Played a game of ToW the other day for the first time in probably nine months or so. I brought a VC list almost entirely comprised of Ethereal creatures and then crumbled turn 2 when my general got shot by a magic-ized cannon. Yay :) (relevant tumblr post)
Thanks to Row for help brainstorming the initial idea for this article after surgically murdering me in what still has to be one of the more interesting games I've ever played.
Obviously 'oops, all ethereal' is a design with the opportunity to be deeply unfun if your opponent is fielding no magic and just has to hope they can grind you down on combat res without being able to hurt you! Thankfully, I think this is pretty rare in ToW. Casting is quite easy (and boring! If only somebody had fixed that!), weird magical creatures and powerful lords are pretty common. Your opponent will probably have some or other way to hurt you.
Meanwhile, your list is fragile, with no saving throws to be seen. It's expensive. It caps out at S5. It has all the usual VC vulnerability to crumbling as soon as you start to lose. It doesn't get terrorgheists, so no building into screams. it doesn't get magic items (following on the way GW treats ghosts in this regard) or a BSB. And this is a homebrew list, so it's unlikely anybody will have it sprung on them without an opportunity to tailor... and if they did they'd be entitled to call bullshit. So I think we're pretty safe so long as we're careful.
The design is kind of a kludge, because I'm working out from the stuff we already have and trying to make a list with some new upgrades rather than a new army, but M_l_l-dammit we're doing our best here!
Special Rules
Every unit in this list gains the following rules:
Old Haunts
Units with this special rule may be deployed as ancient inhabitants of a particular terrain feature. After terrain is set up and sides are picked but before deployment, determine whether each unit will deploy normally or as a haunter. Secretly write down which piece of terrain each of the latter will haunt. Then, mark each piece of terrain haunted by at least one unit with a counter, but do not reveal what the units are. They do not deploy during deployment.
If, at the start of any of your Movement Phases, an enemy unit is within 6" of a haunted piece of terrain, you may reveal all units haunting that piece of terrain. They all deploy entirely within 6" of that piece of terrain. If this is not possible, as many units as possible deploy within this range and the remainder deploy entirely as close as possible to the piece of terrain. The unit may move and charge normally this Movement Phase, except that it may only declare charges against units within 6" of the piece of terrain it was haunting. Subsequently it acts normally.
Any units not revealed at the end of the game do not count as destroyed.
Design note: Possibly some shenanigans available with hiding units forever, but not as many as your opponent simply choosing never to go within 6" of any piece of terrain and auto-winning. Yes, you can win the horror story by not engaging with it and that is funny, but you're not really winning in warhammer terms where you presumably want the enemy gone. Not being able to bring out your units if the enemy acts like a coward should be risk enough for trying this strategy.
Alternative rule option if you dislike this: Units still Haunting are destroyed at game's end but you can also reveal them if the general is within Command Range of the terrain as they rouse their minions from their slumbers.
This whole rule is substantially based on a scene in End Times: Nagash, Vol. I where Araloth's Wood Elf army ventures into Ghoul Wood only to find the whole place is so haunted it's almost impossible to progress. (pgs. 103-4) I really like the idea that, without a vampire or Necromancer to rouse them, a lot of ghosts are lying latent in the land, and that an army of the purely spectral rouses them more incidentally - or is perhaps drawn to them, thus explaining the choice of battleground.
Manifestations
Any Spirit Hosts, Hexwraiths, Banshee Choirs, and Wraithly Covens in this list may purchase a Poltergeist, Possessor, Misty Shape, or Lurker as an upgrade. These units are detailed below.
Deploying Manifestations: A Manifestation must be deployed at the same time as its 'parent' unit (the unit it was bought as an upbrage for), and must be deployed within 3" of that unit, or in the same piece of terrain if deploying with the Old Haunts rule.
Connected: If it is within 3" of its parent unit, a Manifestation cannot be targeted by enemy shooting or enemy spells unless it's the closest target. In addition, whilst within 3" the Manifestation does not need to make a separate Leadership check due to the Death of a General rules; instead, any wounds lost may be removed either from the Manifestation or the back rank of the unit.
Design notes: having these as 'weapon teams' has the effect of not actually adding too many new units outside of characters, which feels in-line with Armies of Renown design thus far. Originally the Haint was going to be one too, but it's just too different from the others I fear.
New Units
Banshee Queen
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| Concept art for Warhammer Online: Age of Reckoning, via Warhammer Wiki |
The grief of the Tomb Banshee for what she lost in her mortal life is legendary. The intrinsic entropic force of Dhar makes it a chain for many. But just as mortals can use grief as a building-block for a new self, some Banshees embrace its emptiness as a space for the creation of a new dark power wholly unlike what they wielded before. Others then swarm to her side, hoping to learn these nihilistic secrets and drown what they were in stygian rivers of terrible new grandeur.
M WS BS S T W I A Ld Points
6 3 3 3 3 3 3 2 7 170
Troop Type: Regular Infantry, Character
Base Size: 25x25 mm
Unit Size: 1
Equipment: Hand Weapon
Magic: The Banshee Queen is a Level 2 Wizard who uses spells from Dark Magic, Illusion, or Necromancy
Special Rules: Dark Vitality, Ethereal, Indomitable (1), Necromantic Undead, Regeneration (6+), Magical Attacks, Terror, Wailing Dirge, Lore of Undeath
Nihil's Voice: The Banshee Queen's followers strive to imitate her, while her foes cower in awe. When the Banshee Queen targets a unit with her Wailing Dirge and it suffers at least one wound, the Leadership modifier for all subsequent Wailing Dirge rolls triggered by or targeting units within her Command Range is increased by the number of wounds she dealt. The minimum modified Leadership remains 2.
Upgrades:
- May be a Lv 3 Wizard - 40 pts
- May be mounted on a Spectral Steed (see Hell's Huntmaster, below) - 16 pts
Design notes: I want to find a way to mechanize the spirits of dead lovers swarming around her. Haven't quite found a way to yet, but that's a really cool/weird feature of original Warhammer banshee lore. And a weird part of its gendered metaphysics, but, uh, WHFB gendered metaphysics is a topic for another day.
Cairn Master
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| a skeletal character with a scythe, Jean Fouquet, c. 1460, via Wikipedia |
Some ancient dark magicians, particularly those learned in early forms of Necromancy, preserved their magical potence into death alongside their spirits. Where Cairn Wraiths haunt a singular site, these potentates of the ghostly world wander from place to place, binding their fellows to their will in the dead of night. Some are convinced they live yet, others proud of their transcendent condition; at any rate, none will consent to be ruled over by necromantic adepts still shrouded in flesh.
M WS BS S T W I A Ld Points
6 4 0 3 4 4 2 3 7 150
Troop Type: Regular Infantry, Character
Base Size: 25x25 mm
Unit Size: 1
Equipment: Spectral Scythe (see Cairn Wraith)
Magic: The Cairn Master is a Level 2 Wizard who uses spells from Dark Magic, Illusion, or Necromancy
Special Rules: Dark Vitality, Ethereal, Indomitable (1), Necromantic Undead, Regeneration (6+), Terror, Invocation of Nehek, Lore of Undeath
Spirit King: The Cairn Master restores one additional wound to Ethereal units when it casts Invocation of Nehek.
Upgrades:
- May be a Lv 3 Wizard - 40 pts
- May be mounted on a:
- Spectral Steed (see Hell's Huntmaster, below) - 16 pts
- Black Coach (replacing Wraith driver) - 155 pts
Cairn Wraith and Tomb Banshee (addendum)
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| Rider-Waite-Smith Tarot, 'Death' |
Gain the following option:- May be mounted on a Spectral Steed - 8 pts
Hell's Huntmaster
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| Herne with his steed, hounds and owl, George Cruikshank, c. 1843, via Wikipedia |
Through the night their steeds trample endlessly, souls cursed by the gods to hunt forever. If Hexwraiths are mindlessly committed to their eternal quest for stolen life, the Hell's Huntmasters' condition is far worse. They know the dread crimes they committed that damned them to this state. They know that what waits for them should they fall in the chase is merely another cycle of the eternal rebirth, the ride. But they do not stop, for the scent of prey is on the air, and they are spiteful.
M WS BS S T W I A Ld Points
Huntmaster - 5 0 4 4 3 2 3 7 30
Spectral Steed 8 2 - 3 - - 2 1 -
Troop Type: Light Cavalry, Character
Base Size: 30x60mm
Unit Size: 1
Equipment:
Hell's Huntmaster: Hand weapon and great weapon
Spectral Steed: Skeletal hooves (counts as hand weapons)
Special Rules: Ethereal*, Flaming Attacks, Fly (8)*, Magical Attacks*, Necromantic Undead*, Open Order*, Regeneration (6+), Spectral Reapers, Swiftstride,* Terror
* These rules are possessed by the Spectral Steed, and are transferred to other units riding one.
The Hunt Eternal: Hexwraith units within the Hell's Huntmaster's Command Range have the Indomitable (1), Dark Vitality and Vanguard rules.
Design notes: I want a wild hunt list. This isn't that because the HHM can't actually be the general and I don't think there's a good way to do an all-hexwraiths list balanced-ly in the same way there is the army as a whole. Also this mythological archetype just isn't a wizard, contra how undead work in WHFB. But optional rule if you want to go wild with it: if you field no other spellcasters, the Hell's Huntmaster may be the general despite not being a wizard. If he is, Hexwraiths are core and everything normally core is Special. 'Why is this as to the Hellwraith as the Wight King is to the Grave Guard Seneschal when there's no Wight Lord equivalent?' The Wight Lord is a Cairn Wraith on a Spectral Steed in a Hexwraith unit. Seemples.
Should I add a ghost hounds unit? Sound off in comments.
Wisps
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| WFRP 1e Core Rulebook, 'Marshlight' |
When the dead drift forth on the wind, some weaker forms herald them. Minor apparitions, flickering lights, falling objects, strange winds... these 'wisps', as scholars have named them, appear in many forms, and are known to be not so much dangers as omens thereof. Under the control of powerful spirits however, these minor forces of Dhar can be put to clever use - for though they are little more than illusions possessed of a faint flicker of will, illusions are invaluable in war.
M WS BS S T W I A Ld Points
6 1 0 1 1 1 4 1 3 30
Troop Type: Regular Infantry
Base Size: 40x40 mm
Unit Size: 1
Equipment: Wispy, grasping hands (hand weapon)
Special Rules: Fear, Evasive, Reserve Move, Skirmishers, Vanguard, Necromantic Undead, Ethereal
Lure: If., during the Declare Charges & Charge Reactions sub-phase of its turn, a unit is able to declare a charge against a unit of Wisps, roll a D6. On a 1-3, the unit must declare a charge. If a unit fails a charge against a unit of Wisps, it gains the Stupidity rule until the end of its next turn and is treated as having failed its test this turn.
Ephemeral Enemies: At the end of the Combat Phase, if a unit of Wisps is engaged in Close Combat then it is destroyed. This does not allow the enemy unit to overrun - the Follow Up and Pursuit phase is already over, and anyway the warriors are far too busy wondering where the mysterious glowing forms went!
Poltergeist
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| unknown staff artist, La Vie Mysterieuse, 55, April 1911. |
For many in the Empire, the ghosts their folklore tells of are Poltergeists. This is because an ordinary spectre silently reaps souls in the night, leaving little sign of its presence that might not be attributed to terminal imbalance of the humours, whilst sudden assault by the contents of one's crockery-drawers tends, even where fatal, to invite the attention and curiosity of the neighbours.
M WS BS S T W I A Ld Points
6 3 3 4 3 1 4 D3 4 30
Troop Type: Regular Infantry
Base Size: 40x40 mm
Unit Size: 1
Equipment: Thrown Objects (see below)
Special Rules: Fear, Loner, Open Order, Fly (8"), Ethereal, Necromantic Undead
Thrown Objects: In Close Combat, Poltergeists may choose to fight with the profile of any non-magical weapon wielded by a model in base contact with them. In the Shooting Phase, Poltergeists may hurl nearby objects at the enemy as a shooting attack with a range of 8". They make X shots, at a strength of (7-X), where X is the roll of a single D6, with Armour Bane 1.
Possessor
Some spirits yearn so strongly for life that they can seize control of nearby bodies, puppeteering them according to their whims. Usually, they attempt to mime out a grotesque pantomime of their actions in life, but when steeped in Dhar and bound to the will of the lords of the dead they can be a much greater threat, turning the swords of the strongest foes against their brethren.
M WS BS S T W I A Ld Points
6 3 0 1 1 1 4 * 4 50
Troop Type: Regular Infantry
Base Size: 40x40 mm
Unit Size: 1
Equipment: The enemy's (see below)
Special Rules: Fear, Loner, Open Order, Reserve Move, Ethereal, Necromantic Undead
Possession: At the start of a round of Close Combat involving the Possessor, one enemy model of your choice in base contact with it must make a Leadership test. If they pass, the Possessor does not attack this round. If they fail, the Possessor attacks using the profile of that model (but on its own Initiative and Weapon Skill) against any unit in base contact with that model, even if that unit is not in base contact with the Possessor, and that model does not attack this round.
Lurker
There are many reasons for citizens of the Old World to fear what hides in the shadows, and not to walk abroad after dark. When some of those reasons pass beyond the mortal world, they become Lurkers, fear-ghosts that feed (endlessly and without satiation) on the dread of the victims they follow. When the brave attempt to destroy them, they vanish like mist, only to reappear at the worst possible moment.
M WS BS S T W I A Ld Points
6 3 3 4 3 2 4 2 4 50
Troop Type: Regular Infantry
Base Size: 40x40 mm
Unit Size: 1
Equipment: Hand Weapon
Special Rules: Fear, Loner, Open Order, Fly (8"), Ethereal, Necromantic Undead, Regeneration (5+)
It's Behind You: The Lurker and the unit with which it is purchased may deploy using the Ambushers special rule. The Lurker also gains an additional charge reaction ,as does the parent unit whilst the Lurker is within 3": redeploy the unit anywhere within 6", in any facing and formation, then Hold.
Ominous Shadow: Enemy units with at least one Lurker in their flank or rear arc and within 8" suffer -1 Ld.
Misty Shape
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| 'Haunted' by Pauline Moss on DeviantArt, Creative Commons Attribution-NonCommercial 3.0 License. Not listing this on the rest 'cause you know the deal with Wikipedia and GW are either going to sue me or not. |
Betimes a fog comes down upon a clear night on the moors and forests. This is usually attributed by those who live near the Wasteland to Marsh-Daemons, but for East Imperials, the finger is more likely to be pointed at Geistnebel. Ethnographically-inclined Amethyst mages have suggested that these are likely the same genus of the dead as the Bretonnian Fantôme de la Brume found near, but certain Grey Magisters darkly imply that the latter have a quite different origin.
M WS BS S T W I A Ld Points
6 3 3 2 2 1 4 1 4 50
Troop Type: Regular Infantry
Base Size: 40x40 mm
Unit Size: 1
Equipment: Hand Weapon
Special Rules: Fear, Loner, Open Order, Fly (8"), Ethereal, Necromantic Undead, Regeneration (5+)
Veil of Tears: The area within 6" of the Misty Shape counts as partial cover during the enemy shooting phase only. Weapons which do not roll to hit cannot trace line of sight through the area during this time, and friendly models get a 6+ Ward save against their effects if they don't already have a better one.
Haint
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| Nastier than this. BBC, Ghosts |
Many spirits haunt their resting-places, but for some wood and stone become as flesh and bone animated by spectral muscles. Some of these are benevolent ... but the masters of the spectral dead rarely seek out this type, preferring those bound to their grave-sites in scenes of murder and butchery. Though such spirits are more vulnerable than most to material destruction, for razing their desecrated dwellings will banish them as sure as blessed arms a common shade, they are a terrible threat nevertheless - for who knows what building might be their dwelling until the walls begin to bleed and the doors slam and bar themselves?
M WS BS S T W I A Ld Points
6 3 3 5 7 6 4 D3 4 150
Troop Type: Monstrous Creature
Base Size: 40x40 mm
Unit Size: 1
Equipment: The environment
Special Rules: Fear, Flammable, Open Order, No Escape, Stomp Attacks (D6), Armour Bane (2), Necromantic Undead, Large Target
Bound: the Haint must deploy using the Old Haunts rule. The Haint must deploy inside the piece of terrain which it Haunts when revealed, or within 3" if the terrain cannot be occupied. It may never move further away than this for any reason. Whilst it lives, the terrain is Dangerous Terrain in addition to any other terrain type, and Dangerous Terrain tests made for it are failed on a roll of 1 or 2. If the Haint is destroyed, remove the terrain piece from the battlefield and replace it with an equivalently sized area of Difficult Terrain. Likewise, if the piece of terrain in which the Haint dwells is removed for any reason, or if the Haint would be forced to move outside it by an effect which compels movement, the Haint is destroyed.
No Escape: Enemy units which Flee or Fall Back in Good Order whilst within 6" of the Haint may not move further from its piece of terrain than it is allowed to go.
Ghostly Animus: The Haint has Regeneration (4+) against non-Magical attacks.
Banshee Choir
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| Warhammer Armies: Vampire Counts 8th edition . For models that could never be fielded as units... banshees sure do have more banshees per banshee art than wraiths, huh? |
Stats as per Tomb Banshees, except the following additions and replacements.
Pts: 85/model
Troop Type: Regular Infantry, not, Character
Unit Size: 3-10
Special Rules: add Skirmishers, and
Mournful Choir: This unit makes only a single Wailing Dirge attack. If successful, it deals an additional 1 wound for every Tomb Banshee in the unit beyond the first. If unsuccessful, it deals 1 wound for every Tomb Banshee in the unit beyond the first, -1 per point by which the enemy unit passed their Leadership test (so if they passed a test at modified Ld 4 with a roll of 2 against 4 banshees, they'd suffer (2-4)+(4-1) wds, or 3 wds).
Design Notes: I loved the old 8th ed option to field full Wraith units. Big issue was, you could only take a Banshee as their champion, which always felt odd narratively. Obviously mechanically it's so you don't have to roll loads of times for multiple Screams. Well, here's my effort at fixing that. Setting a baseline of damage kind of replicates the effects of the spread of a load of individual Screams, though probably not mathematically - if anybody wants to run the AnyDice maths on the exact curve then find a single-roll way to replicate it, they're welcome to. They're 85 points because intuitively this is a bit worse than a load of individual banshee chars, they're tied to each other, vulnerable to unstable, and not able to challenge-block. Equally,
Wraithly Coven
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| The fresco at the back wall of the Church of St. Mary of the Rocks in the Istrian town of Beram, Croatia, Vincent of Kastav, 1474 |
Stats as per Cairn Wraiths, except the following additions and replacements.
Pts: 50/model
Troop Type: Regular Infantry, not Character
Unit Size: 3-10
Special Rules: add Skirmishers
Design Notes: these stay at 50 ppm because they're much better suited to being a skirmishy combat unit than Banshee Choirs are.
Mourngul
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| Monstrous Arcanum |
M WS BS S T W I A Ld Points
6 5 0 5 5 5 3 4 8 270
Troop Type: Monstrous Creature
Base Size:
Unit Size: 1
Equipment: Thrown Objects (see below)
Special Rules: Terror, Unbreakable, Unstable, Ethereal*, Obstacle Strider, Stomp (D3)
Shadows and Icy Fogs: The Mourngul does not have the Large Target rule, unlike other Monsters.
Chomp Attack: The Mourngul makes 1 additional attack each round with the Killing Blow special rule. This attack has +1 to hit against Large Targets.
Carnophage: For every wound it inflicts in close combat, the Mourngul regains a wound previously lost, up to its maximum Wounds value.
Killing Cold: Enemy units in base contact with a Mourngul have Always Strikes Last. It is unaffected by effects based on cold such as a Thundertusk's Icy Breath or Yheetee's Aura of Frost.
*The old Monstrous Arcanum mourngul just gets a 5+ ward vs shooting, but the description is of an etherealness-like effect. This avoids needlessly multiplying effects, and makes it fit in the list.
Let's give this a go.
You may field 0-1 Lord Virion the Grim in any Vampire Counts or Tomb Kings list unless said list includes Settra the Imperishable.
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