minis / armies.htm

This page is a temporary collection of ideas, link and material about alternative (inofficial) Demonworld armies: Undead and Lizardmen..

Undead

The Wiesbaden players group have several homewritten recruitment cards for undead units (in the house rule section of the page), and the home-modelled and -cast minis to go with these rules. Their gallery is well worth a look, especially the 'Sirion' stuff!

People from the French Yahoo group are currently working on an army book for a purely undead army. All I have seen so far is the cover, but they plan to publish a first version (for DW 1st edition rules as played in France) in March 2003, and a 2nd edition version (hopefully with a translation to English and/or German) in summer 2003.

Lizardmen

Ideas for a DW 2 lizardmen/swamp/reptile army - these are some quick notes I made in a creative fit...

Basic concepts: 
Weak/limited units, large armies, exotic magic.
Lizards need a large group and friends nearby.
Use beings from water/swamp environment (avoid dinosaur-like stuff)
-> Movement bonus in water/swamp fields (ignore movement penalties, like elves in forest)
-> Cannot start fires
Have special poison attacks (due to artifacts or unit rules). Some possible effects:
- if they hit first, can cause 2 hhits on first opponent instead of using a second attack (or maybe there is a better implementation of poison attacks)
- ignore opponents size
- reduce opponents armour (simply decrease defense strength unless enemy is unarmoured)

1.Basic units
1.1. Little Ones: 
- small (size 1)
- many (10-12 elements)
- fast (movement, some with initiaative 3)
- weak (attack and defense)
- cowardly (high morale values) - gain morale bonus for every frieendly unit, behemoth or mage within 5 hexes
1.2. Big Ones
- big (size 3-4)
- slow moving (low movement, initiiative 1)
- tough (high armour, strong attacck, maybe some with regeneration or two hit points, maybe some with fear factor >1)
- stupid (hordes, no leaders in unnit, need heros to command them or get random orders)
1.3. Mage Bodyguards
May only be recruited together with mages
Consist of Little Ones
2 elements per unit
No morale
Behave like small unit, mage counts as leader
Three variants:
- light (cheap, similar stats as sstandard Little Ones)
- elite (medium prize, slightly beetter stats)
- dark (expensive, non-lizard spellls cost +1 MP per dark bodyguard element within 8 hexes, fear factor 2)

2. Elite/special units
2.1. Little One crocodile riders
Fast, can use double movement once per game
2.2. Little One 'Libellen' riders 
Flyers
2.3. 'Kröten' riders (fear factor 2, poison attack for 'Kröten')
2.4. Giant bullfrog (poison attack, slow)
2.5. Giant snakes (2 hex elements, poison attack, fast)
2.6. Giant snail (high armour, replace overrun by special embrace/suffocate attack based on unit sizes only, maybe similar to Torgogs - or simply give it a high overrun attack)

3. Heros
- Little One champions (cheap, weaak, mostly to give morale bonus to Little One units)
- Little One heroes (medium pricedd, two or more **, can lead Big One units)
- some mounted on snakes, crocodilles, 'Libellen'

4. Magic
Mages cannot recover MPs by resting, instead they gain magic points equal to the number of mage bodyguards (even those belonging to other mages) adjacent to mage multiplied with magic level of mage.
Maybe all or some have fear factor >1.

Spells:
- defensive (changing unit statisttics etc)
- water related 
+ rain to limit visibility
+ conjure water elementals
+ change terrain into swamp
+ make crossing water easier/harder
+ 'Blutegel' (similar to Thanaril hunter traps)

5. Artifacts
- poisoned weapons, including a geeneric artifact that can be used multiple times

Back to the gallery.


Last change: 7 Mar 2003

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