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Hey guys, I play 40K (death guard and some imperial guard) and a friend of mine recommended I try fantasy. I have no experience whatsoever with fantasy rules, armies, etc. I like the idea of a "mercenary army". I would prefer an emphasis on close combat. Please let me know if Dogs of War is a good beginner army for fantasy, or if there is anything special I should know before plunging into the fantasy universe. thanks in advance
The only problem with DoW is that they have never updated it and it lacks some virtues that would make it competative with the rest of the armies. (example, How competative is the 40K Ork list?)
DoW has some great units and some great rules but it has a lot of really bad rules and no magic items to speak of, so it will be difficult to make a competative list for a beginner. I would almost reccomend an empire army with a mercenary paint job/background for a beginner, because it has a little bit of everything, including lots of models, which makes it maybe a little more expensive, but forgiving for the beginner player.
Give us a little more to go on, what things do you like or don't like, you said you would like a close combat list, Ogres are good for close combat, and you can field a whole army of them or add them to a DoW list. Fantasy is a little more complicated in that every army can be played aggressively or defensively (except chaos - which is always aggressive)
As bucker said the problem with DoW is that there is no recent Army book (Codex) although the up side is that you can download the current one from the GW site.
The other problem is that a lot of the figures are metal- such as the characters and Regiments of Renown- which are the funnest aspect of DoW for me- i mean who can resist slayer pirates and galloper guns?
That said, some of the core troops can be taken from other ranges- for example Dwarf warriors, Ogre Bulls and Empire Knightly orders (or you could just as equally use Brettonians for your heavy cav)
i reckon you should always go with your gut instinct, if you want a mercenary army then go for Dogs of War, youll be pretty unique and you can create your own backstory pretty much at will without the normal constrainsts of fluff
PLAN CLAN MAN!!
He who makes a beast of himself gets rid of the pain of being a man- S. Johnson
Let me narrow down my vision of the army I'd like a little more. I understand that in fantasy the direction from which you charge (a flank attack) can be extremely important. Would it be possible with DoW to have heavy, difficult to kill infantry to pin the enemy and faster calvalry assualt the flanks? also, could you give me a general idea of magic in FB? does it tend to be more of an anti troop weapon to be cast against single units or is it more of a general support weapon? Is not having magic going to make it more difficult to be competitive as a new player? thanks again
P.S. what is the average army point size in FB? also, what is the average monetary cost for a DoW army at that point value?
Last edited by kellster1; June 28th, 2007 at 01:00.
You can indeed make a list which has some heavy infantry units to pin the
enemy, and lots of cavalry to strike flanks, but so can most WFB armies (ok, Dwarves lack
the cavalry!) You do get access to some good hard infantry (dwarves, norse beserkers),
but your cavalry will be fairly average - although it can be plentiful as it's pretty cheap.
One disadvantage DoW have is that their characters are fairly weak, with a restricted choice
of magic items. If you don't care too much about this then DoW will be fine.
Most people play 2000 point battles, but 500pt skirmishes are also a good way to start and
get a feel for the rules. If I were you , I would choose DoW pikemen if you're going to buy from a store as they're pretty expensive and mail-order only. You can usually pick up a
pikemen unit in the bring-and-buy at a wargames show. That's where I got some of mine!
Magic plays a supporting role in WFB and falls into 3 main catagories:
1) Magic missiles
2) Buff spells
3) Tricksy spells
Magic missile spells do 1 or 2 dice of hits of medium strength (3,4 or 5) to a unit.
These are used like missile fire to whittle away the strength of a unit before it engages.
They are usually fairly easy to cast (the more damage it can do, the harder it usually is).
The second category includes those spells that improve your units in some way
(giving them a better save, or an extra attack) or which allow an automatic rally
or something like that. These are usually easy to cast.
The last category includes those spells that don't necessarily do any damage, but can
have a major effect on the game - like the spell that forces on of units to wander off to
another side of the table, or spells that hurl an assassin deep behind your lines to start killing your artillery. These spells can require some finesse to use well, but can be
game winners when they're cast at the right time.
If you ignore magic completely, you'll be at a disadvantage against someone
with a mage or two. Most people take at least one mage, who can provide magical
pritection (the so-called scroll caddy).
Yo give you an idea of how much the army would cost from scratch, my 2K DoW army has
50 pikemen (£2 each)
20 Norse (You get 16 in an £18 box of chaos marauders)
4 Ogres (£18 box of Ogre Ironguts)
10 Light cavalry (I use bretonnian squires @ £5 each)
12 Heavy cavalry (box and a half of Empire knights = £27)
1 cannon (£10)
1 hot pot (£
16 duellists & 20 xbows (mixture of boxes of empire xbows and militia - £36)
Hero on pegasus (£6? - he's a bretonnian pegasus knight!)
So that's a grand total of around £280 if you buy it all new.
Hope this helps,