An unusual post, this.
I'm going through my Achaean Greeks (of which I have a few) to
organise some comparison games of Dragon Rampant and King of War.
I'm doing this in
reverse, as I'm geared up for OGAM, which is a far superior, simpler,
faster product than either of the new games, which are aimed at those
familiar with other mainstream games.
Here are specific
Dragon Rampant forces for Pan or Artemis, Pallas Athene, Hades and
Ares. Each has a core of “mundane” units, which are the ones who
take up the space. To these I add the “specials”. Finally I
have the unattached to allow further choice.
Pan or
Artemis (the “countryside
alliance”)
Pan Bellicose foot
reduced unit 12-1 6
Attack 5+ Attack
value 3+
Move 6+ Defence
value 6+
Courage 4+ Max move
4”
Armour 2 Strength 12
Fear courage
tests from being attacked -1
Wild charge when
in range can only be given attack order.
Counter charge
vs foot, an attack on 7+, meet in middle.
As Commander Goader
one unit 6” automatically moves per turn
Artemis reduced
light missiles 12-1 6
Attack 7+ Attack
value 6+
Move 6+ Defence
value 5+
Shoot 4+ Shoot
value 5+ Range 9”
Courage 4+ Max move
6”
Armour 2 Strength 12
Sharp shooter
As Commander Sky
Darkener one unit within 6” automatically shoots per turn
a) Centaur heavy
riders 4
Attack 5+ Attack
value 4+
Move 5+ Defence
value 5+
Courage 4+ Max move
5”
Armour 3 Strength 6
Counter charge
an attack on 7+, meet in middle.
b) Centaur
light riders with javelins 3
Attack 7+ Attack
value 5+
Move 5+ Defence
value 6+
Shoot
6+ Shoot value 5+ Range 3”
Courage 5+ Max move
6”
Armour 3 Strength 6
Skirmish ½ move
& shoot 7+, all shooting-1
Evade skirmish
on attacking unit ½ move & shoot 7+, all shooting-1 no closer
than 3”
Attacker then makes
move, if contacts skirmishers armour reduced to 1.
If evade fails, no move
or shoot, armour reduced to 1.
c) Centaur archers
4
Attack 7+ Attack
value 5+
Move 5+ Defence
value 6+
Shoot
6+ Shoot value 5+ Range 6”
Courage 5+ Max move
6”
Armour 3 Strength 6
Skirmish ½ move
& shoot 7+, all shooting-1
Evade skirmish
on attacking unit ½ move & shoot 7+, all shooting-1 no closer
than 3”
Attacker then makes
move, if contacts skirmishers armour reduced to 1.
If evade fails, no move
or shoot, armour reduced to 1.
d) Large Cyclops
reduced heavy archers 12-2 with weighty missiles 3
Attack 7+ Attack
value 6+
Move 6+ Defence
value 5+
Shoot 7+ Shoot value
4+ Range 6”
Courage 4+ Max move
3”
Armour 2 Strength 12
e,f) Cyclops 2 units
mixed light infantry (fighters & missiles) 5
Attack 6+ Attack
value 5+
Move 5+ Defence
value 4+
Shoot 6+ Shoot value
5+ Range 6”
Courage 4+ Max move
4”
Armour 2 Strength 12
g) Satyr bellicose
foot 4
Attack 5+ Attack
value 3+
Move 6+ Defence
value 6+
Courage 4+ Max move
4”
Armour 2 Strength 12
Ranger normal
stats in rough terrain
Fleet footed
normal move in rough terrain
h,i) 1 unit Satyr
archers or- 4
Attack 7+ Attack
value 6+
Move 6+ Defence
value 5+
Shoot 6+ Shoot value
5+ Range 9”
Courage 4+ Max move
6”
Armour 2 Strength 12
2 units Satyr
skirmishers 2 each
Attack 7+ Attack
value 6+
Move 5+ Defence
value 6+
Shoot 7+ Shoot value
5+ Range 6”
Courage 5+ Max move
4”
Armour 1, 2 vs shoot
only within 6”Strength 6
Fleet footed
normal move in rough terrain
Skirmish ½ move
& shoot 7+, all shooting-1
Evade skirmish
on attacking unit ½ move & shoot 7+, all shooting-1 no closer
than 3”
Attacker then makes
move, if contacts skirmishers armour reduced to 1.
If evade fails, no move
or shoot, armour reduced to 1.
j) Dryads, reduced
unit heavy archers 12-6 7
Attack 7+ Attack
value 6+
Move 6+ Defence
value 5+
Shoot 7+ Shoot value
4+ Range 9”
Courage 4+ Max move
3”
Armour 2 Strength 12
Invisible.
No ranged attacks
except spells. Can be seen during attacks
Cannot be passed
through.
Druid Reduced mixed
light infantry 1:12 9
Attack 6+ Attack
value 5+
Move 5+ Defence
value 4+
Shoot 6+ Shoot value
5+ Range 9”
Courage 4+ Max move
4”
Armour 2 Strength 12
This
army can be split in 2 by adding some of the extras bellow.
God 6
Heavy centaurs 4
Centaur javelin 3
Centaur archers 4
Large cyclops 3
Cyclops mixed 5
Cyclops mixed 5
Satyr bellicose foot 4
Satyr archers 4 or 2
skirmishers
Dryads 7
Druid 9
Pallas Athene
reduced elite foot 6-1 6
Attack 5+ Attack
value 3+
Move 5+ Defence
value 4+
Courage 3+ Max move
3”
Armour
4 Strength 6
Ranger
no reduction for terrain
Odysseus reduced
elite foot 6-1 8
Attack 5+ Attack
value 3+
Move 5+ Defence
value 4+
Shoot 6+ Shoot value
5+ Range 9”
Courage 3+ Max move
3”
Armour 4 Strength 6
As commander
Commanding may reroll failed move, attack or shoot within 6” once
per turn
a&b) light
infantry spear 5
Attack 4+ Attack
value 5+
Move 5+ Defence
value 4+
Courage 4+ Max move
4”
Armour
2 Strength 12
Offensive
c&d) light
infantry with javelin 6
Attack 4+ Attack
value 5+
Move 5+ Defence
value 4+
Shoot 6+ Shoot value
5+ Range 3”
Courage 4+ Max move
4”
Armour
2 Strength 12
Offensive &
Javelin
e&f) light
archers/slingers 4
Attack 7+ Attack
value 6+
Move 6+ Defence
value 5+
Shoot 6+ Shoot value
5+ Range 9”
Courage 4+ Max move
6”
Armour 2 Strength 12
Athene
9
Odysseus
8
Light
infantry 5
Light
infantry 5
Light
infantry javelin 6
Light
infantry javelin 6
Light
archers 4
Light
archers 4
Hades reduced elite
infantry reduced elite foot 6-1 10
Attack 5+ Attack
value 3+
Move 5+ Defence
value 4+
Courage 3+ Max move
3”
Armour
4 Strength 6
Fear courage tests
from being attacked -1
Ranger
no reduction for terrain
Flyer fly
over any, no closer than 3”
No cover.
Retreat
full move.
Grateful Dead Hero
reduced elite infantry reduced elite foot 6-1 10
Attack 5+ Attack
value 3+
Move 5+ Defence
value 4+
Courage 3+ Max move
3”
Armour
4 Strength 6
Ranger
no reduction for terrain
Fear courage tests
from being attacked -1
Never battered,
ignore fear.
Round casualties up,
not down
Mystical Armour
every strength point lost, roll D6, if 6, ignore loss
As commander Brutal
any unit 6” autotatically rally with loss of 1
Summoner, summons
undead or creature units within 3” and/or 1.5” of enemy
Reduced skirmisher
6-1 4
Attack 7+ Attack
value 6+
Move 5+ Defence
value 6+
Summon 6+
Courage 5+ Max move
4”
Armour 1, 2 vs shoot
only within 6” Strength 6
Fleet footed normal
move in rough terrain
a) Skeleton light
spear 5
Attack 4+ Attack
value 5+
Move 5+ Defence
value 4+
Courage 0+ Max
move 4”
Armour
2 Strength 12
Offensive
Never battered,
ignore fear.
Round casualties up,
not down
b) skeleton
bellicose foot 4
Attack 5+ Attack
value 3+
Move 6+ Defence
value 6+
Courage 0+ Max
move 4”
Armour 2 Strength 12
Wild charge when
in range can only be given attack order.
Counter charge
vs foot, an attack on 7+, meet in middle.
Never battered,
ignore fear.
Round casualties up,
not down
c) skeleton light
archers 4
Attack 7+ Attack
value 6+
Move 6+ Defence
value 5+
Shoot 6+ Shoot value
5+ Range 9”
Courage 0+ Max move
6”
Armour 2 Strength 12
Never battered,
ignore fear.
Round casualties up,
not down
Hydra reduced elite
infantry reduced elite foot 6-1 11
Attack 5+ Attack
value 3+
Move 5+ Defence
value 4+
Courage 3+ Max move
3”
Armour
4 Strength 6
Ranger
no reduction for terrain
Venemous
any Attack died rolling 6 does 2 damage
Fear courage tests
from being attacked -1
Hades 10
Hero 10
Summoner 4
Light spear 5
Bellicose foot 4
Light archers 4
Hydra 11
Ares Bellicose foot
reduced unit 12-1 6
Attack 5+ Attack
value 3+
Move 6+ Defence
value 6+
Courage 4+ Max move
4”
Armour
2 Strength 12
Wild charge when
in range can only be given attack order.
Counter charge
vs foot, an attack on 7+, meet in middle.
Mystical Armour
every strength point lost, roll D6, if 6, ignore loss
a) Myrmidons
bellicose foot 4
b) Thracians
bellicose foot 4
c) Amazons bellicose
foot 4
Attack 5+ Attack
value 3+
Move 6+ Defence
value 6+
Courage 4+ Max move
4”
Armour 2 Strength 12
Wild charge when
in range can only be given attack order.
Counter charge
vs foot, an attack on 7+, meet in middle.
light infantry,
javelins 6
Attack 4+ Attack
value 5+
Move 5+ Defence
value 4+
Shoot 6+ Shoot value
5+ Range 3”
Courage 4+ Max move
4”
Armour
2 Strength 12
Offensive &
Javelin
Chariots,
reduced heavy cavalry 6-3 7
Attack 5+ Attack
value 4+
Move 5+ Defence
value 5+
Shoot 6+ Shoot value
5+ Range 6”
Courage 4+ Max move
5”
Armour 4 Strength 6
Counter charge
an attack on 7+, meet in middle.
Achilles Bellicose
foot reduced unit 12-1 6
Attack 5+ Attack
value 3+
Move 6+ Defence
value 6+
Courage 4+ Max move
4”
Armour
3 Strength 12
Shiny Armour
Wild charge when
in range can only be given attack order.
Counter charge vs
foot, an attack on 7+, meet in
middle.
As commander
Boneshaker one unit 6” passes attack order (not wild charge) per
turn.
Ares
6
Myrmiddons
4
Thracians
4
Amazons4
Light
infantry jav 6
Chariots
7
Achilles
6
Spare troops
Kohen the Barbarian
reduced elite foot 6-1 6
Attack 5+ Attack
value 3+
Move 5+ Defence
value 4+
Courage 3+ Max move
3”
Armour
4 Strength 6
Ranger
no reduction for terrain
As commander
Formidable, attacking/defending can reroll 2 failed dice
Light slingers 4
Attack 7+ Attack
value 6+
Move 6+ Defence
value 5+
Shoot 6+ Shoot value
5+ Range 9”
Courage 4+ Max move
6”
Armour
2 Strength 12
3 units hordes 1
Attack 7+ Attack
value 6+
Move 6+ Defence
value 6+
Courage 5+ Max move
6”
Armour 1 Strength 12
any of these can be
split into 2 units of scouts, although I've found these useless-.
Mixed unit light
infanty/bow 5
Attack 6+ Attack
value 5+
Move 5+ Defence
value 4+
Shoot 6+ Shoot value
5+ Range 6”
Courage 4+ Max move
4”
Armour 2 Strength 12
Unit light infantry
spear 6
Attack 4+ Attack
value 5+
Move 5+ Defence
value 4+
Courage 4+ Max move
4”
Armour
2 Strength 12
Offensive
2 units light
infantry javelin
Attack 4+ Attack
value 5+
Move 5+ Defence
value 4+
Shoot 6+ Shoot value
5+ Range 3”
Courage 4+ Max move
4”
Armour
2 Strength 12
Offensive &
Javelin
One major-or change, I'm using CD movement trays for most units, also gives a slight gap as opposed to the gaping maw given in the rules.
Mixed foot, Myrmiddons & skellies |
Light spear & javelins, Oddyseus & Thracians |
Chariots & archers |
Archers, slingers Dryads & light javelin |
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