Sunday, 2 August 2026

Retreat to Jelalabad, 1880. Skirmish narrative campaign conversion.

This is a home-spun conversion of the newly published '1812 - Retreat from Moscow', by Pazoot. It is four linked games in a skirmish campaign, set in the infamous French retreat, to see how many of your men can escape the Russian pursuit. The most interesting part is its co-operative, with automated chasing Russians behind.  Three of use were playing, starting with 2 soldiers each to control. I don't have the models for the Russian winter of 1812, but I do stuff for colonial Afghanistan, so I just transposed the scenarios into the desert by 70 years. Little else needs to change... our squad would be British survivors from the Battle of Maiwand, escaping hostile Afghan pursuit, with frostbite becoming heatstroke and dysentry, etc. 

Game One

The intro game is played on a 2 x 2, to learn the basics. 6 soldiers must get across the board diagonally, whilst collecting loot counters, which might be food (you men need to eat between games), medical supplies as bandages, etc. and useful extra equipment. Grabbing this en route, as the Afghan tribesmen hunt you down is the big part of the game. 

As it turned out, we got across the tabletop with some ease, only 1 slight wound from a musket ball, and enough supplies to get through the campaign phase unhindered too. It took about 30 mins to play, but as an intro, we learnt the rules and I assume it's supposed to so easy to start with., to gets you going. So, after picking up another straggler as a seventh soldiers, we moved to Game 2. 

2 x 2, top corner to bottom, searching the buildings (+tents) and camels etc. on the way.

Afghan tribesmen's actions are automated, and often just charge the nearest enemy. Another is shot down before they could reach us, but then, we did roll well all game! Accurate firing from the lads...

Afghan snipers... scores one long-range hit and a wound just as we are about to escape.

Our six pith-helmed survivors about to get off the table corner, trading a few parting shots, then off! The Sarg is last to leave.
 

Game Two

Game 2, things get serious as our seven survivors (one limping), must make their way through a village. More loot to collect from the yards and buildings, and added civilians too, who can aid your squad. We set off speeding through the streets and alleys, grabbing loot counters, but the Afghans were soon arriving in numbers... most sword armed, but a fair few muskets too. We left a small rearguard, 3 men including the Sargeant, to slow the enemy up. This they did, shooting a fair few down, then three riders appeared. As an obvious threat, they were caught in a crossfire and all killed, but that allowed other tribesmen to charge us, and it was bayonet-work for the rearguard. Wounds were taken, and it looked like the rearguard would be cut-off.  Time to run for it! 

Up front, the other 4 soldiers had an easier time and gathered needed loot (food), but a group of 4 musket-armed Afghans arrived (random entry points around the table make it unpredictable) and drew a clear line of site to Lt Willams, our leader. Hit by 3 shots, he was almost dead. One private ran back to aid him along (assisting a wounded man speeds him up - which is cool mechanic). One soldiers also collected a handy camel, well, it was just standing about doing nothing! 

The finale saw a mad a dash for the exit corner, the leading group now covering the rear-guards retreat (run away!!). It seemed like a lot of Afghans would catch them, but heavy fire from the covering soldiers thinned them down, but returning muskets shots also caused a few return wounds, and one melee resulted in Private Edwards wounded 3 times (4 wounds kills a soldier). It was getting bloody. It the end, all 7 of our lads escaped, if two were being dragged with 1 wound left. Pretty exciting stuff... 

The campaign phase followed and we had enough food and water for all, plus our friendly civilian, and then gained 2 more stragglers by killing and eating the camel... which was bit sad. Our civilian turned out to have surgical skills and helped heal up the badly wounded Lt, and we expended our medical supplies to get most back to full wounds, that was until we rolled from heatstroke and dysentry, and all gained another wound from the environment. Weakened from the desert-heat, we are now a party of 10 refugees, ready for Scenario 3, set in a sand storm (snow storm in the 1812 version).... coming soon.


A 3 x 2 village board. There are rules for entering and moving through buildings, climbing walls, etc.  Again, escaping top corner to bottom

A heavy fire-fight along the main street, trading shots. It's much more even this time, and two soldiers, including Lt Williams, are badly wounded and close to death. The camel was part of our loot... I thought it might come in handy. In the end, it ended up as extra food supplies!

Three riders appear, and are shot down. Our small rearguard of three men got themselves into some trouble... but in the end, made a mad dash for it... which was tense for a bit, it looked like we might lose them all.

One rearguard private engaged in melee, whilst behind the Sergeant puts more fire on the riders. He has a civilian in tow... they can be helpful in the campaign phase, but you have to feed them too. Ours turned out to be handy at fixing wounds, which we really needed, because almost all of our squad were wounded in the fight through the village.


Monday, 20 July 2026

'SOLDIERS OF GRANT AND LEE', early play-test. THE BATTLE OF FOWLER'S BLUFF.

The battlefield and scenario were randomly generated, resulting in a hill and rock bluff (cliff) on one end, a stream with a bridge, a wood and a farm house. The hill, in the middle, was obviously going to be the major factor, given both sides now the enemy can take it as an objective, so can’t let them have the easy VPs. It proved to be a main scrap on that flank, as both sides powerful brigades met there, whilst only really skirmishing on the other side.

We both had 3 brigades 2 deployed (1 infantry and 1 cavalry) and one infantry in reserve. Fro turn 1 the battle for the bluff was on, with the Rebs pressing hard, led by a big regiment of raw greenhorns, backed up by some 'regs' and artillery. The trading of fire resulted in the Rebs pulling back to regroup, but one Union regiment broke after a melee, whilst Reb sharpshooters got into the rocks and began their harassing fire, which would dog the Union for the rest of the game (even though skirmishing has a reduced role).

The crux of the fight would continue here for the rest of the game, with both sides sending in a new regiment and seeing them lost as well. In end, the Rebs would lose 3, and the Union 2, so carnage inflicted, but neither could claim the objective points. A few ‘withering volleys’ helped.

On the other flank, the Union cavalry trotted forwards and sent out their skirmishers (in this, I’m going to et the cavalry skirmish too, as harassing actions), but a Reb battery had them zero’d in and broken one. The Union reinforcements arrived on the left and moved ‘at the quick’ to cross the field and get into firing lines. One regiment kept going, along with the cavalry, as I had held a ‘break through enemy lines’ objective, and the chance to grab it was there, with the Reb infantry deploying into the centre. They moved up, but with crossing the stream, not fast enough. One recruit regiment was hit by a heavy a Union volley and broke in panic. The second cavalry regiment moved off the table edge and then the infantry followed.

The difference in VPs had opened up, with the Union having scored a narrow win. The Rebs had pressed hard on Fowler’s Bluff, but could not secure it.

We agreed a few new tweaks, mostly to some new special events and ‘themed’ special rules, as well as the army lists. The role of the cavalry remains a hot topic, because, well, they don’t really have much of a battlefield role and just can’t face infantry volleys. Using them will be something of a subtle art I think, because they can’t be shock troops. Their mobility will be helpful for some objectives, but do not expect much from your cavalry.

A few shots of the action...

Union brigade deploy to fight for the high ground of the bluff, on the right, the main fight today.

The cavalry detachment cover the open fields on the left, but under Reb artillery fire.

Reb cavalry move to face the Union cavalry, via the bridge at the Fowler's farm. Skirmishing followed, but no real clash.

Union greenhorns (brand new recruits) advance in line over the hill, to face the Union firing line.

Sharpshooters get into the bluff's rocks and harass the Union from the high ground all game, and irritating they were....

Under the rocky cliff, the Feds cover the river and woods, but only skirmish with distance Rebs. The main fire was on the hill. 

 

Tuesday, 7 July 2026

Operation Mercury campaign – Game 3 – Battle for Vlakheronitissia

Returning to our Crete '41 campaign, into campaign turn 2, and with more parachute landings (2nd wave, 2nd battalion, this time south of Platanias town), the map shows we have another opposed airborne landing game to play, but before that, for a change, some of my 1st wave fallshirmjager have equipped and  organised, and moved up from the Tavrontis riverbed via the southern slope of Hill 107 (an objective) through the small hillside village of Vlakheronitissia. With NZ troops coming the other way to occupy the village, we decided on a meeting engagement, at 300 points (still squad-level to be done in an evening), a straight Attack/Counter-Attack scenario. Forces picked from the Tobruk book, table set, 4 objectives placed, we got to the dice rolling...

Both side's scouts had a turn of moving up or sniping away, and the Cretan partisans jumped the FJ sniper in the woods in a close assault and killed him. Then the main NZ platoon arrived, led by more partisans headed down the slope, their Vickers MG team setting up behind to cover them.

The FJ moved up through the woods in their corner, and engaged the lurking enemy sniper, but missed. They also took revenge for their sniper and wiped out the first partisan squad with rifle fire. Things heated up in turns 3 and 4, and both sides moved up to secure objectives. The Vickers opened up some long range suppressing fire, aided by flinging 2" mortar bombs. The lead FJ patrol made it into the village, and got onto ambush fire, as the second partisan a squad rounded the corner and madly assaulted them. In a blaze of close range fire, the FJ squad was lost and most of the partisans died in a bloody brawl in the village centre (2 left). On the FJ far left, an MG-34 team traded fire with the Vickers, failing to pin it, whilst a second full NZ section occupied the opposite building. The MG-34 switched to keeping their heads down, but was also pinned by Vickers return fire. The unpinned NZers saw a chnace to assault the MG team from one buildings to the next, and did so, again, the MG team was lost (probably surrendered). FJ had their 80mm mortar set-up and it flung bombs over the village to pin another NZ section as they moved up passed the landed glider (just terrain in this game). 

Both sides had taken a fair few counters (5-6), but turn 5 would be the finale. FJ MG fire was failing to do much, but it did pin down the NZ rifle section in the far left buildings. Then, more rifle fire killed a couple of them, resulting in a rolled 1 on their morale test, routed. The pinned NZ section had seen enough, they legged it. Then, my timed JU-88 strike roared in low, unleashing 8 medium bombs across the upper hillside, which pinned a 2" mortar team and scored a direct hit on the second partisan squad (now pulled back from their early rash assault), it was annihilated in the smoke and dust. That counter, plus one for 'under air attack', saw the Commonwealth force break, 18 scored on a MV of 17. The elite FJ were at 18 of 22. A win! First of the campaign... and the foothold on Hill 107. We can now hold this village and use it to push on for the top, a fight for campaign turn 3. More Luftwaffe support required... first outing for the JU-88 I painted for this campaign, and it was a good one! He'll be back...


The village, up a slight slope (Hill 107 isn't that steep), and few surrounding fields, olive groves and animal paddocks. Lurking in the woods, angry, armed Cretan locals (partisans).

FJ infantry, Germany's blondest and finest, rush up through an olive grove to secure an early objective.

FJ zug engages the locals after they assaulted and murdered their sniper!. They are mercilessly wiped out in revenge.

NZ rifle section investigates the glider... and come under accurate 80mm mortar fire, pinning them down most of the game.

More armed local partisans head for their village.

The finale, timed JU-88 bombs the hillside above the village, and the New Zealanders have seen enough and withdraw. Vlakheronitissa is taken, my foothold to reinforce and then push on for the top of Hill 107, a battle for next campaign turn. The Luftwaffe turned the tide today.

Campaign hex map, turn 2, blue counters are the FJ (each counter roughly a company strength unit). 2nd Sturm Battalion have hit the ground south of Platanias in relatively good order, but one company landed on top of a NZ rifle company (our next game, which may well hurt). Meanwhile, the main objectives of Hill 107 and Maleme airfield must be taken before any extra German reinforcements (the gerbirgsjager) are allowed. Not all NZers have yet been revealed... only revealed as encountered.




Sunday, 5 July 2026

SOLDIERS OF... ACW, EARLY PLAY-TEST

A chance to play-test my conversion of Soldiers of Napoleon into the American Civil War. With some basic lists and profiles and few tweaks, we played 3 brigades each (2 infantry, 1 small cavalry detachment). This was just to get a feel for how it might work, and what might need changing to move from Naps to ACW, and to get better feeling for the theme, and making sure it comes through in the mechanics. How is ACW different from Naps (cavalry use is the obvious example for me)?   

In the end we played for 4 hours and, after a slow start – we deployed a long way apart, which we'll fix in future games, to get into the action quicker – things got hot fast. 

The two cavalry screens both looked like facing off, but actually this fight never materialised, as the Union cavalry made a rash charge at some advancing Reb infantry, won the melee and then took huge punishment for the charge from musket/rifle fire, that saw them off, all but destroying them (beware an Impetuous Cavalry Charge special event). My other cavalry regiment had dismounted and opened up a heavy fire on a Reb cavalry regiment which broke... so the cavalry was pretty much nerfed by Turn 2... the main infantry fight then followed.

The Rebs were on the attack, and pushed hard through Federal cannon fire (a lot of Intense Cannonades), until the trading of volleys began. There wasn't much skirmishing, with reduced skirmish values for all units, which will need looking at, but the big volleys hurt! The Rebs pushed up and made a few charges, most were narrowly defeated, but one Union artillery battery was overrun. VPs had mounted up and it was very close. Into Turn 6, and either side could win it, but the damage was mounting up to be beyond containing, and a a Union regiment (my veteran zouaves) broke and ran. In the end, this gave Jonny Reb a harrow victory, breaking the Union lines by -3 VPs, vs the Union equalling the Reb's break point. So, with a few better rolls, or even the Rebs flunking a rally attempt that saved one battered regiment of recruits, it could have been a different result. 

It left me with a few good thoughts on changes, but generally that volleying, at slightly longer ranges, is lethal, and will be the main feature of the battles. We need to be careful that the extra artillery allowed doesn't come to dominate too much, its needs to be powerful, but not so that you can just sit back and pound away to win. My batteries would have been a defining aspect of this fight, if they hadn't run out of ammo! The "Ammo Low' card needs looking at, it's a no-brainer of a play as it stands to nerf larger batteries. 

Work to do, but it was fun and a positive start. Here is a few pictures.


The Confederates advance towards the big house, held by the Union.

Reb cavalry come through a small copse, only to be shot down by dismounted Feds with repeater rifles and a 'withering volley'... cavalry's role will be a tricky one, but as mobile infantry makes a nice point of difference from Napoleonics.

Blue line holds the road and volley away. Longer ranges means it happens more...

Union CO (4 command points) and a supply wagon... such things have to have their place on the field. Mine resupplied a artillery battery low on ammo, which then ran low on ammo again! 

Union battery in front of the big house, hammered away to good effect, but was later overrun in a Reb charge, but not before canister fire did its work.... which got messy! 



Monday, 29 June 2026

more CORE-HAMMER ARMY LISTS x4

 


LIZARDMEN LUSTRIAN TEMPLE GUARDIANS

Lizardmen Characters (max 33%)
0-1 Slann Mage-Priest (lvl 4) (in any size army)
0-1 Saurus Old Blood (in any size army)
Saurus Scar Veteran
Skink Priest (lvl 1-2)
Skink Chieftain

Lizardmen Core (min 33%)
1+ Saurus Warriors (max 30)
or
1+ Skink Skirmishers (max 20)

Saurus Warriors (max 30)
Skink Skirmishers (max 20)
Jungle Swarm (max 10 stands)

0-1 Temple Guard (if a Slann Mage-Priest is included)
0-1 Cold One Riders (if a Saurus Scar Veteran is included)
0-1 Terradon Riders (if a Skink Chieftain is included)

Lizardmen Special (max 50%)
Temple Guard (max 30)
Chameleon Skinks (max 20)
Cold One Riders (max 10)
Kroxigor (max 10)
Terradon Riders (max 10)
Bastiladon (max 1)
Salamander Pack (max 5)

Lizardmen Rare
(max 25%)
Razordon Pack (max 5)
Ripperdactyl Riders (max 10)
Stegadon (max 1)
Troglodon (max 1) 


SKAVEN WARLORD CLAN

Skaven Characters (max 33%), minimum of 1 character
0-1 Warlord or 0-1 Vermin Lord (in any size army)
0+ Clan Chieftain
0+ Clan Eshin Master Assassin
0+ Grey Seer (lvl 3) (+ 0-1 Screaming Bell)
0+ Clan Skyre Warlock Engineer (lvl 1-2)
0+ Clan Pestilens Plague Priest

Skaven Core (min 33%), minimum of 1 compulsary unit
1+ Clanrats (+ attached weapons teams)
or
1+ Dregs

Clanrats (+ attached weapons teams) (max 50)
Dregs (max 60)
Nightrunners (max 20)
Giant Rats (max 50)
Rat Swarms (max 10 stands)

0-1 Stormvermin (for each Clan Chieftain included)
0-1 Plague Monks (for each Clan Pestilens Plague Priest included)
0-1 Gutter Runners (for each Clan Eshin Master Assassin included)
0-1 Poison Wind Globadiers (for each Warlock Engineer included)

Skaven Special (max 50%)
Storm Vermin (max 30)
Gutter Runners (max 20)
Rat Ogres (max 10)
Plague Monks (max 40)
Warplock Jezzails (max 10)
Poisoned Wind Globadiers (max 10)
Clan Pestilen Plague Censor Bearers (max 10)
Plagueclaw Catapult (max 1)

Skaven Rare (max 25%)
Hellpit Abomination (max 1)
Doomwheel (max 1)
Warp Lightning Cannon (max 1)


CHAOS DWARF ARMY OF ZHARR-NAGGRUND

Chaos Dwarf Characters (max 33%) minimum of 1 character
0-1 Infernal Castellan (in any size army)
0-1 Sorcerer-Prophet (lvl 3) (in any size army)
0+ Bull Centaur Taur’ruk
0+ Daemonsmith-Sorcerer (lvl 1-2)
0+ Infernal Seneschal
0+ Hobgoblin Khan
0-1 Black Orc Bigboss

Chaos Dwarf Core (min 33%) minimum of 1 compulsary unit
1+ Infernal Guard (max 40)
or
1+ Infernal Guard Blunderbusses (max 30)

Infernal Guard (max 40)
Infernal Guard Blunderbusses (max 30)
Hobgoblin Cutthroats (max 40)

0-1 Infernal Ironsworn (for each Infernal Seneschal included)
0-1 Bull Centaur Renders (for each Bull Centaur Taur’ruk included)
0-1 Hobgoblin Wolf Riders (for each Hobgoblin Khan included)
0-1 Black Orc Mercenaries (for each Black Orc Bigboss included)
0-1 K’daai Fireborn (for each Daemonsmith-Sorcerer included)

Chaos Dwarf Special (max 50%)
Hobgoblin Sneaky Gits (max 20)
K’daai Fireborn (max 10)
Bull Centaur Renders (max 10)
Hobgoblin Bolt Throwers (max 1)
Hobgoblin Wolf Riders (max 20)
0-1 Black Orc Mercenaries (max 30)

Deathshrieker Rocket Launcher (max 1)
Magma Cannon (max 1)
Dreadquake Mortar (max 1)

Chaos Dwarf Rare (max 25%)
0-1 Infernal Ironsworn (max 30)
Iron Daemon (max 1)
Hellcannon (max 1)


SUMMONED DAEMONIC LEGION

Daemon Characters (max 33%) minimum of 1 character
0-1 Greater Daemon (in any size army)
0+ Daemon-Prince
0+ Daemonic Herald

Daemons Core (min 33%) minimum of 1 compulsary unit
1+ Daemonic Infantry (select one: Bloodletters, Daemonettes, Plaguebearers or Pink Horrors, must be same alignment as a Greater Daemon or Daemon-Prince) (max 30)
or
1+ Daemonic Beasts (select one: Fleshhounds, Seekers, Nurglings or Blue Horrors, must be same alignment as a Greater Daemon or Daemon-Prince) (max: see below)

Bloodletters (max 30)
Fleshhounds (max 20)
Daemonettes (max 30)
Seekers (max 20)
Nurglings (max 10)
Pink Horrors (max 30)
Blue Horrors (max 40)
Brimstone Horrors (max 50)
Chaos Furies (max 20)

0-1 Blood Crushers (for each Herald of Khorne included)
0-1 Fiends (for each Herald of Slaanesh included)
0-1 Beasts of Nurgle (for each Herald of Nurgle included)
0-1 Flamers (for each Herald of Tzeentch included)

Daemons Special (max 50%)
Blood Crushers (max 10)
Fiends (max 20)
Hellflayer (max 1)
Seeker Chariots (max 3)
Beasts of Nurgle (max 10)
Plague Drones (max 10)
Flamers (max 6)
Screamers (max 10)

Daemons Rare (max 25%)
Skull Cannon (max 1)
Burning Chariot (max 1)
Soul Grinder (max 1)


Saturday, 27 June 2026

The Battle of the Crosstown Turnpike, ACW, 1863

This was an introduction game of the Longstreet rules, explaining the game to two new players, thinking of painting up their own ACW armies. My miniatures, and mixing theirs and mine terrain, with a scenario that saw the Rebs trying to force the Union away from a crossroads on the Crosstown Turnpike. The Union deployed to defend the line of the road, with their cavalry on the far left. The Confederates would attack passed the farm, by the crossroads objective, again with their cavalry on their left (so at opposite ends of the board, with the same rough plan). 

The Confederacy was in a hurry, and got advancing all along the line, as their batteries started to inflict the first hits. One bold regiment of Georgia recruits came at the double up the road, directly at the crossroads, it took the brunt of the Union fire, Parrot rifles and then rifle fire causing them heavy losses here. Meanwhile, the other columns (no firing lines here), moved up relatively unscathed. The Reb cavalry was working their way through a small pine wood, whilst the Union cavalry waited in place, and waited...

Turn 2, and the Rebs came on. Some rifle fire, but mostly just an advance 'at the quick'. The artillery had the Union Zouaves in a cross-fire and were inflicting damage on the best Union unit, as one larger regiment closed in on them. The Union held fast as their line opened up and inflicted a few losses, but their cavalry again failed to get moving, querying orders. Turn 3 would see the Reb charge at the crossroads.

When it hit, one Union regiment threw them back, but the other gave ground, deeper into the pine forest. The Reb cavalry had their route blocked by a union column, preventing them getting to the guns, some protection at last! The Confederates could now claim the objective.  The Union needed to responded, but their fire was weak, the Yankee guns largely blocked for targets. The cavalry gt moving, at speed, making up for lost time, around the back of wood, rather than risk the cannon fire. Turn 4 would be make or break... as the full charge impacted from 5 infantry regiments and the grey cavalry got involved too. The Confederates had an 'eager for the fight' card, very handy as the grey swarm rushed up to finish the job started last turn. Everywhere the Union lost those fights, driven back, with two regiments wiped out, including the 142nd NY veterans. The Reb cavalry also reached one battery and overran it. Disaster had engulfed the Union position, and, holding the objective, their break point was easily exceeded. A solid win for the boys in grey/brown, taking the Crosstown Turnpike at the rush... the Union cavalry had contributed nothing due to the various delays inflicted upon them. In all, maybe 2.5 hours, game done...  good fun.

Union lines, their right, facing the farm and crossroads. The line was split by the pine forest in the centre, which was occupied.

2 regiments and 2 batteries on the Union left. they await the rebel assault.

'Onward boys!' Georgia's recruits are sent directly up the road, into the teeth of the Union firepower, as the farm yard is also occupied to provide some supporting fire for the bold march.

142nd New York, Zouaves, on the Union left. Veterans infantry, so a tough nut to crack. They guard this flank, along with cavalry, so it should be secure...

Far left, for the end run, the US cavalry, but it would be a difficult battle for the mounted arm.

Reb guns on the high ground overlooking the Union left, and the target of the US cavalry attack.

Marauding Reb cavalry, on their left, around the trees on their own end run. But Union infantry block the way, until they withdraw, making a quick charge to guns viable.

 
The bronze Napoleons target the 142nd NY for heavy fire, battering them. Where is the cavalry attack meant to silence these guns?

Height of the battle, the Reb's 'eager for the fight' charge, charge and charge! Streaming across the turnpike road, a swarm of grey/brown. Union firing line under heavy pressure. It cannot hold and is forced back.

The last of the 142nd NY veterans also face a 'Rebel Yell' and the charge, the left flank is lost as they are defeated and destroyed. The Union position is in big trouble... well, it's been destroyed...



Wednesday, 24 June 2026

more CORE-HAMMER ARMY LISTS X 4

 


 DWARF MOUNTAIN HOLD

Dwarf Characters (max 33%)
0-1 King (in an army of any size)
0+ Thanes
0+ Runesmith
0-1 Anvil of Doom (in an army of any size)
0+ Engineer
0+ Slayer of Legend

Dwarf Core (min 33%)
1+ Dwarf Warriors
or
1+ Quarrellers

Warriors (max 40)
Quarrellers (max 30)
Thunderers (max 30)
0-1 Longbeards (max 40)

0-1 Miners (for each Engineer included)
0-1 Slayers (for each Slayer of Legend included)
0-1 Ironbreakers or Irondrakes (for each Thane included)

Dwarf Special (max 50%)
Miners (max 30)
Ironbreakers (max 30)
Irondrakes (max 20)
Rangers (max 20)
Slayers (max 30)
Bolt Thrower (max 1)
Grudge Thrower (max 1)
Cannon (max 1)
Gyrocopter (max 1)

Dwarf Rare (max 25%)
0-1 Hammerers (max 30)
Organ Gun (max 1)
Gyrobomber (max 1)
Flame Cannon (max 1)
Goblin Hewer (max 1)
Doom Seekers (max 5)

 

WOOD ELF WAR HOST OF ATHEL LOREN

Wood Elf Characters (max 33%) (minimum of 1 character)
0-1 Glade Lord (in an army of any size)
0+ Spellweaver (lvl 1-3)
0+ Glade Captain
0+ Treeman Ancient (lvl 2-3)
0+ Shadow Dancer
0+ Waystalker
0+ Branchwraith

Wood Elf Core (min 33%)
1+ Glade Guard (max 30)
or
1+ Eternal Guard (max 30)

Glade Guard (max 30)
Eternal Guard (max 30)
Deepwood Scouts (max 20)
Dryads (max 30)
Glade Riders (max 20)
Beastmasters + beasts (cat, dog, bear) (max 1)

0-1 Wildwood Rangers (for each Glade Captain included)
0-1 Wardancers (for each Shadow Dancer included)
0-1 Treekin (for each Branchwraith included)
0-1 Waywatchers (for each Waystalker included)

Wood Elf Special (max 50%)
Wildwood Rangers (max 30)
Wardancers (max 20)
Treekin (max 10)
Sisters of the Thorne (max 10)
Wild Riders (max 10)
Warhawk Riders (max 10)
Great Eagle (max 1)

Wood Elf Rare
(max 25%)
Treeman (max 1)
Waywatchers (max 10)
 

TOMB KING'S RISEN LEGIONS OF KHEMRI

Tomb Kings Characters (max 33%)
0-1 Tomb King (in any size army)
0+ Tomb Prince
0+ Mortuary Priest (lvl 1-3)
0+ Necrotect
0-1 Royal Herald

Tomb Kings Core (min 33%)
1+ Skeleton Archers (max 40)
or
1+ Skeleton Warriors (max 40)

Skeleton Archers (max 40)
Skeleton Warriors (max 40)
Skeleton Skirmishers (max 20)
Tomb Swarm (max 10 stands)
Skeleton Horsemen (max 20)
Skeleton Horse Archers (max 20)
Skeleton Chariots (max 5)

0-1 Tomb Guard (for each Royal Herald included)
0-1 Necropolis Knights (for each Tomb Prince included)
0-1 Sepulchral Stalkers (for each Mortuary Priest included)
0-1 Ushabti (for each Necrotect included)

Tomb Kings Special (max 50%)
Tomb Guard (max 40)
Ushabti (max 10)
Necropolis Knights (max 10)
Sepulchral Stalkers (max 10)
Tomb Scorpion (max 1)
Screaming Skull Catapult (max 1)

Tomb Kings Rare (max 25%)
Warsphinx (max 1)
Necrosphinx (max 1)
Colossus (max 1)
0-1 Casket of Souls (max 1)

 

 
DARK ELF WAR HOST OF NAGGAROTH


Dark Elf Characters (max 33%), minimum of 1 character
0-1 Dread Lord (in any size army)
0+ Sorceress (lvl 1-3)
0+ Master (also of Har Ganeth, Naggaroth, see below)
0+ High Beast Master
0+ Death Hag
0+ Khainite Assassin
0+ Bloodwrack Medusa Matriarch* (lvl 1)

Dark Elf Core (min 33%) minimum of 1 compulsary unit
1+ Repeater Crossbows (max 30)
or
1+ City Guard (max 40)

City Guard (max 40)
Repeater Crossbows (max 30)
Black Arc Corsairs (max 30)
Dark Riders (max 20)

0-1 Cold One Knights (if a Master is included)
0-1 Witch Elves (if a Death Hag is included)
0-1 War Hydra or Kharibdyss (if a High Beastmaster is included)
0-1 Bloodwrack Medusas (if a Bloodwrack Medusa Matriach is included)
0-1 Har Ganeth Executioner (if a Master of Har Ganeth* is included)

Dark Elf Special (max 50%)
Reaper Bolt Throwers (max 1)
Witch Elves (max 30)
Har Ganeth Executioners (max 30)
Shades (max 20)
Harpies (max 20)
Cold One Knights (max 10)
Scourgerunner Chariot (max 1)
Cold One Chariot (max 1)
War Hydra (max 1)
Kharibdyss (max 1)
Sisters of Slaughter (max 10)
0-1 Black Guard (if a Master of Naggaroth* is included) (max 30)


Dark Elf Rare (max 25%)
0-1 Black Guard (max 30)
Bloodwrack Medusas (max 10)
0-1 Bloodwrack Shrine (max 1)
Doomfire Warlocks (max 10)
Wild Beasts (from Manticore, Chimera, Cockatrice, Chaos Spawn or Gigantic Chaos Spawn) (only if a High Beastmaster is included)* (max 1)

Dark Elf Masters

Master of Har Ganeth
as Dark Elf Master, with the Cleaving Blow special rule for +3 points

Master of Naggaroth
as Dark Elf Master, with the Stubborn special rule for +3 points