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Author Topic: HARADRIM ARMY SELECTOR for Warmaster not BoFA  (Read 3098 times)

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Offline The Dog

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HARADRIM ARMY SELECTOR for Warmaster not BoFA
« on: December 09, 2010, 08:54:34 PM »
Here is another Middle Earth Selector, it is a Work in Progress. The Selector is designed to fight other Warmaster armies.

HARADRIM ARMY SELECTOR v0.2
For the Third Age 3018-3019,  the War of the Ring.

TROOP                       Type        Atk    Hit  Armour  Command  Unit  Points    Min/ Special
                                                                     Size  Per Unit  Max
Slaves                      Infantry    2       3      0      -1      3       20     -/4   *1
Corsairs of Umbar           Infantry    3       3      0      -       3       35     -/1   *2
Shortbowmen                 Infantry    2/15    3      0      -       3       30     1/-   *3
Spearmen                    Infantry    3       3      6+     -       3       45     1/-        
Guard Spearmen              Infantry    3       3      5+     -       3       60     -/2        
Guard Bowmen                Infantry    2/30    3      6+     -       3       65     -/2   *4
Far-Harad Troll-men         Infantry    4       4      5+     -       3      110     -/1        
                                                                        
Plains Raiders              Cavalry     2/15a   3      6+     -       3       60     -/1   *5
Light Cavalry               Cavalry     3       3      6+     -       3       60     2/-        
Guard Heavy Cavalry         Cavalry     3       3      5+     -       3       90     -/2        
Mūmakil                     Monster     5/30a   4      4+     -       3      260     -/1   *6
                                                                        
King                        General     +2                    9              125     1*        
Prince                      Hero        +1                    8:60            80     -/2        
Black Numenorian Sorcerer   Wizard      0                     7:20            45     -/1        
Chariot for General or Hero Chariot     +1                    -              +10     -/1        
a=all round shooting


ARMY RULES
Slaves do not count towards the army’s break value.

When the King joins a Guard unit or a brigade comprised of only Guards, then the Guard unit(s) cannot be driven back by shooting and do not roll for drive backs.


SPECIAL RULES
1. Slaves, suffer -1 Command penalty when given an order.  (This -1 does not stack.)   Slaves cannot use initiative to charge or evade.
When Slaves charge they receive no bonus attack modifier for doing so.    Only Slaves can be brigaded with Slaves.  Slaves cannot have magic items.  Slaves cannot hold objectives.  Slaves count half their points for victory points, so 10vp for a Slave unit destroyed and 5vp for 2 stands destroyed.

2. Corsairs. Do not suffer -1 Command when in water (stream, river, pond, marsh, sea), they also count being in water as defended.  Corsairs do not count water as a defended obstacle when attacking, so enemies do not benefit if defending a river of stream as they would normally.  Corsairs can swim across the sea moving at 10cm and count as being fortified whilst doing so.

3. Shortbowmen. Are allowed to shoot as if it had bows but the range is reduced to 15cm.

4. Guard Bowmen. When Guard Bowmen are in line formation and behind a brigaded Guard Spearmen unit who are also in line, the Guard Bowmen can fire over the Guard Spearmen as if they were not there and if the Guard Spearmen are charged the Guard Bowmen can fire as if they were charged.

5. Plains Raiders. Plains Raiders have a shooting range of only 15cm, however they can shoot all round - ie behind or to the side as well as to their front. Just measure the range from any stand edge either front, side or rear. Plains Raiders can shoot at enemy charging them from any direction.

6. Mūmakil. Mūmakil have a shooting range of 30cm, however they can shoot all round - ie behind or to the side as well as to their front. Just measure the range from any stand edge, either front side or rear. Mūmakil can shoot at enemy charging them from any direction. Mūmakil can see and be seen over intervening troops as if he were on a hill and must still shoot at the nearest target.
Mūmakil are based on 40x60mm bases.  (So if your elephants are on 20x40mm bases, then use extra blank bases to denote the increased size.

(See Araby Army Selector for Elephant rules but they are repeated here)
Elephants cause terror. Elephants cannot be brigaded with cavalry but can be brigaded with other types of troops including other Elephants. If an Elephant unit would otherwise become confused - for whatever reason - then it will stampede instead. It is not confused and none of the normal rules for confusion apply. Stampeding elephants automatically cease to stampede at the end of their Command phase (note that this is in the same way as confused units cease to be confused).
1. Stampeding Elephants cannot be given orders or use initiative. Instead roll a dice at the start of the Command phase before moving anything else on initiative, and move the unit as follows.
1-2. Move towards the nearest enemy unit as far as possible – if the stampeding elephants contact the enemy they automatically count as charging even if they couldn't see at the start of the move. If the elephant contacts a friendly unit it counts as moving into friends (see below).
3-4. Move directly away from the nearest enemy unit as far as possible – work out the stampede direction in the same way as you would for an evade move. If the elephant contacts another enemy unit it counts as charging (see above). If the elephant contacts a friendly unit it counts as moving into friends (see below).
5. Move towards the nearest friendly unit as far as possible – if the stampeding elephants contact the friendly unit they automatically count as charging even if they couldn't see at the start of the move.
6. Move directly away from the nearest friendly unit as far as possible - work out the stampede direction in the same way as you would for an evade move. If the elephant contacts an enemy or friendly unit it counts as charging (see above).
2. A Stampeding Elephant unit that charges into an enemy or friendly unit fights in the combat phase in the same way as a regular charging unit. The stampeding Elephant counts as 'enemies' for the duration of the combat and therefore continue to cause 'terror' in opponents regardless of which side they are on. The Elephants count as charging in the first round. If the Elephants win a combat round then they must pursue if possible and will continue to do so each round. Should their opponents be destroyed they will not advance but will halt without reforming.
3. Stampeding Elephants might conceivably move into a unit, therefore initiating combat, but are unable to form a battle-line because they have insufficient movement distance. In the case of stampeding elephants, the combat is still fought, and the elephants still count as charging. It is up to the player whether he moves the elephants the extra distance required to make a battle-line or simply fights with the elephants in an irregular formation.


Black Numenorian Sorcerer Shadow Spells

BLACK BREATH (TOUCH OF DEATH (from the Tomb Kings list))
4+ to cast, Range – Touching
The Wizard's enemies crumble to dust as he smites them with the corrupting Touch of Death.
The Wizard can cast this spell if he has joined a unit in combat. The spell can be cast on any single enemy unit that it is touching the unit the Wizard has joined. The target unit takes three attacks worked out in the usual way. Any hits scored are carried over into the first round of combat and count as having been struck in the first round for purposes of working out combat results.

VOICE OF COMMAND (from the Empire list)
5+ to hit, Range 30cm
The Wizard's voice booms out across the battlefield directing troops above the tumult of combat with the magical Voice of Command.
The spell can be cast on any unengaged friendly unit within range regardless of whether the Wizard can see it or not. The spell affects only a single unit, never a brigade. The unit can be moved just as if it had received an order in the Command phase. Character stands that have joined the unit will not move with it: they remain where they are.

LASH OF SAURON (like Waaagh! from the Orc list but not 4+)
5+ to cast, Range 30cm
A dark power billows from the Sorcerer filling his troops with the destructive vigour of Sauron.
The spell can be cast on any engaged friendly unit within range regardless of whether the Wizard can see it or not. The effect lasts for the duration of the following Combat phase. Every stand in the unit, including characters that have joined the unit, adds +1 to its Attacks value.

DOOM AND DESPAIR (from the Tomb Kings list)
4+ to cast, Range 60cm
A dark cloud of doom and despair settles over the enemy, sapping their courage and dampening their warlike spirit.
This spell can be cast on any enemy unit within range regardless of whether the Wizard can see it or not.  The spell takes effect until the end of the opposing player's next turn.  Whilst the spell lasts the unit cannot charge and if engaged in combat will not pursue or advance. Even units that are otherwise obliged to charge, pursue, or advance will not do so if affected by Doom and Despair. Note that even Undead are not immune.


Unit Notes
Haradrim banners were Red with a Black serpent.  The troops had bronze scale armour and bronze helmets some also wore scarlet cloaks.  Some had paint like crimson blood on their faces.  They had great round shields of yellow or black with a spike, they were armed with bows, crimson headed spears, curved daggers and scimitars.

Slaves
Both the Corsairs and the Haradrim used slaves, the Corsairs to power their Dromons (a Byzantine War Galley, it had sail as well as oar power) and the Haradrim as slave labour.  Slaves were used in combat as pin cushions (draw enemy missile fire) and to soak and slow up an enemy attack.

Far Harad Troll-men
The men from Far Harad, the Sunlands were black skinned and were said to be compared to Trolls in strength and size.  No one is sure what Tolkien had in mind for these troops, but for Warmaster purposes lets give them Troll like attacks, hits and armour save and man like intelligence that they do not suffer any command penalties.
From The Return of the King “out of Far Harad black men like half-trolls with white eyes and red tongues”

Mūmakil, according to The Red Book of Westmarch were between 50 and 100 feet (15 and 30 meters) tall with four gigantic tusks and two lesser ones.  (Elephants are 13 feet, 4 meters tall.)  Long banners hung from the riders frame, their red and black colours depicting the Eye of Sauron and the snake of the east.
Converted 15mm Elephants would be ideal for Mūmakil on 40x60mm bases.


Design Notes
Black Numenorian and their ancestors would be the elite ruling class that provided the army with its General, Heroes and Sorcerers.  Lesser Numenorian blood lines would have provided highly trained troops for the Guard units but they would be pale shades compared to their Gondorian cousins, the Knights of Dol Amroth.  The native Haradrim would have then provided the bulk of the army.

Tactics: Order the slaves forward so they get shot.  As the cavalry are cheap use them to out flank your enemy on one flank on the other flank use your Mūmakil to harass and kill the enemy whilst your Guard centre holds the line.  The other troops are used to link the flanks to the centre.  Corsairs should only be taken if you are near any water features.

As Middle Earth armies go, this one is very close to being a Warmaster style army, it is obviously very like an Araby army.

« Last Edit: December 24, 2010, 02:14:20 PM by The Dog »

Offline fred

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Re: HARADRIM ARMY SELECTOR for Warmaster not BoFA
« Reply #1 on: December 21, 2010, 09:11:59 PM »
We played about half a game of Empire vs Haradrim. They seem a reasonably balanced and flexible list.

The Guard units formed a solid centre, that I avoided charging. This does make them somewhat defensive as a force.

The Mumakil were enveloped by a 3 Knight / 2 Wizard  combined arms attack, that managed 3 command rolls to do both a frontal and flank attack, which caused 14 hits. The Mumakil could perhaps do with 5 hits per stand, especially as they are such large units.

Model wise a Haradrim force should be able to work as Araby and Arab armies from WMMA.

Offline The Dog

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Re: HARADRIM ARMY SELECTOR for Warmaster not BoFA
« Reply #2 on: December 24, 2010, 02:16:53 PM »
Having done some rooting (research) in the Warmaster army lists, units should not have 5 hits per stand. In fact I cannot find one unit with 5 hits.  The convention appears to be;
Units with 3 stands have a max of 4 hits
Units with 1 stand, so monsters, have 4 hits
Units with 1 stand, so monsters, have 6 hits, with the badly hurt rule, so 3-5 hits halves the stats.

As I wish to keep them as a unit of 3 stands, they will have to settle for 4 wounds, but as these thick-skinned beasts were almost invulnerable to arrows; only in their eyes, could Mūmakil be blinded or even killed by arrows released with great force.
Lets give them armour 4+ for 260 points, recognising the fact they are stat wise better than the Lizardmen Stegadon, even with the Araby Elephant rules.

Selector 0.2 updated to reflect the above.
4+ save (was 5+) and 260 points (was 230)

Offline Stormwind

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Re: HARADRIM ARMY SELECTOR for Warmaster not BoFA
« Reply #3 on: October 21, 2013, 08:54:25 PM »
So the war elephants each get a base 3 times larger than normal?
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