WHFB WoC monstrous host army rules - Warhammer 40K Fantasy
 

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  1. #1
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    WoC monstrous host army rules

    I've been wanting to play a monstrous host army using good old Throgg, but options are sorely limited if you stick to whats in the book. For example; the lack of a wizard of any sort is a severe blow to the lists viability. Of course, one could simply take a chaos sorcerer legally right from the book, but it just doesn't feel right. Why would a chaos sorcerer be running around with a bunch of trolls? I then thought about getting permission from my gaming group to run a balefiend fimir in my list. Better, but still doesn't quite fit in. so instead I decided to come up with some troll characters to complement Throgg. So far just some casters:

    Troll Shaman 125 points
    M 6
    Ws 3
    Bs 1
    S 5
    T 4
    W 3
    I 1
    A 3
    Ld 4

    Magic:
    A troll shaman is a level one wizard and knows spells from the lore of trolls

    Special Rules: Mutant Regeneration, Fear, Stupidity, Troll Vomit

    Options: May upgrade to a level 2 wizard for 35 points

    Troll Great Shaman 250 points
    M 6
    Ws 3
    Bs 1
    S 5
    T 4
    W 4
    I 1
    A 3
    Ld 5

    Magic:
    A troll shaman is a level three wizard and knows spells from the lore of trolls

    Special Rules: Mutant Regeneration, Fear, Stupidity, Troll Vomit

    Options: May upgrade to a level 4 wizard for 35 points


    So then i was stumped as to what lore the trolls could take. Fire? Hell no. trolls no like fire. Beasts? eh. maybe. still kinda off. So I decided to come up with the Lore of Trolls.

    Lore of Trolls

    Projectile Vomit (Signature Spell) Cast on 10+

    The name says it all really.

    Magic Missile with a range of 12" and causes D6 strength 5 hits
    with no armor saves allowed. Can be increased to 18" range and 2d6
    strength 5 hits with no armor saves allowed, if so the casting value is
    increased to 20+

    1.Unholy Stench Cast on 6+

    The shaman summons a wind that picks up and carries the trolls' ungodly
    stink towards the enemy. The coughing and hacking fit that ensues leaves the
    Target temporarily debilitated.

    Hex spell. Pick one enemy unit within 18 inches. If cast successfully, the target
    unit must pass a toughness test or it is unable to move or shoot until the start of
    the caster's next magic phase.If somehow the target unit is engaged in close
    combat it may attack and defend as normal. Though the target unit may not
    pursue or overrun until the spell wears off.The range of the spell may increased
    to 24 inches but the casting value increases to 9+.

    2. Intimidating Bellow Cast on 8+

    The Shaman lets loose an awful scream that keeps the underlings mindful of their
    purpose and of the consequences of failure.

    Augment spell. Pick one friendly unit within 24 inches. If cast successfully, that unit
    will automatically pass all leadership tests until the start of the caster's next magic
    phase. The caster may choose to target all friendly units within 12 inches, if so the
    casting value increases to 16+.

    3. Vigor of the Gods Cast on 10+

    The Shaman Bestows the favor of the chaos gods onto his followers, giving them the
    ability to shrug off all but the most grievous of wounds.

    Augment Spell. Pick one friendly unit within 12 inches, if cast successfully, that unit gains Regeneration (6+)
    until the start of the caster's next magic phase. If the target unit already has the Regeneration
    special rule, it is increased by +1. (for example a model that regenerates wounds on a 4+ would
    now regenerate on a 3+) The shaman may also imbue the target unit with enough power to
    regenerate wounds caused by flaming attacks, if so, the casting value is increased to 15+.

    4. Chaotic Communion Cast on 12+

    The shaman steps partially into the realm of chaos to beg council from his gods' emissaries.

    Augment Spell. If successfully cast, The shaman gains the Ethereal special rule until the start
    of his next magic phase but is unable to otherwise act. He cannot move, shoot, or attack in any
    way. If the caster is forced to move for any reason, the caster is removed as slain. (example; the
    caster or his unit loose combat and fails their break test) Also If the caster takes a wound while
    in his ethereal state, roll a D6 on a roll Of 1-3 he looses concentration and is sucked wholly into
    the realm of chaos. In which case, remove the model from play and it counts as slain.

    5. Tremendous Trepidation Cast on 13+

    The shaman imbues the very air with with the power of evil magic. A thick layer of fear permeates the landscape.

    Hex spell. Pick one enemy unit within 24 inches. If successfully cast, the target will take all fear
    or terror tests at -2 until the start of the caster's next magic phase. The shaman may choose to target
    all enemy units within 12 inches. if so the casting value is increased to 26.

    6. Dead Troll Whacking Cast on 13+

    The Shaman conjures up the spirits of its fallen minions to whack his foes.

    Direct Damage. Pick one enemy unit within 24 inches of the caster. If successfully cast, the spell inflicts
    3d6 WS3 S5 close combat attacks on the target unit.

    Now I only spent about 2 or 3 hours working on all this, so some numbers may be off here or there. Some things may be over or under powered. That's why I would really appreciate any feedback the community could give.

    I haven't decided whether or not the Troll Shamans should be able to take magic items or not. If they are, by the rules they can't take magic armor and i don't think they should be able to take magic weapons. In my mind I'm thinking that I will make a short list of "troll only" magic items. Some shiny baubles that contain some power, potent or otherwise. But we shall have to see if this little project gets that far.

    I was also thinking of perhaps some troll combat heroes but that would be a little tricky since they'd have to be substantially less powerful than Throgg to make much sense, but still decent enough to warrant taking.

    Making a good balanced chaos monstrous host army is the goal and any feedback is great!

    Last edited by jparks; August 26th, 2012 at 07:17.

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  3. #2
    Mr Commisar to you Commisarlestat's Avatar
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    It's quite cool as a lore. Have you thought about just using the lore of nurgle. I've always imagined trolls to be very nurgley anyway. The lore of nurgle would be very fitting.

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    Irs a good idea and one that ill probably fall back on if this lore turns out to be unbalanced. As I was writing out the troll lore it did seem kind of nurgley

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    Mr Commisar to you Commisarlestat's Avatar
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    You could always use it as a bench mark for effects. I know the lore is old but if you are using WoC stuff then it could balance it. I'd do a compare and contrast with the lores on offer to WoC if the casting values are similar then you should have more chance with people letting you use them.

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    I used the rulebook lores and in some cases dark magic as a starting point for most of the troll lore. so I feel the casting values have some basis in current legal spells, although, i admit they may be skewed somewhat as there are a few effects not currently covered in the magic lores. If possible I'd like the monstrous hosts army to have its own feel and the magic to help to counter but not completely do away with the inherent weaknesses that a list comprised of only throgg, chaos trolls, chaos ogres, dragon ogres, chaos hounds, shaggoths and giants (possibly warshrines. I already have an idea of a model two trolls lugging a large stone monolith on their backs) True there are options in the WoC book that could do the job, but they just don't fit in too well. Sure nurgle comes close, but then I may as well throw in a normal nurgle sorcerer and be done. (which I may have to do. I really wont have a real idea how my ideas pan out until I can playtest them) I'm not too worried about people letting me use this as the group I play with is pretty lax and I wouldn't use any sort of house rules, no matter how well hammered out, with people outside of my group. (Too much of a potential headache) But I do wish the rules to be as balanced as possible because balance leads to more enjoyable games.

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