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I played a couple of games for nemisis with Dogs of War and did just as badly as people said I would. Now I don't think it was all my fault but not being the best general in the world didn't help.
In any case I wanted to put down what I think would benefit Dogs of War should Games workshop ever get round to updating the army list.
Number 1: Champions musicians and standard bearers. These need a reduction in points so that they are closer to the Empire equivilents.
Number 2: On a similar theme a 1 point reduction in the cost of pikemen and duelists would also bring them in line with Empire foot soldiers and be a fair reflection of their capabilities.
Number 3: The Paymaster. I like the fact that we have one and feel he should also be compulsary in games over 500 points. But his stat lines suck. A better idea would be to upgrade a hero to paymaster as other races do with the BSB. Also I would make any unit he joins stubborn.
Number 4: Wizards. Stat lines are fine, choice of magic is fine cost is fine but other than scroll caddy what use are they. Other races have access to magical items which make their wizards more effective and i think we should to.
Now I don't want a huge list of magical items as I don't think this fits in with the fluff but giving them access to a few items such as spell familiars, power familiars, wizards staffs and similar improves them without damaging the fluff.
Number 5: Heroes. Again I don't want a long list of magical items which improves the fighting and leadership abilities of the heroes and lords but i do feel that something is missing. A dog's of war hero who is supposed to do nothing but fight so he should be better at it than other heroes. I think a list of skills only avaliable to Dogs of War would be the answer.
Number 6: Get rid of Ogres. DOW Ogres are not as good as OK Ogres so why keep them.
Number 7: Halflings should be scouts, other wise they are a waste of points.
What do you think?
I've said this time and time again - DoW are a difficult army because they are so outdated. Some of the units are so bad, only because their rules are from 5th-6th edition and don't work anymore.
I agree point costs should be adjusted slightly. I also think that all command upgrades should be optional. This will be tricky an maybe not possible for some of the Regiments of Renown, but should be considered. (no one wants full command on fast cav.)
Some of the units need upgraded rules. Birdmen, could be useful, if they could move and shoot with those str3 crossbows. There are several examples where the rules are just plain outdated or useless in 7th edition, esp. for point cost.
I believe there could easily be some magic items that were fluffy. I always imagined the DoW as mercenaries and even pirates in some cases, meaning they have probably looted and fought all over the WFB world and have found some magic items from these various regions. Either that, or a broader list of generic items (5+ward, magic armor, or talisman, etc) would be helpful as well as updating the costs of the common magic items list.
There are still some great units in the DoW. The OK I think make this army more competative but that's only if you like to take a lot of OK (why not play OK then) but that's just my opinion.
I think GW doesnt like DoW that much, infact, i dont think its a real army, its just bandits formed together by one general, who pays them just enough to die for him.
Float like a butterfly, Sting like a bee!
I think it would do good to make common magic items available to the heroes in addition to some fluffy special rules or mercenary skills. General can take a max of 3 mercenary skills.
Example I guess would be...
Dirty fighting: experience has taught you that those who keep the loot are usually those who fight for it the most ruthlessly, honor has no place among good and dishonest business. (at the beginning of the round while in cc with a enemy character, make a check against this models initiative, if you pass, then the opponent must pass reroll all successful hits)
Bribery: every man, orc, beast, elf, heretic, and especially dwarf... has his price. Bribery is your forte (at the beginning of the battle you may choose one enemy character who may not attack this character until this character attacks that model)
Outwit: those mercenaries with sharp minds survive longer than those with dull ones. It is befitting all who venture for coin and adventure to use their brains in addition to their brawn. (you may force a re-roll for determining who goes first)
Clever employer: Any GOOD mercenary general knows that his men fight for their gold and using that incentive wisely is KEY in battle. (any unit within 12" of this model which has failed a leadership test: you may give up, so to speak, 1/4 of the units cost to the opponent for VPs at the end of the battle to automatically pass the failed LD test... this is like screaming out "Fight on you dogs and I will double your pay!!" maybe in addition)
Connections: No manner of men make so many connections as those who share the moral ambiguity, experience, and wide travels of the sell sword. Building a successful network of friends in black markets, rogue soldiers, and corrupt border princes is vital to ones survival. In this line of work you make many a friend and foe, and often times, killing a particularly successful and well connected mercenary general will bring the wrath of his friends and even his mutually respected foes upon your head. (this model counts for half the VP than normal)
Seen it all: This model is a living example of what extreme exposure can do to ones natural reactions to unmentionable horrors and violence. (this model is immune to fear and terror)
Cunning: First rule of making a buck: predict the future as well as possible and plan accordingly. Second rule of making a buck: make sure that failing number one, your enemies cannot. (you may redeploy any unit within 18" of this model to another location no more than 18" from this model)
I dunno... thats my take on things. Some abilities that are more or less a tad weaker than some magic items but also cannot be destroyed by other magics or what not. Some abilities to reflect experience and initiative and the business oriented nature of a Dogs Of War mercenary general.
I like the idea off these talents and would like to see some possiable point values.
http://www.travian.co.uk/?uc=uk4_8583 - A good browser war game
Id just like an updated army list with proper point values...but as well as this here are what i desire for DoW:
1: More character choices
2: The ability to tailor DoW armies- a little like the doctrines system for 40k IG or the Space Marine traits, therefore you could tailor a DoW list to be anything from a hard-bitten mercenary army to an army representing Araby, or Cathay, for example
3: Some magic items! the common list is rather limiting, and overpriced
4: More regiments of renown- i dont use them myself, but i love the miniatures- very characterful
PLAN CLAN MAN!!
He who makes a beast of himself gets rid of the pain of being a man- S. Johnson
It would be hard to do with the present models, but if they could make expansion packs for the present line of minis with customizable uniforms (ie. heads with regional helmets, crossbows for miraglio's marksmen, pikes for ricco's republican gaurd, etc) since they've discontinued most of those cool models.