dwarves become Norse led by a Lord-level fighter!
Alternative upgrades would have been to upgrade the Cavalry to Venators and/or Desert Dogs, or perhaps to upgrade to Giants of Albion.

So much for my Musketeers army or Pirates. 

