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==Army Units== ===Lords & Heros=== ==== Special Characters ==== *'''[[Boris Ursus]]:''' 350pts. Tzar of Kislev before Katarin and responsible for bringing the Cult of Ursan back to the fore-front. He rides atop a great bear and grants Kossars Devastating Charge at +1 ppm (Already great reason to take him). He's got a monster of a weapon that deals extra wounds on top of what he already does and strikes back for every attack that hits him, even if they don't wound. *'''[[Tzarina Katarin]]:''' 400/520pts. The reigning ruler of Kislev and witch on top of being a low 400 points (520 for the War Sled like Miska). On top of being a Loremaster of Ice, she also gives stubborn to her unit and makes units within 12" re-roll all psychology checks. The Gryphon Legion, in particular, gets to roll 3d6 and drop the lowest when testing to break when she's with them. While she's a competent leader with a KB weapon that negates armour while having a 4++ ward that puts a -1 to hit and wound her, she's not the best at combat. *'''[[Tzar Saltan]]:''' 195pts. Ruler of Praag with a tremendous hateboner for Chaos. He's not only immune to psychology but he always re-rolls hits against Chaos models and gains +1 to Strength when fighting them in challenges (which you'll always do since he can't refuse. Funny, those Vikings can't either...). His statline is further bolstered by his blade giving another +1S (and -1 to hit him in cc) and his heavy plate carrying +1T. All this makes Saltan a fine dualist lord. *'''[[Baba Yaga]]:''' 280pts. Were you surprised you got a super-hag? She's unique in that she can ride her house as a steed, though this gives her a weakness to fire and a massive price jump in exchange for fear and d6 impact hits. She's a great caster with her power to re-roll all power dice, and she has a 5++ ward that can force enemies in b2b to not attack her. Form of the Ancient Widow doesn't have a mount restriction so you can cast on he while she's riding her Hut for a Truly fearsome Statline. *'''[[Miska the Slaughterer]]:''' 350/470pts. The Khan-queen Founder and mother of the first Tzarina of Kislev who solidified its borders long ago. If you wanted a Katarina who can put up a fight, then Miska's the closest thing. Though less of a caster(bopped down to lv3), she makes up for this by having actual armour that lets her potentially double her attacks and get a bear-driven chariot. Even on foot, She is the best person to turn into a FROSTFIEND (Flying frenzy monster Wizard with S6, T6, A8). *'''[[Igor the Terrible]]:''' 275pts. Igor? Ivan? What's the difference? He's a super-Chekist with double the range and can immediately wound enemies during the magic phase with one weapon. His other has a chance of keeping him alive by throwing that last wound onto the one who inflicted it, and with his 3+/4++ and Magic Resist 1, that's a bit of a feat. He is a Superb lord to hold your lines together and not so easy to kill. *'''[[Tordimir Lubovasyn]]:''' 195pts. Captain of the Gryphon Legion who makes his boys core choices. You want him stuck with his boys, as he makes Glorious Charge auto-succeed for his unit and has a lance with piercing 1 and KB. *'''[[Stepan Rasin]]:''' 100pts. Leader of the Ungols. He's a dangerous archer with a bow that deals d6 hits. And get 3 rerolls per game. someone to run with your Skirmish cavalry to give them umf. *'''[[Ilja of Murova]]:''' 125pts. Legendary hunter with the Ranger Heart-Strike rule. He's just as unkillable as [[Valten]] and can make a mega-all-in-blow that deals d3+1 armor-negating wounds. ==== Generic Characters==== *'''[[Hetman]]/[[Boyar]]:''' Your classic commander type with stubborn (The stubborn only works if you run him solo or with another stubborn unit which makes it pointless). You practically need one for a BSB. *'''[[Ice Witch|Ice Maiden/Witch]]:''' Your master wizards here are stuck with Ice lore. The spells are a decent mix of uses with a lot of damage spell and make her a convenient means to act while inside a unit. *'''Hag Witch/Mother:''' Your other wizard, stuck with her Hag lore. You'll only want them for their spells (like most wizards), as they can't be generals, never share their Ld score with the army and cause -1 Ld for any units they're in. Have good debuff spells, and the buff she gives a unit will offset her creepiness. Too bad she's scared off the horses she could have ridden on. *'''[[Priest of Ursun|High Priest of Ursun/Priest of Ursun]]:''' Your warrior priest, given an injection of BEARS. They replace the hatred they give attached units with frenzy. Thankfully, their loadouts are all melee-centric, and he can ride a bear. A must for any Deathstar. **'''Unyielding Ursun:''' Gives the unit stubborn. **'''Ursine Strength:''' Lets the unit re-roll wounds in close combat **'''Winter's Sleep:''' Gives a lasting aura that robs enemies in b2b with -1WS/I each turn. *'''[[Ranger]]:''' A Huntsmaster type character with forest strider and scout, barred from ever being general. He gives a friendly infantry unit he is with Ambush, and his bow has HKB against monsters and monstrous types (but still has to pass armour saves). giving a unit of Streltsi or Kossar ambush is a great Idea for assaulting war machines or intercept cavalry. Also, 2 HKB Bowshots a turn that hit on 2s can seriously threaten Monsters and lords on Dragons, putting the guys in the bowline is a viable strat. ====Mounts==== *'''[[Warhorse]]:''' The universal standard of all mounts. *'''[[Bear|Great Bear]]:''' Boyars and High Priests only. These bears are a bit over twice the price of a horse, and you get a slower but deadlier steed. In case you're wondering why you're at a 6+ natural armour save instead of a 5+ as bear packs, blame it on domestication. === Core Units === *'''[[Kossars]]:''' You have a fairly flexible unit of barbarian-types that specialize in defensive archery and close combat with great-weapons. You can place them on the flanks of your Gospodar to proved cover fire-support, a charge deterrent, and strong flankers all in one. *'''[[Gospodar|Gospodar Militia]]:''' The backbone of the Kislev army, each with halberds to open Chaos armour. If you want troops that can hold a charge and not die to arrows, you can replace it for spears and shields and be no poorer for it. *'''[[Druzhina]]:''' Cavalry with spears and shields. You can throw javelins on them to give them shooting. Their role is to be cheap horses to flank when you can't afford Winged Lancers. Javelins will work better than mounted archers when fighting armour. *'''[[Ungol|Ungol Horse Archers]]:''' Your Kossars are now fast cavalry, exclusively acting as archers. Do better against swatting Mauraders and gors than Druzhina javelins. *'''[[Winged Lancers]]:''' Your special charge-crazy cavalry. Each of them comes with a lance, shields, and medium armour, so you can rest assured that they won't budge against the rabble they rush. The Ability to Cycle-CHarge allows them get the Lance bonus off multiple times, as well as hatred vs Chaos *'''[[Hawks of Miska]]:''' Swarms of birds who can peck things to death and get a 6++ ward with Magic Resist 1. Decent things to Tie down the ever-dangerous Peasant with bows. === Special Units === *'''[[Kreml Guard]]:''' Equivalent to Empire Greatswords, your special armored goons, all with Medium armour. With Strength 4 + Great weapon, they can cleave humans and knights with their Strength 6-5 attacks. *'''[[Gryphon Legion]]:''' These guys are Winged Lancers+1 with the same treatment as Inner circle knights. They're now immune to psychology. The common tool to kill that chaos knight. *'''[[Streltsi]]:''' your Kossar+1+gunpowder. You have a unit that can use both halberds and handguns. Their guns are particularly unique in that they count anything in 12" as short-range, which is fantastic as it gives you a reliable means of blasting lines. they are a better fighter(+1 WS and fight at I3) and guns pack more of a punch, but Halbrds don't have the initial punch of greatweapons and guns need line of sight. They are meant to be shooting more than fighting, but can hold up better then most against enemy's that do come to grips with them. *'''[[Chekist]]:''' Your equivalent of a KGB on horseback. These give you a bubble of 3d6 on all panic tests and blam anyone who dares flee like a band of communist [[Commissar]]s. They can provide minor petting with some BS4 pistols shots, but their main role is an MSU that keeping your units in line, hid them in the back of your anvils or run them beside your forward scout and calvary so will not run away and get run over by that chaos steamroller. *'''[[Brotherhood of the Bear]]:''' These are your equivalent to lightly-armored knights with strider and ambushers. This allows them to take some positions that generally aren't accessible to your horsemen. With bows and spears, they can take whatever job you want with them. *'''[[Sibyrian Huntsmen]]:''' You've got a bunch of trappers and hunters, all with forest strider and skirmisher. Their unique trick is rigging d3 natural setpieces with traps. These traps all deal d6 S3 piercing 1 hits when triggered (and needing a 2+, they will) on the first enemies inside them and aren't locked to exclusively your sides. spend the rest of the game keep them away from any combat with their longbows, maybe grab throwing axes if the need is dire enough. *'''[[Kvassnic]]:''' Okay, this is just ridiculous. You just got an army of fucking drunk idiots in your army. These guys risk either being stupid or frenzied each turn while holding Molotov cocktails that are as effective as Naptha bombs as constant weapons. *'''[[Bear|Bear Pack]]:''' Finally, we get to see the bears! Well, these are a bunch of bears led around by a guy or two. They'll always be rushing towards fresh meat, so you need to make sure they can hold up to the fight. They are big and stated like an ogre Maneater or Demigryphs. Most human infantry won't stand a chance when they get clawed. === Rare Units === *'''[[War Wagon]]:''' Unlike the Empire's box o' fun, these are more like big mobile battle-forts. At any point of your turn, you can ditch the horses and become immobile with fire-points everywhere. No matter what you do, buy some goddamn range if you plan on doing this. You lack enough men to reliably take up melee with all but the weakest of units. *'''[[Urugan Cannon]]:''' a toned-down version of the Dawi Organ gun, being a cannon that can only fire Grapeshots at double the range. Give them line of sight and they will tear up heavy armour. *'''[[Droyaskas]]:''' These guys are your elite swordsmen, all with I5 to give them the edge over most infantry and KB. With a lack of armour, they need a screen but they can help your side win a fight by finishing for sixes to decapitate enemy elites. *'''[[Sons of Ursun]]:''' Your Inner Circle-tier knights ride bears, comparable to Demigryph Knights with less armour, but still great at Mauling things. For whatever reason, these bears have 6+ Natural Armour, but your men have plenty of armour to offset it. They are easier to kill with arrows, and not as fast, but you get a discount in point which you can invest in more killing power. *'''[[Bear|Armoured War Bear]]:''' Your man gave a super-monster-bear a suit of armour, the madman. These big boys can insta-kill any infantry, cavalry, or warbeast model in one blow, which will only see use when killing a character or you know he'll hold up to the inevitable retaliation.
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