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Feral Armies Ideas for Feral Armies and special abilities follow. Elves as ExoditesAlthough technically Eldar Exodites are usually portrayed as lizard-riding, and having energy weapons, it's possible there are some far-flung colonies which have reverted (willfully or otherwise) to a more medieval way of life. Actually, mix in a squad or two of Dragonknights and plop a starcannon on the back of a Stegadon and you're good to go. You could use elven Fantasy models (all infantry could Fleet of Foot) as the bulk of your troops, especially Wood Elves and High Elves, although Dark Elves on Cold Ones could be Dragonknights. Basically you'd have a lot of spearmen, bowmen, etc, some cavalry perhaps (on horses, not counting the Dragonknights). Perhaps your HQ could be a Warlock (Exodite Psyker) leading a squad. Make sure you have some Infiltrators, too! And what of the famed Elven bolt-thrower?
Exodite Bolt-thower: 1-3 in a unit, counting as a single Heavy Support choice (all fire at same target). Accompanied by a crew of two Exodites in light armor, armed with close combat weapons. The Bolt-thrower may fire a single S6 shot or three S5 shots. To keep that "Wood Elf" feel you might allow an Exodite army to have a squad (or two) of +1 BS bowmen who count as Elites. Or instead of (or perhaps in addition to) the +1 BS, treat all their bowshots as having better armor penetration. A big squad of BS4, AP5 is nothing to sneeze at. Looking to field your Witch Elves as frenzied-type troops? If you're willing to count them as Elites, you could probably get away with giving them +1A and +1 Initiative for an extra 7 or 8 points a model. Add in the fact that they've got two weapons, and they start to look pretty tough.
LizardmenThe easiest way to do Lizardmen is to treat the Sauruses as Orks, the Skinks as grots, and count any Kroxigors as Ogryns with feral weapons (Salamander = Lobba, etc). This does, however, make for a grot-heavy Ork force, given that most Lizardman players have a Skink-heavy fantasy army. In addition, it makes no allowances for a Slann. Elsewhere on this site you will find ideas for reincorporating the Slann in 40K, as well as rules for Palanquins. Combine these (and add some psyker powers) and you've got a Slann mage-priest. Terradons are jetbikes (raising the Skink's toughness to a whopping 3!) which get an extra S4 attack when they charge into combat (rock-dropping) - this should probably take place first in the assault phase.
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