The Mourngol Army th th Warhammer Fantasy Battle 7 – 8 – 8 Edition
The Mourngol Army th th Warhammer Fantasy Battle 7 – 8 Edition
THE MOURNGOLS Beyond the Dark Lands are the endless steppes shared by the many Hung tribes of Chaos and the Mourngols under the Great Hobla Khan. This empire is little known by the races of the Old World and rarely seen west of the World‟s Edge Mountains. Historically, most of the Hung tribes have been separate under different tribal rulers and worshiping different Chaos gods. The Mourngols, on the other hand, have always been united under the one Great Hobla Khan. This unity has made the Mourngols an ongoing formidable force; rarely waning due to the transition of a leader. Also, unlike the Hung who were never fully capable of besieging walled cities and fortresses, the Mourngols learned from each conquest and adapted. A Mourngol army is just as capable of besieging a walled fortress as running down armies on the o pen plain. Thought to be a derivative of other greenskin tribes that fled north from enslavement by the Chaos Dwarfs, it is believed that the Mourngols took to riding wolves (mimicking the Hung) as the best way to survive in the open steppes. And like their cousin Orcs and Goblins, different varieties of hobgoblin can be found in the Mourngol army.
TACTICS Many Mourngol tactics are similar to those used by the Hung and it is likely these were learned from one another. It is said the Hung originated these tactics and the Mourngols copied them, but the Mourngols have shown many more aspects of adapting for battle than the Hung, so the claim is not likely true. The Mourngols learned from Attila the Hung the tactic of using propaganda to terrorize opponents long before the army arrives at its destination. By traveling in small columns and uniting to attack a common enemy, it gave the impression that the Mourngols had a limitless horde even though they were often outnumbered by the defender. The Mourngols are also hearty travelers in the winter and launched many of their greatest military campaigns by traveling thousands of miles in the dead of winter while other armies remained in shelter.
THE HISTORY There is no definitive account of Mourngol history in the West, since so few have ever seen them (including the High Elves who have documented so much of the known world). Their exploits, however, are kept in the libraries of Cathay and Ind where they had a much greater impact on the Eastern world. Prior to the year 55, the Mourngols were a group of lesser hobgoblin tribes- many of which are suspected as being refugees from the Slaves Pits of the Chaos Dwarfs.
These tribes fought amongst each other and against the Hung, with whom they had to eek out a living off the steppes of the East. Most of all, they spent their time raiding the lands of Cathay until the Great Bastion was built. Despite appearances, the Mourngols were still capable of getting into Cathay- often taking little know mountain passes around the Bastion, but also by bribery, assassination and intrigue to dupe the Bastion Guards into letting a tribal army through. “We will offer you a percentage of the take if you let us through. We will raid just one or two villages and return back through this here gate .” This was a persuasive bribe for many a lowly peasant guard entrusted with manning the Bastion Gates. What‟s more, the Mourngols were good to their word. In this way, they were able to secure such covert pacts for many generations to come. The real impact of the Mourngols came in the year 55 when Ghazak Khan, the first Khan, united the many tribes of Mourngols and took on the title of the Great Hobla Khan. Once united, Ghazak began his reign by invading Cathay through the guarded city of Han Kuo, which anchored the eastern end of the Bastion. His armies flooded in behind the Bastion and brought terror along the Bei An River and points north. During this time, the Capital had to be moved out of Weijin and relocated to Baijin in the south as Ghazak Khan was the first to successfully besiege the city. For 10 years Ghazak Khan controlled northern Cathay until he believed he had extracted as much wealth from them as possible (or whatever remained had moved south). Ghazak departed, leaving the popular Warlord Oglah to maintain dominion over the Cathayans. Three years later, Ghazak led his hordes into the Mountains of Mourn where he conquered or struck alliances with the Giants and the Ogre Kingdoms. In a north-to-south campaign, Ghazak emerged in the south of the Dark Lands and immediately assaulted the Black Fortress of the Chaos Dwarfs. For the next 3 years his forces traveled the Dark Lands challenging any settlements outside the immediate protection of the Plains of Zharr. In the year 89 while Ghazak was waging war in the Dark Lands, Hablo Khan stepped up to take charge of the Mourngols of the East. Oglah dissented from Hablo‟s actions and went to war against the Eastern Mounrgols alongside the army of Cathay. In this rather strange situation, great Mourngol armies clashed until the Battle of Xen-Tu when Emperor Pu-Yi cut down Hablo Khan. Hablo Khan‟s former subjects allied themselves to Oglah Khan and he led 600 Mourngols back against the Cathayans. Emperor Pu-Yi withdrew behind the Great Bastion and Oglah gave up the attempt to retake Cathay.
The Mourngol Army th th Warhammer Fantasy Battle 7 – 8 Edition Word had not come from Ghazak in the West, so Oglah led a large army following the tracks of Ghazak to encourage him to return to the East. Oglah‟s advance was timely, as it reinsured the service of the Ogres and Giants who were growing restless beneath Mourngol rule. But, when he reached the Dark Lands, he found Ghazak had crossed the World Edge Mountains and into the Old World. Ghazak had become more of an explorer than a warrior and, declaring the Western Army “the Golden Horde” under the command of Warlord Subedai, Ghazak took 200 Mourngols and crossed into the Old World where he eventually took up stead as a mercenary in Tilea. When Oglah caught up with Warlord Subedai and got the news, he too took a small contingent and departed to follow Ghazak (and took on a similar role in the Badlands around Tilea). The power vacuum in the East brought forward Warlord Batu, who took over for Oglah when he went in search of Ghazak. Batu swept through the Kora Peninsula, east of Cathay, and subjugated the entire area. When he returned back to Dunyang, the great Mourngol encampment declared by Ghazak Khan, word came that the Golden Horde had been created and the great Khans had vanished into the West. Warlord Batu was outraged and took his army West to confront the Golden Horde and usurp the great Khans for neglecting their subjects in the East. However, Batu wasn‟t the most savvy navigator and did not turn south through the Mountains of Mourn. Instead, he drove westward into the highlands of Zorn Uzkul, fighting Hung, Kurgan and Chaos Dwarfs alike until he reached the High Pass. Part of Batu‟s success had been due to the campaigns waged by Subedai in the south (essentially creating a pincer on the Chaos Dwarf kingdom). When Batu learned that Subedai had the Chaos Dwarfs pinned down on the Plains of Zharr, he left a small screening force behind, crosses the High Pass and engaged the forces of Kislev and the Dwarfs around Karak Vlag. This was the frst they had seen of the Mourngols and Batu‟s finesse bewildered the westerners. He seemed too intelligent and cunning for a greenskin! For 3 years the Kislevites with their Dwarf allies lost ground to the Mourngols until they found themselves holding a line from Erengrad on the Sea of Chaos (in the west) to their Capital, Kislev, in the East. Praag had fallen and the Empire had mobilized and was coming north to assist them. Word came that Subedai had perished and that Batu‟s force was again vulnerable to the south (this was not true, but so rumors go). Batu struck a deal with Frederick the Great to withdraw from the High Pass and the Kislevites would offer tribute.
(The Kislevites thought this a bargain since the presence of the Mourngols blocked the raiders of Chaos from crossing the Pass). Mangu Khan replaced Subedai at the head of the Golden Horde while Hulegu Khan replaced Batu in the East. By now, the reputation of the Mourngols had become well known and Mangu led his armies over the World Edge Mountains into the Dark Lands and south into the Lands of Lahmia. The greatest of the Great Khans came to power in 1745: Jublai Khan. His rule began during a turbulent time for the Mourngols. Weak rulers had taken over after Subedai and Mangu. Jublia was leading the Mourngols of the East while his brother led the Golden Horde. They went to war against each other in the Mountains of Mourn. Jublai‟s army came from the East while the Golden Horde came North; abandoning the Dark Lands and territory beyond. A year into the war, Jublai defeated his brother, united the two Hordes into one consolidated army and went about subjugating the Giants and Ogres once again. Rather than turn west and re-conquer the Dark Lands, Jublai took a different route and turned East; wasting the City of Spires and sweeping into Cathay. What‟s more, rather than leave a vacuum behind in the Eastern Steppes, he appointed Warlord Ilkan his successor who quelled any uprisings, kept pressure on the Great Bastion and reasserted Mourngol rule over Kora. In 14 years, Jublai had effectively enveloped Cathay and advanced established the island city of Hong as his southern Capital. Ind had worked out surrender terms and the Mourngols left them unmolested so that they could put pressure on Cathay from the south. The tactic worked as the armies of Ind pushed Cathay as far north as the Chang River. In 1760, the Mourngols took their next steps to envelope and isolate Cathay by launching an invasion of Nippon from the Kora peninsula. Nippon had never been attacked and the brazenness of the Mourngols startled the warring clans of Nippon. The Mourngols established a beachhead and fought against the valiant Samurai of Nippon, but made no headway. In the meantime, a violent storm swelled up and wiped out most of the Mourngol fleet and supply vessels. With no way to resupply the army, the Mourngols fought a rearguard as whatever they could muster evacuated them back to Kora. 7 years later, the Mourngols attacked Nippon again. This time the next major storm (called a Kami Kaze) wiped out the Mourngol fleet before it could even get across the Sea of Nippon. Ilkan went down with his fleet. From the day forward, the Nipponese believed their island protect by divine province and the Mourngols gave up attacking Nippon.
The Mourngol Army th th Warhammer Fantasy Battle 7 – 8 Edition Jublai‟s kingdom continued to expand until his death in 1779. With the failure of the second invasion of Nippon, the Mourngols swept south from Hong and conquered the Hinterlands of Khuresh and the vast forested peninsula to the south to the Gates of Calith. Lizardmen, Skaven, Orc & Goblin tribes fell under the rule of Jublai as they expanded southward. During the conquest of the Hinterlands, Cathay attempted to cut off the southern Mourngol force (called the Horde of Annam) and drove south from the Chang River, capturing the city of Dali and encircling Hong. The Horde of Annam, accompanied by Orcs & Goblins from Kuresh, pushed the army of Cathay back across the Chang River. Jublai met his demise, shot down by Cathayan arrows during the assault to recapture Dali. Under his rule, the Mourngol Empire became the most expansive in history; wrapping from the Northern Steppes, south through the Mountains of Mourn and back east through Ind and Khuresh. Under Jublai, Ogres, Ind, Orcs, Goblins, Skaven and Lizardmen all contributed in some way to the empire. Champa Khan was Jublai‟s most trusted advisor in the south (where Ilkan remained in control in the North). When Jublai perished, Champa attempted to cross the Strait of Calith and capture the other High Elf Bastion there. However, the Elves were better sailors and they had shifted their fleet from the North B astion to the south. Thus, they outnumbered and were better skilled than the Mourngols. Mourngol ascendency went down with Champa in the Straits of Calith. Over the next 10 years, the Mourngols fragmented and were usurped by all of their subordinate kingdoms. By 1789, the Mourngols were found working for their former subjects; mercenaries fighting on both sides of wars all over the Far East.
SPECIAL RULES Ambush You may keep any unit of mounted archers off the table at the beginning of the game, provided you have a unit of the same type and size (or larger) that you deploy as normal. They do not have to be equipped the same. Make sure you tell your opponent which units are being held for Ambush. Characters cannot be deployed in Ambush, only unit champions.
To see when and how your Ambushers enter play, roll a d6 for each unit during your Remaining Moves phase each turn (starting with Turn 1). D6
Result
1
The unit is forced off the trail by enemy pickets. The unit enters on a table edge of your opponents choice (or he can choose to keep them off the table and roll again next turn).
2-3
The unit is not, yet, in position. Roll again next turn.
4
The unit arrives on the table edge to the Hung player‟s Left.*
5
The unit arrives on the table edge to the Hung player‟s Right.*
6
The unit arrives on a table edge of the Hung player‟s choice.
*If it is not possible to enter on the selected table edge, treat the result as a 1.
When a unit enters play you may choose the point on the table edge that it moves from. The unit cannot Charge, but may march if no opposing units are within 8” when they enter the table edge. If the game ends while units are still off the table, they count as being beaten when determining Victory conditions. Fire & Flee As a Charge Reaction, skirmishers and Fast Cavalry may Fire & Flee. To do this, resolve the shooting from the unit just as if they were performing a Stand & Shoot reaction. Then, roll the dice to have the unit flee. However, you must remove the lowest die roll from the distance the fleeing enemy would move. Example, units entitled to flee 2d6 would only flee the distance of the single highest d6.
Units entitled to flee 3d6 would flee the distance of the highest 2d6. Oglah Khan’s raiders by Games Workshop
Units that perform a Fire & Flee Charge Reaction do not cause other units to panic on the turn that they flee.
The Mourngol Army th th Warhammer Fantasy Battle 7 – 8 Edition Feigned Flight If a unit of Skirmishers or Fast Cavalry fled as a charge reaction (including Fire & Flee) and rallies in the subsequent phase, they may move and fire normally (no turn is required to reform in place). Units of skirmishers or Fast Cavalry that flee do not cause other units to panic on the turn that they flee. If they do not rally they will cause other units to test for panic normal. Chariot Mounts These chariots function as chariots for all WFB purposes, but have not crew other than the character. In that regard, treat them as a monstrous mount. (Missile shots hit chariot on d6 roll of 1-4 and character on 5-6). Chariots confer a +2 armor save bonus to the character. Make a Monster Reaction roll if the character is slain while the chariot remains.
The chariot can be destroyed and the character can continue fighting on foot (rather than removing the whole model as if it were a common mount). If the character is killed, remove the chariot from play. Mourngol chariots have scythed wheels and inflict d6+1 impact hits. The chariot has an armor save of 5+. They are pulled by 2 wolves. Animosity Mourngol hobgoblins are greenskins just like Orcs & Goblins. Therefore, they suffer from greenskin animosity.
At the beginning of each Mourngol movement phase (before charges are declared), each unit with the animosity rule and with 5 or more models rolls a d6. Consult the following table for the result: HOBGOBLIN ANIMOSITY TABLE D6 Result 1
Squabble: The unit may do nothing this turn (including casting spells) as they bicker and fight among themselves.
2-5
Disciplined: The unit functions normally.
6
Get ‘em Boyz! The unit immediately moves d6” towards the nearest enemy in line of sight. If no enemies are within sight, they will move d6” forward (make adjustments for difficult terrain, etc.)
If this extra movement brings them into contact with an enemy they count as charging. The charged unit may react accordingly. Animosity effected units do not roll any required psychology on this surge forward. After movement, the unit may still declare charges as normal. If they do not move, they still count as having moved for the sake of shooting penalties and other rules.
LORDS Khan
Points: 220
Khans are the most powerful and respected warriors of the Mourngol race. They unify the tribes, strategize their attacks, manage the logistics of an army on the march and sow fear and uncertainty in the minds of the enemy. It is the exertise of the Khans that make the Mourngol race what they are. Profile
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Khan
4
5
4
4
4
3
4
4
8
Wolf
9
3
-
3
3
1
3
1
2
Warg
9
4
-
4
3
1
3
2
3
Chariot
-
-
-
5
4
3
-
-
-
Equipment: Hand weapon. Options: May wear light armor (+3 pts) and may carry a shield (+3 pts). May carry a bow (+3 pts). May wield a great weapon (+6 pts), add‟l hand weapon (+6 pts), or if mounted, a spear (+3 pts). May ride a wolf (+18 pts), a Warg (+30 pts) or may ride in a Chariot (+45 pts). May choose magic items from Da Loot list with a maximum total value of 100 pts. Special Rules
Khans spend a lot of time before battle playing mind games with the opposing army and causing dread among the men. Khans Cause Terror. “Stay where you are!” The Khans are just as respected and feared by their minions as they are by the enemy. All units within 12” of a Khan may re-roll failed Terror, Fear, panic & rally tests in addition to rolls to avoid pursuing an enemy.
The Mourngol Army th th Warhammer Fantasy Battle 7 – 8 Edition
Great Shaman
Points: 155
HEROES
Voodoo, as it is referred to by the Mourngols, is looked upon with suspicion by most tribe members. In elder days, the Mourngols looked upon these misfits as valuable tokens to sacrifice to the gods. However, the Khans eventually realized that their powers could be valuable in fighting against certain foes. Therefore, although the remain the outcasts of the tribe, Shamen can be found deploying with the Mourngol armies. Profile
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Great Shaman
4
2
3
3
4
3
2
1
7
Wolf
9
3
-
3
3
1
3
1
2
Warg
9
4
-
4
3
1
3
2
3
Chariot
-
-
-
5
4
3
-
-
-
Magic: Level 3 Wizard. He may cast spells from the Lore of Heavens, Beasts or Life. Equipment: Hand weapon. Options: May be upgraded to a Level 4 Wizard for +35 pts. May ride a wolf (+18 pts), a Warg (+30 pts) or may ride a Chariot (+45 pts May choose magic items Da Loot list with a maximum total value of 100 pts. Special Rule: Suspicion. No unit may use the Leadership of a Great Shaman in the battle. This also means that a Great Shaman may never be your General.
Chieftain
Points: 40
Chieftains are lesser tribal leaders who have pledged their allegiance to the Khan. Although astute warriors in their own Right, they take actions to demonstrate their subservience and loyalty to the Khan (such as not riding in a chariot). Profile
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Chieftain
4
4
4
4
4
2
3
3
7
Wolf
9
3
-
3
-
-
3
1
-
Warg
9
4
-
4
-
-
3
2
-
Equipment: Hand weapon. Options: May wear light armor (+2 pts and may carry a shield (+2 pts). May carry a bow (+2 pts). May wield a great weapon (+4 pts), add‟l hand weapon (+4 pts), or if mounted, a spear (+2 pts). May ride a wolf (+12 pts) or a Warg (+30 pts). May choose magic items Da Loot list with a maximum total value of 50 pts. Special Rules: Ambush if not the General or Battle Standard Bearer.
Battle Standard Bearer One Chieftain in the army may carry the army Battle Standard for +25 points. The Battle Standard may be a magic banner (no points limitation), however, if a magic banner is taken the Battle Standard Bearer may not take any other magic items.
Hobgoblin Battle Standard Bearer by Otherworld Miniatures painted in traditional D&D Orange.
The Mourngol Army th th Warhammer Fantasy Battle 7 – 8 Edition
Shaman
Points: 55
CORE UNITS
As with the Great Shamen, Hobgoblin Shamen are looked upon with suspicion in Mourngol society, yet their capabilities prove useful in many battles. Profile
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Shaman
4
2
3
3
3
2
2
1
6
Wolf
9
3
-
3
-
-
3
1
-
Warg
9
4
-
4
-
-
3
2
-
Magic: Level 3 Wizard. He may cast spells from the Lore of Heavens, Beasts or Life.
Mourngols
Pts/model: 14
The mounted warriors of the Mourngol army are the lifeblood of their civilization as well as their military prowess. They are skilled with a bow and their loyal wolf mounts are effective fighters in close combat. Profile
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Mourngol
-
3
4
3
3
1
2
1
6
Arban
-
3
4
3
3
1
1
2
6
Wolf
9
3
-
3
-
-
2
1
-
Equipment: Hand weapon. Options: May be upgraded to a Level 2 Wizard for +35 pts. May ride a wolf (+12 pts), or a Warg (+30 pts). May choose magic items from Da Loot list with a maximum total value of 50 pts. Special Rule: Suspicion. No unit may use the Leadership of a Great Shaman in the battle. This also means that a Great Shaman may never be your General.
Unit Size: 5+ Equipment: Hand weapon, light armor Options: May wield bows (+2 pts) and spears (+1 pts). May carry shields (+1 pt), but will no longer count as Fast Cavalry. Upgrade one Mourngol to a musician for +6 pts. Upgrade one Mourngol to a Standard Bearer for +12 pts. Upgrade one Mourngol to an Arban for +12 pts. Special Rules Ambush, Animosity, Fire & Flee, Feigned Flight, Fast Cavalry. Marksmen on horseback : Mounted Archers can fire their bows while on the move without incurring a -1 penalty for moving. However, if they March and Shoot, they still incur the normal -1 shooting penalty.
More models from Otherworld painted in the traditional Advanced Dungeons & Dragons orange. These are suitable for a Hobhound Handler, a Warlord or Chieftian on foot and a Shaman.
The Mourngol Army th th Warhammer Fantasy Battle 7 – 8 Edition
Hobyar Warg Riders
Pts/model: 17
The largest and most elite of the hobgoblin race are the Hobyars. They often serve as the consorts for the Khan and ride larger Wargs to demonstrate their elite status (note the Wargs are a bit slower than those ridden by characters due to the bulk of the rider and the fact that the characters get the best Wargs). Profile
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Hobyar
-
3
3
3
4
1
2
1
7
Great Hobyar
-
4
3
4
4
1
2
2
7
Warg
8
3
-
4
-
-
3
1
-
Hobgoblins
Pts/model: 5
The Mourngols learned lessons from the Hung and discovered that a fully-mounted force was not always useful in certain battlefield environments. Therefore, they are flexible enough to deploy units on foot just as readily as mounted. Unless they turn out in large numbers, hobgoblin foot troops are typically less skilled servants, assistants and camp teamsters than members of an actual Mourngol unit. Profile
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Hobgoblin
4
3
3
3
3
1
2
1
6
Arban
4
3
3
3
3
1
2
2
6
Hobgoblins do not count towards the minimum number of Core units you must include in your army.
Unit Size: 5+ Equipment: Hand weapon, light armor. Options: May wield javelins (+1 pt) or bows (+3 pts). May wield spears (+1 pt). May carry shields (+1 pt). Upgrade one Hobyar to a musician for +7 pts. Upgrade one Hobyar to a Standard Bearer for +14 pts. Upgrade one Hobyar to a Great Hobyar for +17 pts. One unit in the amy may carry a magic banner worth up to 50 points. Special Rules Ambush, Animosity, Fire & Flee, Feigned Flight. Marksmen on horseback : Mounted Archers can fire their bows while on the move without incurring a -1 penalty for moving. However, if they March and Shoot, they still incur the normal -1 shooting penalty.
Unit Size: 20+ Equipment: Hand weapon, light armor & shield Options: May be armed with spears (+1 pt). Upgrade one hobgoblin to a musician for +4 pts. Upgrade one hobgoblin to a Standard Bearer for +8 pts. Upgrade one hobgoblin to an Arban for +8 pts. Special Rules: Animosity
The Mourngol Army th th Warhammer Fantasy Battle 7 – 8 Edition
Hobgoblin Archers
Pts/model: 7
Hobhounds
Essentially dismounted Mourngols, the hobgoblin archers are more often seen than the hobgoblin foot troops because of their prowess with the bow. Mourngols understand that having supporting units of shooters helps the fast moving cavalry and is also beneficial in conducting a siege or fighting in densely settled areas. Profile
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Archer
4
3
4
3
3
1
2
1
6
Arban
4
3
4
3
3
1
2
2
6
Hobgoblin Archers do not count towards the minimum number of Core units you must include in your army. Unit Size: 10+ Equipment: Hand weapon, light armor & bow Options: Upgrade one hobgoblin to a musician for +4 pts. Upgrade one hobgoblin to a Standard Bearer for +8 pts. Upgrade one hobgoblin to an Arban for +8 pts. Special Rules: Animosity
Pts/model: 12
Although there is an unusual species of hounds that can be found in packs serving the hobgoblins (particularly on foot), Hobhounds for the Mourngols are most typically extra wolves being raised by the Mourngols for future mounts or they are the mounts of their fallen comrade. Hobhounds are starved before battle, which gives them a greater viciousness when they are set upon t he enemy, Profile
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Hound
7
4
0
3
3
1
3
1
5
Handler
5
3
3
3
3
1
2
1
6
Hob-Hounds do not count towards the minimum number of Core units you must include in your army. Unit Size: 5+ Hob Hounds Equipment: Handlers have a whip and light armor. Options: Handlers can be added to a pack for +9 points per model. You may not have more than 1 handler for every 2 Hobhounds. Special Rules
Hobhounds are subject to Frenzy. Handlers are nimble on their feet, but will still hold the pack back. While under the control of the Handlers, the Hounds can be held back and are not required to charge enemies within charge range. When the unit charges, the hounds are unleashed and will charge their normal distance. If the Handlers manage to stay with the hounds, they can attack with their whips from the second rank of the unit. You may not move the Handlers in front of any Hounds in the unit. If the Hobhounds outrun the Handlers during the charge, the Handlers must rejoin the unit in the next movement phase. If the Hounds are broken, the Handlers will flee with them (fleeing at the speed of the Handlers, not the Hounds). If the Hounds win combat, they cannot pursue. They will stay feeding on the fallen until the Handlers catch up and reform the unit.
The Mourngol Army th th Warhammer Fantasy Battle 7 – 8 Edition
Gnoblar Scouts
SPECIAL UNITS Gnoblars
Pts/model: 2
Gnoblars fare from the mountains of the Ogre Kingdoms and fell under the oppressive sway of the Mourngols when that region was under Mourngol control. Gnoblars work around the Mourngol camp, where the Mourngols call them “Camp Elves” as a mockery to the real Elves of the Warhammer World. They are not beyond sending them into battle as expendable troops. Profile
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Gnoblar
4
2
3
2
3
1
3
1
5
Biter
4
2
3
2
3
2
3
2
5
Unit Size: 20+ Equipment: Hand weapon & throwing stuff Options: May upgrade a gnoblar to a Biter for +2 points. Special Rules Animosity. Throwing Stuff : Gnoblars generally carry around a number of small, thrown projectiles that can be thrown in the shooting phase just as any other thrown weapon:
Range: 8”
Strength: 2
2x multiple shots
Expendable: Gnoblars will not cause a panic test in any other unit except other gnoblars. In addition, Mourngol units may fire into combat that involves gnoblars (roll a d6 for each shot. On a 1-3 they hit a gnoblar, on a 4+ they hit the opposing unit).
Pts/model: 6
If gnoblars are being brought forward to fight, many are just pushed forward by the Mourngols as a stumbling mass. However, those favored by the Mourngols are allowed to ride shotgun on the wolf and they are dropped off further ahead of the battle line while the Mourngols are riding into Ambush positions. Profile
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Gnoblar
4
2
3
2
3
1
3
1
5
Sharpy
4
2
4
2
3
2
3
2
5
Unit Size: 8-20 Equipment: Hand weapon & throwing stuff Options: May upgrade a gnoblar to a Sharpy for +4 points. Special Rules Animosity, Scouts Throwing Stuff : Gnoblars generally carry around a number of small, thrown projectiles that can be thrown in the shooting phase just as any other thrown weapon:
Range: 8”
Strength: 2
2x multiple shots
Expendable: Gnoblars will not cause a panic test in any other unit except other gnoblars. In addition, Mourngol units may fire into combat that involves gnoblars (roll a d6 for each shot. On a 1-3 they hit a gnoblar, on a 4+ they hit the opposing unit). Followers: Gnoblar Scouts are well disciplined and follow the instructions of their masters well. They may use the leadership of any Mourngol character or unit that is within 12” of them. In addition, if they are within 6” of where a Mourngol character is charged, they may Stand & Shoot at the charging unit without the typical -1 penalty (unless the gnoblars themselves are targeted as part of that charge).
The Mourngol Army th th Warhammer Fantasy Battle 7 – 8 Edition
Sneaky Gits
Pts/model: 6
Mongrel Beast
Sneaky Gits typically function as messengers and personal assassins (or “enforcers”) for the Mourngol leaders. In combat, they use these skills to infiltrate enemy lines and hunt down war machine crews. Profile
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Sneaky Git
4
3
2
3
3
1
2
1
6
Dirty Git
4
3
2
3
3
1
2
2
6
Hobgoblins do not count towards the minimum number of Core units you must include in your army. Unit Size: 10+ Equipment: 2 poisonous hand weapons Options: Upgrade one git to a musician for +5 pts. Upgrade one git to a Standard Bearer for +10 pts. Upgrade one git to a Dirty Git for +10 pts. Special Rules Scouts, Animosity
Dirty, Rotten, Sneaky… Sneaky Gits gain +1 attack when fighting against a unit‟s flank and +2 attacks when fighting against an enemy‟s rear.
Pts/model: 210
There are many large, lumbering monsters that graze the plains of the Northern Steppes. While the Hung hunt them down for food, the Mourngols are more likely to use them in warfare after witnessing the Rhinox Riders of the Ogres or the Elephant riders of Ind. Although they can be of a variety of shapes and species (dinosaurs, great elephants, etc.) the general heading of “Myrmidon” covers all of them. Profile
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Myrmidon
6
3
0
5
6
5
2
4
9
Hobgoblin
-
3
4
3
3
1
2
1
-
Gnoblar
-
2
3
2
3
1
3
1
-
Unit Size: 1 Myrmidon ridden by 5 Gnoblars Equipment: Either crew will be armed with hand weapons, spears, light armor & bows Armor Save: 3+ crew and 4+ (Myrmidon) Options: May upgrade the crew to 5 hobgoblins for +20 points. Special Rules Cause Terror, Stubborn, Large Target, d6+1 Impact Hits, Immune to Psychology, Unit Strength 10. Ridden Monster: The Myrmidon counts as a ridden monster for gaming purposes (missile shots hit the monster on 1-4 and the crew on 5+). In close combat enemies may choose to strike at the beast or the riders. If the beast is killed the crew is removed from play (crushed in the fall or fleeing as ineffective combatants). If the crew is slain, roll on the Monster Reaction Table immediately.
The Mourngol Army th th Warhammer Fantasy Battle 7 – 8 Edition
Giant
RARE UNITS Stone Thrower
Pts/model: 65
War machines and siege engines, such as the Stone Thrower, are often constructed on the site where there are needed. However, it isn’t uncommon for clever Khans to figure out ways to dismantle them and move them with the army if a particular opponent remains stationary long enough to justify bringing up the “big lobber.” Profile
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Stone Thrower
-
-
-
4(7)
7
3
-
-
-
Gnoblar
4
2
3
2
3
1
3
1
5
Hobgoblin
4
3
3
3
3
1
2
1
6
Pts/model: 205
For many centuries the greater part of the Ancient Giant Lands remained under the “control” of the Mourngols. It wasn’t so much a relationship of master and servant, but more a mat ter that the Giants didn’t really care that the Mourngols were around and the Mourngols were always conniving ways to get riches, resources or service out of the Giants. Therefore, many a time a Giant can be found advancing with a Mourngol army. Profile
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Giant
6
3
3
6
5
6
3
Sp.
10
Equipment: Big club or other form of weapon.
Unit Size: 1 Rock Lobber & 3 Gnoblar crew Equipment: Hand weapons & throwing stuff Options: Replace the Gnoblar crew with a hobgoblin crew armed with light armor & hand weapons +5 pts. Add 1 Hobgoblin Taskmaster to a gnoblar crew for +5 points. Special Rules Rock Lobber Taskmaster: As Gnoblars are prone to fleeing from the battlefield easily, the Mourngols have resorted to adding a HobgoblinTaskmaster to the crew to keep them in line. As he is a part of the crew, the gnoblars may use his leadership and will not be subject to panic when other gnoblars do.
Spear Chukka
Pts/model: 35
Spear Chukka’s are more frequently found with the stationary hobgoblins of the Mountains of Mourn or in the service of Chaos Dwarfs. But, because the Mourngols are a mobile army, they are more difficult to transport into battle (thus, their Rare status). Profile
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Spear Chukka
-
-
-
6
7
3
-
-
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Hobgoblin
4
3
3
3
3
1
2
1
6
1-2 Spear Chukkas count as only 1 Rare Unit Choice. Unit Size: 1 spear chukka & 2 hobgoblin crew. Equipment: Hand weapons. Special Rules: Bolt Thrower
Special Rules Large Target, Cause Terror, Stubborn. Longshanks: Giants treat linear obstacles such as walls, ditches, fences and barricades as open ground. However, when moving across such an obstacle, roll to see if the Giant Falls Over. Fall Over: A Giant must check to see if he Falls Over in any of the following circumstances:
1.
When he is beaten in combat. Test once results are established, but before rolling Break Tests.
2.
If he is fleeing at the start of the movement phase.
3.
When he crosses an obstacle.
4.
If the Giant decides to Jump Up & Down, test immediately before (as he falls before any damage is inflicted).
5.
When he is slain he automatically Falls Over (no test is necessary).
To test if a Giant falls over, roll a d6. If the result is a „1‟ then the Giant Falls Over. When a Giant Falls Over, roll the Scatter dice to see which direction he falls in. Place the fallen Giant template (best represented by a chariot base or 50mm x 100mm movement tray. Any models completely under the template are hit. Those touched (but not beneath the template) are hit on a roll of 4+. Falling Giants inflict a Strength 6 hit causing d3 wounds. The Giant automatically suffers 1 wound. Once on the ground, the Giant may get up in his following movement phase, but he may not move aside from getting up. (This may prevent him from pursuing a unit if he Falls Down when he wins combat). A Giant on the ground cannot fight, but he can defend himself (meaning opponents must roll „to hit‟ normally). If a Giant Breaks or flees while he is on the ground he is removed from the game.
The Mourngol Army th th Warhammer Fantasy Battle 7 – 8 Edition
D6
Result
1
Yell and Bawl
Pick up and… The Giant bends down and picks up a single model of his choice. The grappled target may make a single attack to try and fend off the Giant‟s hand. If he scores a wound, the Giant pulls his hand away and no attack is made. If he fails to wound the Giant, roll on the following table to see what happens next: D6 Result
2-4
Thump with Club
1
5-6
„Eadbutt
Stuff into bag: The model is essentially removed from the game as he is trapped in the Giant‟s bag. However, if the Giant is slain, the model gets himself free at the end of the game ( and no VP‟s are awarded). A freed model may not participate in the battle (which is why he is liberated at the end).
2
Throw Back into Combat: The victim sustains 1 wound with no saves of any kind allowed (including Ward Saves). The target unit suffers d6 Strength 3 hits (saves allowed).
3
Hurl: The victim is thrown 12” into a random enemy unit within 12” of the giant. If there are no other units he throws the victim back into combat (above). Treat the damage on the victim & target unit as #2 above. Any non-character who is thrown into another unit is removed from play rather than figuring out what to d o with the model.
4
Squish! Remove the casualty from the game. This is Instant Death with no saves of any kind allowed.
5
Eat. (Same as above)
6
Pick Another: The Giant stuffs the first victim in his bag (see option 1 above) and picks up another. Roll on this table again to see what the Giant does with the second victim. If another 6 is rolled, the Giant continues…
Special Attacks: Giants roll on one of the two following Tables in combat:
Fighting big things like Ogres and larger:
Fighting smaller things: D6
Result
1
Yell and Bawl
2
Jump up & down
3
Pick up and…
4-6
Swing with Club
Yell and Bawl: Neither side may fight as the Giant‟s shout rattles everyone‟s bones. No blows are exchanged unless some have already taken place. The Giant automatically wins combat by 2. Thump with Club: The target must pass an Initiative test (use the lowest if it is a mounted model). If it is struck, the target takes 2d6 wounds with no armor save. If a doubles is rolled, the Giant‟s club embeds itself in the ground and he cannot attack in the next combat round while he attempts to pull it out of the ground. ‘Eadbutt: Automatically inflicts 1 wound with no armor save allowed. If the target is not slain, it may not attack that round (if it hasn‟t yet attacked). If it has already attacked, it may not attack in the following round.
Jump Up & Down: The Giant inflicts 2d6 Strength 6 hits on the target unit. Giants enjoy jumping up & down so much that once they start, they will do this in the subsequent combat round until either the combat ends or the Giant Falls Down. Giants that Fall Down on a Jump Up & Down roll will count wounds caused with their combat result. Swing with Club: The Giant sweeps his club through the enemy inflicting d6 Strength 6 hits.
Ogres
Pts/model: varies
Like the Giants, many tribes of the Ogre Kingdoms were subservient to or allied with the Mourngols. Therefore, you may choose any of the following units to join your Mourngol army as a rare choice: Ogre Bulls Ogre Ironguts Ogre Leadbelchers Ogre Maneaters See the Ogre Kingdoms or Unofficial Dogs of War army book (found on www.wizbangs.com) for details and points costs.
The Mourngol Army th th Warhammer Fantasy Battle 7 – 8 Edition
MAGIC ITEMS th
Da Loot is a section taken from a 6 Edition Unofficial Army Book found on www.coreheim.com written by (appropriately enough) “Hobgoblyn.” Your author checked the points comparison of those magic items th against existing 7 Edition items and found parity. Rather than replicating the list here, it can be found on another link on www.wizbangs.com to be downloaded with this Army Book.
SPECIAL CHARACTERS Most noteworthy of the Hobgoblin Characters because of their fame in the Old World as Dogs of War are Ghazak Khan and Oglah Khan. They can be found as separate entries in the Special Characters section of www.wizbangs.com. The Special Characters found here are created by the author and have not been playtested (although points for items and abilities correspond to th magic items and abilities found in WFB 7 Edition.
Batu
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Batu
4
6(7)
5
4
4
3
4
4
8
Wolf
9
3
-
3
-
-
3
1
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Warg
9
4
-
4
-
-
3
2
-
Equipment: Relic Sword , bow, heavy armor & shield. Options:
May ride a Wolf (+18 pts) or a Warg (+30 pts). Special Rules
“Stay Where you Are!”; Causes Terror Batu‟s Relic Sword is a mild magical blade that confers +1 to WS (shown above). Old Battle Wound : Like many of the greatest Khans, Batu suffers from many battle wounds and sometimes they are just too uncomfortable or painful for him to take into battle. At the start of the game (before deploying) roll a d6. On a roll of „1‟ the great warrior stays in bed and doesn‟t show up to lead his army. Field your army without him. Note that this reduces the size of your army and does not confer any victory points to your opponent,
Nominate another character to be your General.
Subedai
Points: 292
Although not as noteworthy in the history of the Mourngols as the Khans, Subedai was a loyal follower of Ghazak and, had his leader not defected to the West, he may have been next in line for the Great Khanship. Instead, Subedai remained in the Dark Lands fighting against the Chaos Dwarfs. Profile
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Subedai
4
5
5
5
4
3
4
4
8
Wolf
9
3
-
3
-
-
3
1
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Warg
9
4
-
4
-
-
3
2
-
Equipment: Frost Brand , bow, heavy armor & shield.
Points: 230
Warlord Batu, the only Khan to invade a country of the Old World, isn’t as cunning as many of the Khans prior to or since his reign. However, he makes up for it with his loyalty to the Mourngols and ability to make the hard decisions (such as striking a deal with the Kislevites) that would best benefit his tribesmen..
“Huzzah!” Batu is an enthusiastic leader of the Mourngols and loves charging into combat. Batu and any unit that he is a part of may add d6” to their charge move. Declare charges as normal, then roll. If the charge fails, move the unit it‟s normal movement distance.
Options:
May ride a Wolf (+18 pts) or a Warg (+30 pts). Special Rules
“Stay Where you Are!” Causes Terror Frost Brand . Discovered in the treasure vaults of the Black Fortress when Ghazak‟s army overtook the stronghold, any model that suffers a wound from the Frost Brand (after armor saves) will be slain outright and lose all remaining wounds. Old Battle Wound : Like many of the greatest Khans, Batu suffers from many battle wounds and sometimes they are just too uncomfortable or painful for him to take into battle. At the start of the game (before deploying) roll a d6. On a roll of „1‟ the great warrior stays in bed and doesn‟t show up to lead his army. Field your army without him. Note that this reduces the size of your army and does not confer any victory points to your opponent,
Nominate another character to be your General.
The Mourngol Army th th Warhammer Fantasy Battle 7 – 8 Edition
Mangu Khan
Points: 285
Il-Khan
Points: 285
Mangu Khan’s reign was not as long as many of the great Khans, but he is credited with crossing the World Edge Mountains in the south, passing through the lands of Nagash and leading a victorious army into Lahmia. Unlike other leaders of the Golden Horde, Mangu traveled back to the East and won approval of the other tribes to succeed Subedai when he perished. Therefore, he was the first of the next generation to hold the title of Khan. He received a grave battle wound against the Lahmia, which impaired his ability to walk. Therefore, he often rides a Wolf or Warg.
Il- Khan was Jubelai’s trusted commander in the North while he was conquering Ind and the Hinterlands of Khuresh, south of Cathay. He was a loyal commander and an innovator. It was Il-khan’s dream to sail the world and conquer other kingdoms- starting with Nippon. Il-Khan led the first invasion onto Nippon and escaped with his life when the remnants of his force withdrew. Never the less, it was Il-Khan again who led the second invasion (his willingness to do so convinced everyone else that the first failure was a fluke). Il-Khan went down with his fleet before he set foot on Nippon a second time.
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Profile
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Mangu
3
6
4
4
4
3
4
4
9
Ilkhan
4(9)
5
4
4
4
3
4
4
9
Wolf
9
3
-
3
-
-
3
1
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Warg
9
4
-
4
-
-
3
2
-
Equipment: Doom Blade, bow, heavy armor & shield.
Special Rules
“Stay Where you Are!” Causes Terror
Options:
Equipment: Gifts of Il-Khan, Lightning Spear, Boots of Speed & Bow.
May ride a Wolf (+18 pts) or a Warg (+30 pts). Special Rules
“Stay Where you Are!” Causes Terror Doom Blade. This weapon counts as a poisoned weapon. In addition, it allows the wielder to reroll any attacks that fail „to hit.‟
Ring of Magic Resistance (1). Mangu has seen so much in his many years as a warrior that he is Immune to Psychology.
Taker of Heads: Il-Khan prides himself on c hallenging and slaying the leaders of other armies. He may re-roll misses in close combat whenever he strikes at the opposing General. Gifts of Il-Khan. These gifts are of questionable origin, as Il-Khan wears a suit of Chaos Armor and wears a protective cloak. Combined, they confer a 2+ armour save. Lightning Spear: The wielder of the Lightning Spear inflicts wounds at strength +1 greater than the toughness of the target (up to Strength 7). In other words, Il-Khan will wound all models Toughness 6 and under on a roll of 3+. Boots of Speed : While wearing the Boots of Speed, IlKhan can keep pace with the rest of his mounted horde. His base movement is increased to 9. Ring of Fire Resistance: The bearer of this ring is Immune to fire and cannot be affected by enemy attacks purely consisting of flaming attacks such as spells, warpfire throwers and fire breathing monsters. Old Battle Wound : Like many of the greatest Khans, Batu suffers from many battle wounds and sometimes they are just too uncomfortable or painful for him to take into battle. At the start of the game (before deploying) roll a d6. On a roll of „1‟ the great warrior stays in bed and doesn‟t show up to lead his army. Field your army without him. Note that this reduces the size of your army and does not confer any victory points to your opponent,
Nominate another character to be your General.
The Mourngol Army th th Warhammer Fantasy Battle 7 – 8 Edition Basis Points:
Jubelai Khan
Points: 645
The greatest of the Mourngol Khans is also the greatest conqueror in the history of the known world. Profile
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Jubelai
4
5
7
4
3
3
4
4
8
Xuda
6
6
0
6
6
6
3
5
8
Because Jubelai Khan rides a Black Dragon, he counts as a Lord and Hero choice (Dragon’s points cost of 320 belongs in the Hero’s section of the army list). Equipment: Slayer of Heroes, Dragon Bane, Armour of the Great Khan & shield. Special Rules
“Stay Where you Are!” Causes Terror Xuda is a Black Dragon. Therefore, he can Fly, Cause Terror , is a Large Target and a 3+ scaly skin save. The Noxious Breath of a B lack Dragon causes Strength 4 hits. Any unit wounded by the breath must take a panic test at 3 Leadership.
Unless otherwise stated, all Basis points for this army originate from Kevin Coleman’s Dwarfs of Chaos tome (also found on Wizbangs.com). Deviations from those points will be cited in this basis section. All other th citations are for 7 Edition army books. BS: All Mourngol characters have had 1 point shifted from WS to BS compared to the Dwarfs of Chaos statistics to demonstrate their expertise with a bow. Core units are +1 to base points cost for +1 BS. Daemon Eyes: The hobgoblins in the Dwarfs of Chaos book are a beaten and oppressed race, subject to easily panicking. The Mourngols are more disciplined and all hobgoblins count as having 1 set of Daemon Eyes applied to each (this increases Leadership by 1 for a points cost cited in the Dwarfs of Chaos book).
Dragon Bane: When Jubelai dueled the great Xuda with this enchanted sword, Xuda recognized his demise in the blade and pledged himself to serve Jubelai if his life was spared. The Dragon Bane allows the wielder to re-roll filed rolls „to hit‟ and „to wound.‟ In addition, against Dragons and Wyverns, the blade is armour-piercing and inflicts d3 wounds. Slayer of Heroes: Jubelai‟s bow is of remarkable make and quality. It is armour- piercing, has a range of 30” and inflicts Strength 4 hits. With it, Jubelai can single out targets. Therefore, he can single out characters in the front rank of units, target war machine crewmen or riders on the backs of great beasts. Armour of the Great Khan: Light armor. Jubelai acquired this armor when he was a young hobgoblin in the Ancient Giant Lands. Rather than stay with his horde, he separated from the rest and explored an ancient Giant ruin. Inside, he found this armour. Initially, the curse of the armour nearly rendered him lame, but he was able to struggle through it- fighting battles when he was so weak that other hobgoblins would have fallen.
The Armour of the Great Khan renders Jubelai immune Killing Blow and poisoned attacks. In addition, after he has sustained his first unsaved wound, he cannot be wounded further on a roll better than 3+. This resistance to being wounded further is conferred to Xuda as well.
Khan: +50 points for Causing Terror; Dark Elf Deathmask. “Stay where you are!” Empire Imperial Banner. Great Shaman: Goblin Great Shaman from Orcs & Goblins book. Shaman: Goblin Shaman. Hobyar Warg Riders: Orc Boar boyz with adjustments for Warg (-2 points to remove “barding” which eliminates the thick -skinned +1 armor save and increases movement to 8). Swapped +2 tusker charge with S4 fulltime. Eliminated Choppa, spear & shields (-3 pts). Hobhounds: Chaos Hounds with Mark of Khorne (frenzy). Handler is hobgoblin with upgrade of Skaven Packmaster (+4 pts). Gnoblars & Gnoblar Scouts: Ogre Kingdoms Myrmidon: Lizardman Stegadon: -20 pts for giant bow removal, -25 pts for skink crew removal. Ld adjusted for 2d6 rather than 3d6 Cold-Blooded. Stone Thrower: Otrcs & Goblins with points adjustment for crew. Giant: Orcs & Goblins book.