Regiments of Obscurity We all know the regiments of reknown - the skilled, lucky, or simply infamous mercenaries who have made a name for themselves. But what about the not so lucky, the less skilled, the forgettable? A handful of famous regiments might well make a nice army, but can you afford them? Can you even interest them (they don't just fight for anyone anymore...)? And what will you do if for some reason they're being paid by your enemy? Despite the fame of the regiments of reknown, and the publicity they put forward, they aren't the only mercenaries out there. For every regiment of reknown, there are scores of regiments of obscurity, the unknowns who are just starting out, the hapless who get broken and scattered, or the just plain mediocre. The ones who never get a name because their captain dies before his unit can earn one. The ones who always seem to be dying in droves. They also form the larger part of mercenary armies, they just don't get mentioned... Rules A Dogs of War army, or Dogs of War allied force, can include regiments of obscurity. For every Regiment of Reknown in your army you can include up to two regiments of obscurity. Each regiment of obscurity must have a standard bearer, and be led by either a champion or a hero, equipped in exactly the same way as his unit. Each regiment can have a musician if you like. Standard bearers and musicians cost twice as much as a normal model from that unit, including equipment. Each regiment of obscurity can be, after you have equipped them, further customised in order to suit your plan. Each unit may, at the given cost per model, increase its statistics or gain a special ability. A unit may buy up to two upgrades, and can not buy the same upgrade twice. Costs are doubled for cavalry as usual. These upgrades must be bought for the accompanying character. Upgrade Cost +1 Weapon Skill 1 point +1 Ballistic Skill 1 point +1 Strength 2 points +1 Toughness 2 points +1 Initiative 1 point +1 Attack 6 points +1 Leadership 1 point Skirmish 1 point Infiltration 3 points Skirmish: a unit may skirmish as described in the Warhammer rulebook. Infiltration: an infiltrating unit can be deployed after all other units. It may be placed anywhere on the table, as long as it is outside the enemy deployment zone, at least 12" from the nearest enemy model, and out of the line of sight of all enemy models. Upgrades must be made known to your opponent before the battle. Animosity: Orcs and Goblins are unreliable troops, and tend to become distracted in battle if not kept under control. At the start of your turn, roll a d6 for each greenskin unit in your army which is not in combat. On a 1, roll a further d6, and apply the result below: 1 - Get 'Em: the unit will charge any unit subject to animosity if possible, unless it is armed with missiles, in which case it will shoot any unit subject to animosity, turning in the ranks to do so if necessary. If it is not posible to do either of the above (there may not be any other units subject to animosity), then the unit Squabbles as below. 2 - 5 - Squabble: a fight breaks out within the unit while the Boss has his back turned. While he sorts it out, the unit can not move or shoot this turn. 6 - We'll Show 'Em: determined to just how good they are, the unit runs off to fight the enemy as soon as possible. Move the unit forward a full normal move, regardless of the proximity of enemy, charging anything they meet. The unit can move and shoot as normal in the appropriate phases. Each regiment of obscurity can be given a single magic item for its champion or hero, OR it can be given a magic banner. This item cannot be race specific, no matter what the regiment. The item cannot cost more than half the cost of the regiment. This cost is calculated BEFORE the magic item is added. Thus a 100 point unit of goblins cannot carry the Banner of Wrath, but a 150+ point unit (which will then cost 225+ points) can. Both Dwarves and Elves are limited to one unit of each. Whilst such mercenaries do exist, they aren't all that common, if only because those races aren't terribly populous. However, they can be counted on to some extent to turn up when their own kind requires help. So, if fighting as an allied force for an army of their own kind, the restriction on Dwarves and Elves is raised to 2 units allowed. Note that the Elves can't just be any Elves, they must be the same type of Elf as the army hiring them. Wood Elves can hire High Elves, but if they want two units then they must hire fellow Wood Elves. Units 0-1 unit Dwarves 12 points each Champion 52 points Hero 108 points It is not true that Dwarves will do anything for gold. But it's very close to being true, and thus it is now quite common to find Dwarf regiments wandering the world in search of useful employ, simply because it's easier money than mining, and, let's face it, all a Dwarf really wants out of life is gold, limitless beer, and someone's knees to hack off... Dwarves are equipped with sword or axe, heavy armour, and shield. They can be given any of the following weapons: spears (1 point), double-handed weapons (2 points), halberds (2 points), pikes (2 points), crossbows (3 points), or handguns (3 points). Dwarves, being strongly built, are not subject to movement penalties for armour. Dwarves flee and pursue 2d6 - 1" Dwarves hate greenskins of all sorts, and so are subject to the relevant psychology rules. Dwarves will not fight for an Orc or Hobgoblin general. Dwarves suffer -1 Leadership when within 6" of friendly Elves. They cannot be joined by an Elf character, and cannot use the general's leadership if he is an Elf, nor benefit from the battle standard if it is carried by an Elf. Human infantry 5 points each Champion 30 points Hero 65 points Humans are the most common and versatile of mercenaries. It is unfortunate then that they also tend to die a lot. Not individually, of course, because dying twice, whilst being attractive to some, is somewhat difficult to achieve... Humans usually make the core of most mercenary armies, simply because they are numerous and can be made to fit most tasks. Think of them as dough - rough, thick, but easily manipulated. Humans carry hand weapons, and can be equipped with any one of the following weapons: spear (1 point), halberd (2 points), double-handed weapon (2 points), pike (2 points), flail (2 points), bow (2 points), long bow (3 points), sling (1 point), crossbow (3 points), handgun (3 points). Humans can be equipped with the following armour: light armour (2 points) or heavy armour (3 points), shield (1 point). Human cavalry 10 points each Champion 30 points Hero 65 points Being so versatile, humans are often found mounted on horses, although theories have been put forward (by Elves, it is said) that this is not an unusual state of affairs... Human cavalry varies wildly, and has been adapted to all possible battlefield roles over the years. Human cavalry is equipped with hand weapons. They are mounted on either horses (free) or warhorses (3 points). They can have any one of the following weapons: lance (4 points), double-handed weapon (4 points), a brace of pistols (8 points), flail (4 points), handgun (6 points), spear (2 points). If they have a spear or no other weapon, human cavalry can be given either a short bow (2 points), a bow (4 points), or a longbow (6 points). Human cavalry can be equipped with the following armour: light armour (4 points) or heavy armour (6 points), shield (2 points), barding for a warhorse (8 points). Orc infantry 5.5 points each Boss 33 points Big Boss 72 points Orcs, even more so than humans, are everywhere. They spring up like some sort of fungal infection... Nevertheless, they have their uses. Despite their squabbling and questionable loyalties, they are damned good, tough troops once you get them into combat. It's getting the buggers there that's the trouble... Orc infantry have hand weapons. They can be given one of the following weapons: spears (1 point), halberds (2 points), double-handed weapons (2 points), bows (2 points), or crossbows (3 points). They can be equipped with light armour (2 points) and / or shields (1 point). Orcs are subject to Animosity as detailed above and in the Orc and Goblin army book and the Battle Book. Orcs are immune to panic caused by goblins. Orcs will not be hired by a Dwarf general. Orc cavalry 19 points each Boss 41 points Big Boss 80 points Orc cavalry, being Orcs on massively built warboars, tend to be very effective on the field, and a terrible foe to encounter. And that's apart from the smell... Orc cavalry ride warboars, and carry hand weapons. They can be given spears (2 points), shields (2 points), and / or light armour (4 points). Orcs are subject to Animosity as detailed above and in the Orc and Goblin army book and the Battle Book. Orcs are immune to panic caused by goblins. Warboars give +2 armour save instead of the ordinary +1 for cavalry, have a +2 strength bonus when charging (the boars only), and cause the rider to suffer a -1 leadership penalty. See the Orc and Goblin army book for details. Orcs will not be hired by a Dwarf general. 0-1 unit Elves 8 points each Champion 48 points Hero 104 points Elves aren't as noble and pure as they would have you believe. Especially if they happen to be Dark or Wood elves... There are many reasons why Elves take to the life of a mercenary. They rarely reveal them, but guessing isn't difficult. Dark Elves do it for no reason other than the carnage of battle (and the gold). High Elves do it for the challenge of their superior skills (and the gold). Wood Elves do it because they are basically blood-thirsty buggers who can only take so many trees (and, of course, the gold...). Whatever the reason, Elven regiments turn up every now and then, and are welcomed by most generals as good, if unsufferably arrogant, fighters. Elves are armed with swords. You must decide whether your troops are to be High Elves, Dark Elves, or Wood Elves. High Elves can be equipped with either light armour (2 points) or heavy armour (3 points). They can also carry shields (1 point). They can be armed with either spears (1 point) or longbows (3 points). Dark Elves can be equipped with light armour (2 points) or heavy armour (3 points), and / or shields (1 point). They can be armed with spears (1 point) and / or repeating crossbows (3 points). Wood Elves can be equipped with light armour (2 points) and / or shields (1 point). They can be armed with spears (1 point) or longbows (3 points). Any Elves can be mounted on elven steeds (3 points). Their cost is doubled when doing so. Elf cavalry can have barding (8 points) and / or lances (4 points). High Elf heavy armour is not subject to movement penalties. High Elves will not fight for a Dark Elf general. High Elf spears fight with one more rank than normal. High Elf archers can shoot with one more rank than normal. Dark Elves hate High Elves. Dark Elves will not fight for a High Elf general. Dark Elves can fight in a mixed formation, with a rank of repeating crossbows in front of spears. All models in such a unit must be armed with both spear and repeating crossbow. Wood Elf longbows cause an extra -1 modifier to the armour save of their targets, and have a range of 36". Wood Elves will not fight for either a High Elf or a Dark Elf general. Wood Elves can move through woods without movement penalty. Goblin infantry 2.5 points each Boss 15 points Big Boss 33 points Goblins. What can you say in favour of them? They swamp the enemy, and there's always more of the buggers. What can you say against them? Better to ask what CAN'T you say against them - it would be quicker, for one... Goblins, like humans, turn up everywhere. Somewhat like a nasty social disease. And yet they are favourites with some generals - the little idiots will happily march to their pointless deaths to hold up some heavy cavalry for a few minutes. Providing they don't run away before the battle starts... Goblins are armed with hand weapons. They can be given light armour (1 point) and / or shields (1/2 point). They can be armed with one of the following: short bows (1/2 point), slings (1/2 point), spears (1/2 point), halberds (1 point), double-handed weapons (1 point). Goblins are subject to Animosity as detailed above and in the Orc and Goblin army book and the Battle Book. Goblins fear Elves which they do not outnumber by more than two to one. Goblin infantry units must be at least 16 models in size, including any command models present. Goblins will not be hired by a Dwarf general. Goblin characters pay twice as much as indicated here for their equipment - Goblins get it cheap only because they cost so little. Goblin cavalry 9 points Boss 19 points Big Boss 37 points Goblin cavalry is both the best and the worst to be found, depending on who you ask. Like their foot-slogging brothers, they cheerfully die in droves, but also like the infantry they have a nasty tendancy to run like buggery at the first sign of the enemy (or even a leaf falling...) Actually, the real reason anyone takes Goblin cavalry is the wolves, who are far better fighters than the puny green things on their backs... Goblin cavalry ride giant wolves. They are equipped with hand weapons. They can be given light armour (2 points) and / or shields (1 point). They can be armed with one of the following: short bows (1 point) or slings (1 point). They can also have spears (1 point). Goblins are subject to Animosity as detailed above and in the Orc and Goblin army book and the Battle Book. Goblins fear Elves which they do not outnumber by more than two to one. Goblin cavalry units must be at least 8 models in size, including any command models present. Goblins will not be hired by a Dwarf general. Notes It is obvious that this isn't all that I could have done. For starters, I could have thrown in some wizards from the various races. Then there's monsters and war machines, both somewhat lacking from Dogs of War. The trouble is, how do you put them in without overdoing it? There are very good reasons for there not being war machines or monsters in Dogs of War. Undoubtedly GW will get around to doing them as Regiments of Reknown. I am content to leave it to them, because filling in the holes is not why I did this, and I'm sure that they can do a better job than I - after all, they have teams of playtesters who can take months, I just have a few interesting ideas to set down and suggest. The two main complaints about Dogs of War are that you have to take a hero (usually) with every unit, even the missile units, and the good old "but they don't fit MY army...". The first complaint is a bit unfair on GW - the captains are supposed to be good, and how else do you represent this? And of course there's the theory that they are a balance against unchecked beardiness. But, to a certain extent it IS a legitimate whinge. Wouldn't it be nice if, instead of a hero, you could take a mere champion, for half as much? Wouldn't it be nice if the unit could have SOME sort of magical protection or offensive capability? Yes it would, just occasionally. The second complaint is a good one - if only because I've been waiting for almost a year now for the mercenary goblins on the cover of the book (I play greenskins - does it show?). Although you can make various themed Dogs of War armies, especially with the White Dwarf units, it is, unless you have an Empire or Bretonnian army, somewhat difficult to make your allies fit into your army. Now, many people will say that this isn't necessary, or even very sensible - they are, after all, a motley bunch of mercenaries, who will turn up anywhere for anyone - how can you expect them to fit ANY theme? Well, to some extent I agree - but I also like themed armies, and would quite like to the Dogs fit in if possible. Hopefully this will help. Now, the more astute will notice that this article really only helps half the armies available in Warhammer in the way of fitting into a theme. Why? Well, I can't really see much in the way of undead mercenaries (although there IS an old 3rd edition undead Regiment of Reknown), Chaos mercenaries would be far too powerful, and I can't really see Skaven or Lizardmen as mercenaries (despite the cold one riders...). As for Chaos Dwarfs... well, they might never be seen again. But the range here should be fairly good for cannon fodder and adding mercenaries who might be a bit more appropriate to your army. I toyed with making it one Regiment of Obscurity for every two Regiments of Reknown, in order not to completely upset the balance of the army, but then how could these nobodies be the most common of mercenaries if I did that? Let me know if allowing more Regiments of Obscurity than Reknown causes a problem. The same goes for the upgrades. They mostly follow how GW appears to price them, except for strength, toughness and skirmish. The first two usually cost only one point, but given their importance and the effect of raising them (toughness 5 Orcs, anyone?) I thought that I ought to raise the price a bit. Putting them there in the first place might well be a mistake, but I will trust players not to abuse the possibilities (ridiculously optimistic? Who is?). As for skirmishing, that is usually free, but I thought that it ought to cost something, seeing as it does have its uses... I have also taken the liberty of giving some units the option of using slings. I've always thought it odd that only certain Skaven get them. So I added them. I'm just wondering how effective a unit of skirmishing goblins, with +1 BS and armed with slings, might go... The overall idea was to provide some customisable Dogs of War, without destroying what I see as the designers' intent with the original Dogs, and allow some enjoyable units for your armies. Have fun.