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tiistai 2. toukokuuta 2017

Animal handlers in 3rd ed. WFB: Hobgoblin Hobhound Handlers

This part of ´Animal handlers in 3rd ed. WFB´ -series of articles is about Hobgoblin Hobhound Handlers. It discusses rules, models, tacktics, pictures, links, pro´s and con´s and everything related to Hobgoblin animal handlers. Please click here to find the other arcticles.

As we see a hobgoblin mercanary contingent can have 0-6 hobhound handlers. And with unit size of 1-4 handlers each with 2-6 hobhounds you can field from 2-6 handler team. Smallest team would have one handlers with two hounds. The biggest one could have four handlers and 24 hounds.

Good thing about hobgoblin handlers is the T4 which gives some resilience vs. missiles. On the bad side is the poor Ld, Int, Cl and WP line. You can´t expect them to keep their cool in a stresfull situation.

Dark elves, Chaos and Orcs & Goblins can employ hobgoblin mercenaries as per WFB: Armies. 

Hobhounds and a houndmaster model from 1987 flyer.

C27 preslotta set of hounds and a handler was produced by Citadel in the early /mid 80´s. A single handler costs about 12€ in ebay. Hounds can be aquired for about 18€/piece. If you are looking for the models in ebay you should search for C36 in stead of C27 to get the right results.

Somewhere the Tea´s getting cold brings us this C27/36 handler and his hounds.
Check out that blog for those alternative handlers!

There are some good alternatives for houndmaster available in the C36 series and DL2 deluxe boxed set. In the latter the is one who´s even named houndmaster. Those guys seem to sell for just under 10€/model in ebay.

 C36 hobgoblin, C36 discipline master and a DL2 houndmaster.


LM´s hobhound pack and their DL2 houndmaster.

Greenskin Wars has a nice range of hobgoblins available including a houndmaster. Check out their facebook site for the whole series.

A Greenskin Wars hobgoblin handler by Diego Serrate.



Rules

 WFB rulebook tells us that hobhounds are riding animals but again there has been a change of mind in GW and WFB: Armies has them only as pack animals. A hobgoblin mercenary contingent does not include any mounted troops. Only the contingent commander can have a mount but his only choise for one is a temple dog.

Wether to use chaos attributes is in my opinion up to players and the GM. As no character will be mounted on a hobhound the 1 in 6 chance would perhaps be for each hobhound pack to see if they have those D3 dominant attributes.

LM´s hounds from another angle of view.

Tactics

A hobhound pack can be difficultish to use. They have great movement, WS4 and 2 attacks. So you want to get them engaged. But they are vulnerable against missile fire. And with low psychology profile of the hobgoblin handlers you are likely to break if you have to make that panic test.

Perhaps setting up to a protected flank where missile fire can´t be concentratred agains the pack and going after skirmishers and warmachines could work. And if opportunity presents itself then taking on othervise engaged enemy unit´s flanks or rear. Again the base size works against usability a bit. You want to have a large pack for survivability but it can become somewhat unwieldy due to it´s size.

Another pack and handler by Thantsants.


 Pro´s:
 Good looking hounds and handlers
Unique to hobgoblins
Fast
WS4 and A2
Handler´s T4

Con´s: 
Handler´s psychology profile
Vulnerability to missiles

lauantai 25. helmikuuta 2017

Animal handlers in 3rd edition WFB

In the comments part of my previous posting LM suggested that I should write about Animal handlers in 3rd edition of Warhammer Fantasy Battle. After doing some research I´ve decided to write not just one but several articles about them. Putting everything in one place would make that single article a very long one. And very time consuming to write. Tackling this beast is better done in smaller steps.

This first posting will discuss the animal handlers in general. The rules, who gets them, pro´s and con´s in general etc. Later on I will look more closely to each army list in WFB: Armies and show you some examples for all the armies that can use animal handlers. And of course look at their strenghts and weaknesses.

The article for Wood Elf Beastmasters is here.
The article for Dark Elf Whelp masters is here.
The article for Chaos Beastmasters is here.
The article for Skaven Beastmasters is here .
The article for Slann animal handlers is here.
The article for Hobgoblin houndmasters is here.
Oddities can be found here.

 Wood Elf animal handler with war hounds. One of the first sets
I painted after discovering Oldhammer and getting back to painting miniatures.

Animal handlers are introduced in the WFB rulebook under the advanced rules part at page 95.  The rules copied here from the rule book are in italic. My thoughts on rules are written below each section.
Some smaller animals may be used in units led and controlled by a single human, or any other intelligent animal handler. Armies permitted to employ beast packs are indicated in Warhammer Armies together with the number of handlers available. Typical examples include wolves used by Goblins and reptilian warhounds used by Slann.
There are five armies in the WFB: Armies book that can take animal handlers: dark elf, wood elf, chaos, skaven and slann. In addition to that Hobgoblin mercenary contingent can have hobhound handlers.


In this opening paragraph we see yet another minor change from the original  rule book to the Armies. Rule book uses goblins with wolves as a typical example, but there are no animal handlers in Orcs & Goblins army list.
1. A pack of beasts must have one or more handler models, one of which is nominated as the unit´s leader.
Well, this is pretty obvious.
2. Beast models must be placed in front of the handlers during movement. A typical beast pack has one or more ranks of beasts in front of one or more handlers. The unit´s leader is placed in the center of the first handler rank.
Again, nothing special here. Just like in the picture above and below- beasts in the front, handler(s) behind them.

A big pack of rat ogres and their handlers by LM.
3. All psychology test are taken using the leader´s profile. If the leader model is slain another handler may take over, and a new leader´s profile is used. The beasts´ profile is not used for psychology unless pack reverts to a wild disposition (see 7 below).
This makes sense to me. It´s the handlers who keep the pack together. If they break and run the pack will do the same. On the other hand it´s the handlers´ will (and whip) that can drive a hesitating pack forward.
4. A pack of beasts may make a single free maneuver during the movement or reserve phase. No additional maneuvers may be attempted.
This rule can be concidered as one of the weaknesses of a beast pack. They are not that maneuverable. You can´t send them on a tricky route that would require multiple wheeling etc.
5. If the unit sustains missile hits the GM must determine whether beasts or handlers are hit. This can only be done fairly by randomizing each hit. For example, if there are 4 handlers and 8 beasts the chance of hitting a beast would be twice that of hitting a handler (eg roll a D6 - 1 or 2 = a handler, 3, 4, 5 or 6 = a beast). If the proportions are not convenient (eg 2 handlers and 7 beasts) always round up the number of beasts to a fraction dividable by a dice roll. This represent the fact that beasts are a more immediate targer and are marginally more likely to be hit.
Another weakness of a beast pack. You can lose the whole unit with some lucky missile shots. For example a unit of three wood elf handlers with total of nine bears is 39 + 180 points when no additional equipment is chosen. Just three (un)lucky shots can take out the whole unit putting the bears to a wild pack mode (see rule 7 below).

Rat ogres lost their handlers to ship company´s arrows and went home.

You can take optional armor for handlers but choosing both shield and light armor will slow you down.
edit.  As brought up by LM in the comments you can add some staying power to a handler team by using animal handler champions as per WFB: Armies page 6.
6. It is likely that a pack´s beasts and handlers have different movement rates. However, we do not wish to seperate handlers from their beasts as this would lead to confusion. Therefore, a pack normally moves at the rate of it´s handlers or beasts whichever is slower. However, a pack charges and pursues at the movement rate of the beasts regardless of whether handlers are faster or slower. This is an exception to the normal movement rules.
edit. I had missed some part of the rules in part 6. This way written they are clear.
7. If all the handlers are slain, beast automatically revert to a wild disposition. Beast models are subsequently moved by the GM towards the nearest table edge. Models leaving the table do not return. A wild pack will fight if attacked, but will not charge of it´s own volition. A pack involved in a combat engagement will not revert to a wild state until the engagement and subsequent pursuit is completed.
This is of course connected to rule n:o 3. If the handlers are no longer there to tell the pack what to do it goes away. In a GM´d game you could concider giving GM some more control over the pack - wild beasts could attack their former masters or the nearest unit - friend of foe.
8. Handlers may not fight in hand-to-hand combat during the first round of an engagement. Handlers may be moved into the front rank during any subsequent round of combat and may fight as normal. An enemy model may choose to strike at beast or handler if in base-to-base contact.
Again a very logical rule. Keep in mind that putting the handlers in the front row will make them vulnerable.
An Animal Handler costs as additional +5 points. This is added after points have been calculated for equipment.
For skavens and hobgoblins the points cost for a model in doubled which seems a bit high. For elves, chaos and slann the raise is about 50%. But as with war altars the beast packs look good on the battlefield and because of that can always be concidered worth taking.

In my opinion the pro´s and con´s for animal handlers and beast packs are:

Pro´s
They look good on the battle field
Not everyone gets them
They add character to an army
Some of the animals are pretty powerful

Con´s
A bit pricey
Not very maneuverable
Somewhat vulnerable
 
In the following posting I will take a look into each army list including animal handlers. The order will be (the list is subject to changes if I so decide):
  1. Wood elves
  2. Dark elves
  3. Chaos
  4. Skaven
  5. Slann
  6. Hobgoblin
  7. The Oddities
Please let me know if you want you pictures to be shown in one or more of those. Or if you have a blog link to share. Or any other material you would like me to include.

lauantai 18. helmikuuta 2017

War altars revisited

One of the things that I love about the Oldhammer community is it´s ability provide you with new ideas or different angles of a view. In my previous posting I wrote about the war altars in WFB 3rd edition. That article created some discussion both here at my blog and at couple of Oldhammer facebook groups. I was happy to note that at least some of my readers had been inspired by my article and were resurrecting their war altar projects or starting new ones.

Because of that discussion and the feedback I received I felt that there was a need to revisit the concept of war altars and the parts I missed writing that first article.

Hobgoblins

Thantsant who is the author of a wonderful Somewhere the Tea´s getting cold blog commented my article in the Oldhammer community facebook group telling me that he has built a war altar for his hobgoblin army. He also remembered reading something about hobgoblin war altars in the 3rd edition rule book. I had to take a look and he was right.

In the bestiary at page 221 there are special rules hobgoblins. It says that:
  1. Hobgoblin forces always carry their army standard into battle. This takes the form of a staff or pole bearing a trophy or sign, and is carried in a small wagon drawn by a span of fierce Hobhounds. So long as their standard remains intact, any Mournguls are subject to frenzy. The army standard, its wagon and crew must be included.
  2. The Hobgoblin standard is the symbol of a tribe´s honor. Any enemy engaged in close combat against it is hated by all Mourngul units on the table.
  3. The standard is a potent magic symbol to the Hobgoblin wizards. Totems always have the ability to act as magical reservoir as described under magical standards. All Hobgoblin wizards on that side must surrender half of their magic points before the battle and place them in the standard.
Even if it is called an army standard that resembles a carriage mounted war altar a lot in my opinion.As far as I know the hobgoblins are the only race presented in the original rule book to have this kind of army standard/war altar special rule.

Somewhat sadly the hobgoblin army standard/war altar concept was dropped from the WFB: Armies book. The hobgoblin mercenary contingent can still include a contingent standard bearer who has a option for 100 point magic standard. But the standard is no longer something you have to take nor it is automatically a magical reservoir. In the psychology part for hobgoblins it still says that:
  • The contingent standard is a sacred tribal fetish. As long as the standard remains intact, all hobgoblins are subject to frenzy. Any enemy unit engaged in close combat with the standard bearer will be hated by all hobgoblins.
Even with the similarities with the original rule the new ones are missing the war altar aspect and therefore feel sort of diluted.

Thantsant gave me permission to use his pictures here. Please check out the rest of his hobgoblin force. They even have a baggage train - I might be time to update my baggabe train posting. Or do a similar revisit.

Thantsant´s hobgoblin war altar and it´s guards/crew.

A closer look at the center piece.

Undead Plague Cart

In Oldhammer Finland facebook group it was pointed out that the undead Plague cart has a lot of similarities with war altars.In the WFB: Armies the rules for Undead Plague Cart are these:
  1. Any undead unit with models within 12" of the undead cart may add +1 to the D6 score in the instability test.
  2. The Plague Cart causes fear in living creatures.
  3. The Plague Cart has a movement allowance of 5" and may move over all terrain and through all obstacles except buildings with no penalty; movement through solid walls and in/out of buildings costs half of the cart´s movement for that turn.
  4. The undead cart may be attacked like an ordinary wagon.
Of course the plague cart does not give any psychological bonus but a +1 to instability test is very nice. And the fact that it can move through any terrain without penalty makes it possible for the cart to keep up with the rest of the troops. Losing a plague cart to enemy is not penalized meaning that you can take closer to enemy than you would do with a war altar. In a way plague cart is a war altar for the undead.


A thing of interest is a fact that there is also a different set of rules for a plague cart. They were presented in WD94 with this advertisment.


So somewhere along the way the plague cart has changed from being a randomly appearing or summonable wagon of terror and undead raising that lumbers uncotrollably across the battlefield to a war altar like unit that can be included to your army by spending points. I think both concepts are cool in their own way but the original rules for a plague cart are less war altar like than the newer ones.

As citadel produced a model for plague cart the painted examples of them are a lot more common than war altars.

This is LM`s plague cart deployed with his beautiful undead army.

The creaking cart brings naught but doom and despair. This one is
by Subedai of The Lost and The Damned blog.

Nathan Firth´s plague cat from Oldhammer Melbourne blog.

Orlygg´s plague cart with a spectral driver at Realm of Chaos 80´s blog.

So just a few examples here. This would be a very loooong article if I included all the cart that come up with just googling: plague cart.

Let´s see if I can actually get something painted worth showing here. ´Till next time!