MY Steppe Nomad Army List - Or, I've a load of Mongols that need using.

Started by Roy, 20 February 2016, 02:08:49 PM

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Roy

With the possibility of playing games of Warband, I've created this army list so I can make use of the Mongol models I already own. I haven't created any new rules, simply mixed bits together from those already available from the rules book. This is not tried and tested - I've written this up over a matter of three to four hours, so it'll probably need tweaking. A lot of the descriptive pieces are those available from the book, written by the author Stephen Hardy.

Steppe Nomads
Steppe nomads are migratory horse people who live on the plains and steppes that span vast tracts of lands between the civilised realms. They live in groups called clans, usually encompassing several inter-married families, all loyal to a clan chief, who in turn answers to his own lord. Only in times of war do the clans come together and unite with the other chiefs to follow their lord.
At this time the steppes thunder to the sound of hoof beats, the dust thrown up by this great cavalry host can be seen from leagues away. Drawn towards this gathering come the forces of nature, those carrion beasts that feast upon the unwary or from the aftermath of battle. The sparse wooded islands that dot the sea of grasslands also come alive as the nomad host come together. Tree elementals and giant spiders, at peace with the steppe nomads as they live side-by-side, respecting each others ways, come alive and venture forth onto the grasslands, joining the host and fighting to repel the invading enemy that has been foolish enough to trespass onto the wild sea of plains.
At these times of war the steppe nomads leave behind their isolated and migratory habits, in the gathered warbands each man becomes a warrior ready to fight, and if need be die in the service of his master. Spear points are sharpened, edges put on swords, bows strung and tested, cavalry harnesses made tight as the men don armour and mount up for battle. Songs of praise are sung and offered up to the sky. For there resides their god. Up there, among the clouds, will the spirits of the fallen go once their bodies are dead. The vast sky above, home of the fallen heroes of the great Sky Host. Below the steppes, where men wait until they may prove themselves fit to join with the gallant dead.

[The below list is a variant of the Wood Elves list, taken from the Warband rules book - changes made are noted and highlighted with an asterix * before the entry.]

Commander unit (1)
*Chieftain (four levels available)

Magic user unit (0-1)
*Shaman (four levels available)

Core units (200pts+)
Archers
Warriors
Horsemen (alternate name for Wild riders)
*Horse archers

Optional units (0-200pts)
Giant spiders
Great Raptors (alternate name for Great eagles)
*Plains mammoth
Scouts
Tree elementals
Water elementals

###   ###   ###

Chieftain: [see Barbarian Men]
Shaman: [see Barbarian Men]

Plains Mammoth: [see Barbarian Men]
CP/MP:  -
MT: 2d6
MV: 2
SH:  -
RA:  -
ML: 4d6
PR: 3d6
MO: 5
Pts: 90
Notes: Fear, Fierce, Powerful

Horse Archers: [see Taurian, Centaur Archers]
CP/MP:  -
MT: 2d6
MV: 2
SH:  2d6
RA: 3
ML: 1d6
PR: 1d6
MO: 4
Pts: 45
Notes: Skirmish

###   ###   ###

Options
. *The chieftain unit may have fierce for +5pts or resolute for +5pts [see Barbarian Men]
. Any archers unit may have powerful for +5pts (representing recurved bows) [forest walkers dropped]
. Any warriors unit may have fierce for +5pts and impetuous for free [forest walkers dropped]
. Any horse archer unit may have parting shot for +5pts and swift for +5pts
. Any horsemen unit may have fierce for +5pts, and either impetuous for free, or parting shot for +5pts [forest walkers dropped.]
. Any scouts may have parting shot for +5pts
. One archers, warriors, or horsemen unit may have hero for +10pts

Magic Spells
. Sky Bolts - (1MP, Shooting phase). The shaman unit gains a shooting attack (Shooting 1d6, Range 2) for this shooting phase. This shooting attack can be modified by spending further magic points as follows: +1MP gives Shooting +1d6, +1MP gives Range +1, +1MP gives the powerful special ability.
. Cloud Hunters - (2MP, Movement phase). Choose a friendly unit within 2BW of the shaman unit. The unit chosen gains one of the following special abilities this turn; forest walkers, hill walkers, or skirmish. [see Goblins and Orcs]
. Call forth the Sky Host - (3MP, Initiative phase). Choose any number of friendly units within 2BW of the shaman unit. The units chosen gain the hero special ability this turn. [see Undead]
. Nomad's Rage - (4MP, Initiative phase). Choose any number of friendly archer or horse archer units within 3BW of the shaman unit; the units chosen gain Shooting +1d6 and Range +1 this turn. Or choose any number of friendly warrior or horsemen within 3BW of the shaman unit; the units chosen gain Melee +1d6 and the powerful special ability this turn.
. Dust on the Wind - (6MP, Initiative phase). All enemy units within 2BW of the shaman unit reroll each successful motivation die rolled (accepting the second result) this turn; or, all friendly units within 2BW of the shaman unit reroll each failed motivation die rolled (accepting the second result) this turn; or, all friendly and enemy units take 1 automatic hit. [see Taurians]
. Whirlwind of the Steppes (8MP, Protection and morale phase). Each enemy unit takes one automatic hit. You may choose for the shaman unit to take four automatic hits. If you do, each enemy unit takes two automatic hits instead. [see Samurai Apes]
     
Unit Descriptions
Chieftains are clan leaders and in battle they lead their warriors personally.
Shamans guide the steppe people with their wisdom. In battle they form bands of magic casters, dispencing war medicines to bolster the fighting spirits of the host and calling forth the elemental powers of the wind and sky.  
Archers are skilled hunters who use the recurved bow peculiar to the people of the steppes. They either fight in bands of Archers or as Scouts dispersed as skirmishers.
Warriors, though found in lesser numbers when counted amongst the fighters of the war-hosts, use hand-to-hand weapons in which they bring death to their enemies.
Horse Archers are common among the steppe nomad war-hosts as their skilled archery and swift passage gives their chieftain tactical options.
Horsemen are the mounted melee warriors of the steppe nomad armies. All are armed with a mix of sword, spear, and horse bow.
Giant Spiders emerge from the mountains edging the steppes, or from within the dotted woods that grow as islands in the sea of grasses. Steppe nomad law punishes those that commit serious crimes by sacrificing them to these giant arachnids, it also being punishable by death to harm one of these great eight-legged creatures, who allow the shamans to milk venom from their fangs for use as poisons.
Great Raptors are ancient and sentient creatures that make their homes in the mountains at the edges of the steppes. The giant birds of prey are drawn by the promise of battle, where they feast upon the flesh of the fallen.  
Plains Mammoths are powerful beasts that thunder into battle and are able to shatter enemy ranks and trample their warriors into the dust.
Scouts are archers deployed in a support role. They act as scouts ahead of the army and fight in battle as skirmishers or terrain fighter.
Tree Elementals emerge from the dotted woods of the steppes when they feel the thundering hooves of the war hosts. Huge and terrorfying living trees, lumbering giants of fauna ready to destroy those that trespass within their reach.  
Water Elementals are uncaring creatures of water, ready to drag under and drown their prey. They are summoned from the depths by the steppe nomad mages to fight for their cause.
Rimmer: "Aliens."

Lister: "Oh God, aliens... Your explanation for anything slightly peculiar is aliens, isn't it?

Rimmer: "Well, we didn't use it all, Lister. Who did?"

Lister: "Rimmer, aliens used our bog roll?"

Bodvoc

You have been busy Roy. The list looks good and I have a recently finished High Elf army that I would happily play against them, you had best get painting :)
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Roy

I'd best get buying  ;) (I've only got the horsemen figures)

Leon! Expect a show order for Hammerhead  ;D
Rimmer: "Aliens."

Lister: "Oh God, aliens... Your explanation for anything slightly peculiar is aliens, isn't it?

Rimmer: "Well, we didn't use it all, Lister. Who did?"

Lister: "Rimmer, aliens used our bog roll?"

Leon

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Roy

Quote from: Luddite on 20 February 2016, 07:47:18 PM
Don't forget this.

https://en.wikipedia.org/wiki/Mongolian_death_worm



Thanks Luddite

Giant Sand Worm: [see Barbarian Men]
CP/MP:  -
MT: 2d6
MV: 2
SH:  -
RA:  -
ML: 3d6
PR: 3d6
MO: 3
Pts: 60
Notes: Fear, Powerful, Skirmish

Giant Sand Worms are terrifying creatures drawn from deep beneath the steppes by shamanic spirit magic. They move by burrowing through the ground and surface to attack their prey.

DN1 - Grubs (4) £0.80
Range: Dungeon Monsters

http://www.pendraken.co.uk/DN1-p5156/

DN5 - Giant worm (2) £1.60
Range: Dungeon Monsters

http://www.pendraken.co.uk/DN5-p5160/

I really must finish reading the Warband rules book  ;D and edit all that I wrote yesterday :-[
Rimmer: "Aliens."

Lister: "Oh God, aliens... Your explanation for anything slightly peculiar is aliens, isn't it?

Rimmer: "Well, we didn't use it all, Lister. Who did?"

Lister: "Rimmer, aliens used our bog roll?"

fred.

I went for these  Giant Worms FWO1



The WM list gave the following as the fantastical units for Mongols
Giant Sand Worms
Gollums - a Troll/Ogre like creature of the earth (not the spindly ring loving ex-hobbit)
Giant Eagles
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fsn

Lord Oik of Runcorn (You may refer to me as Milord Oik)

Oik of the Year 2013, 2014; Prize for originality and 'having a go, bless him', 2015
3 votes in the 2016 Painting Competition!; 2017-2019 The Wilderness years
Oik of the Year 2020; 7 votes in the 2021 Painting Competition
11 votes in the 2022 Painting Competition (Double figures!)
2023 - the year of Gerald:
2024 Painting Competition - Runner-Up!

Roy

Hmm. Chieftain should have the option to be mounted - or on foot. At least I think so.
There are miniatures for both types of commanders in the Mongol range (and I've already purchased the mounted type  ;D ). I'll still be buying the foot general though, for majority foot armies.

Shaman units remain as foot, though.
Rimmer: "Aliens."

Lister: "Oh God, aliens... Your explanation for anything slightly peculiar is aliens, isn't it?

Rimmer: "Well, we didn't use it all, Lister. Who did?"

Lister: "Rimmer, aliens used our bog roll?"

Duke Speedy of Leighton

All generals move as foot due to having to organise everyone else. ;)
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Chieftain

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AndyT

I like the looks of this list. It will be interesting to hear how all those quick slippery horse archers fare in a battle.

Duke Speedy of Leighton

You may refer to me as: Your Grace, Duke Speedy of Leighton.
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