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DRAGON

RAMPANT
ORC
ARMY
LIST

DRAGON

AMPANT
ORC
ARMY
LIST

ORC ARMY OPTIONS


No: 1

Orc Boar Riders


Unit Type
Elite Riders
Roll to Attack
5+
Roll to Move
5+
Roll to Shoot
Courage
3+

Points

Base Points

Armour
Special Rules

Strength Points
Options Chosen:

4
Counter-charge.

Attack Value
Defence Value
Shoot Value
Maximum Move"

3+
5+
10"
6
Level-headed
@2pt.

Fantasy Rules:

Orc Wolfriders
Unit Type
Heavy Riders
Roll to Attack
5+
Roll to Move
5+
Roll to Shoot
6+
Courage
4+

Points

Base Points

Armour
Special Rules

Strength Points
Options Chosen:

3
Counter-charge.

Attack Value
Defence Value
Shoot Value
Maximum Move"

4+
5+
5+ / 12"
10"
6
Mounted missiles
@1pt.

Fantasy Rules:

Armour
Special Rules

4
Wild Charge.
Counter-charge.

No: 4

Orc Wolfriders
Unit Type
Heavy Riders
Roll to Attack
5+
Roll to Move
5+
Roll to Shoot
Courage
4+
Armour
Special Rules

3
Counter-charge.

Fantasy Rules:

No: 5

Orc Chariots
Unit Type
Heavy Riders
Roll to Attack
5+
Roll to Move
5+
Roll to Shoot
6+
Courage
4+

Points

Base Points

Armour
Special Rules

Strength Points
Options Chosen:

4 (was 3)
Counter-charge.
May not enter
broken terrain or
cross ditches or
walls.

Attack Value
Defence Value
Shoot Value
Maximum Move"

4+
5+
5+ / 12"
10"
6
Chariots @2pts (2
or 3 models
strong).
Mounted missiles
@1pt.

Fantasy Rules:

No: 6

Orc Chariots
Unit Type
Heavy Riders
Roll to Attack
5+
Roll to Move
5+
Roll to Shoot
Courage
4+
Armour
Special Rules

4 (was 3)
Counter-charge.
May not enter broken
terrain or cross ditches
or walls.

Fantasy Rules:

Ruglars Armoured Points


Infantry (Mercs)

No: 8

Unit Type
Elite Foot
Roll to Attack
5+
Roll to Move
5+
Roll to Shoot
Courage
3+

Unit Type
Elite Foot
Roll to Attack
5+
Roll to Move
5+
Roll to Shoot
6+
Courage
3+

Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"

3+
4+
5+ / 18"
6"

Armour
Special Rules

Strength Points
Options Chosen:

6
Missiles @2pt.

Fantasy Rules:

Orc Boar Riders


Unit Type
Elite Riders
Roll to Attack
5+
Roll to Move
7+
Roll to Shoot
6+
Courage
4+

Fantasy Rules:

No: 3

No: 7

No: 2

4
Ranger.

Armour
Special Rules
Fantasy Rules:

Warlord Bodyguard

4
Ranger.

No: 9

Points

No: 10

Unit Type
Bellicose Foot
Roll to Attack
5+
Roll to Move
6+
Roll to Shoot
Courage
4+

Base Points

Unit Type
Bellicose Foot
Roll to Attack
5+
Roll to Move
6+
Roll to Shoot
Courage
4+

Armour
Special Rules

Strength Points
Options Chosen:

Orc 1st Heavy Inf


Reg

3 (was 2)
Ranger,
Counter-charge v
foot,
Wild Charge,
Fleet Footed.

Attack Value
Defence Value
Shoot Value
Maximum Move"

3+
6+
8"
12
Terrifically Shiny
Armour @2pts.

Fantasy Rules:

Trolls
Unit Type
Bellicose Foot
Roll to Attack
5+
Roll to Move
6+
Roll to Shoot
Courage
4+

Points

Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"

3 (was 2)
Strength Points
Options Chosen:
Ranger,
Counter-charge v
foot,
Wild Charge,
Fleet Footed,
Reduced model unit.

3+
6+
8"
12
Terrifically Shiny
Armour @2pts
(4 models strong
unit)

Fantasy Rules:

No: 13

No: 12

Stone Trolls
Unit Type
Bellicose Foot
Roll to Attack
5+
Roll to Move
6+
Roll to Shoot
Courage
4+
Armour
Special Rules

2
Ranger,
Counter-charge v foot,
Wild Charge,
Fleet Footed,
Reduced model unit.

Fantasy Rules:

Orc 3rd Heavy Inf


Reg

Points

No: 14

Unit Type
Heavy Foot
Roll to Attack
6+
Roll to Move
5+
Roll to Shoot
Courage
4+

Unit Type
Heavy Foot
Roll to Attack
6+
Roll to Move
5+
Roll to Shoot
Courage
4+

Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"

4+ (was 5+)
4+
6"

Armour
Special Rules

Strength Points
Options Chosen:

12
Offensive: @2 pts.

3
-

Fantasy Rules:

No: 15

2
Ranger,
Counter-charge v foot,
Wild Charge,
Fleet Footed.

Fantasy Rules:

No: 11

Armour
Special Rules

Armour
Special Rules

Orc 2nd Heavy Inf


Reg

Armour
Special Rules

Orc 4th Heavy Inf


Reg

3
Wall of Spears.

Fantasy Rules:

Points

No: 16

Unit Type
Light Foot
Roll to Attack
6+
Roll to Move
5+
Roll to Shoot
6+
Courage
4+

Base Points

Unit Type
Light Foot
Roll to Attack
6+
Roll to Move
5+
Roll to Shoot
Courage
4+

Armour
Special Rules

Strength Points
Options Chosen:

Fantasy Rules:

Orc - 1st Med Inf


Reg

2
-

Attack Value
Defence Value
Shoot Value
Maximum Move"

5+
4+
5+ / 12"
8"
12
Mixed Weapons
@2pts.

Armour
Special Rules
Fantasy Rules:

Orc - 2nd Med Inf


Reg

2
Wall of Spears.

No: 17

Unit Type

Goblin Fanatics
Light Foot +
Exploder

Points

No: 18

Base Points

Unit Type

Warlord Chariot
Heavy Riders

Roll to Attack
Roll to Move
Roll to
Explode !

6+
5+
5+

Attack Value:
Defence Value
Shoot Value

5+
4+
-

Roll to Attack
Roll to Move
Roll to Shoot

5+
5+
-

Courage

4+

Maximum Move"

8"

Courage

4+

Armour
Special Rules

2
Wall of Spears.
Exploder.

Strength Points
Options Chosen:

12
Exploder @2pts

Fantasy Rules:

Goblin Wolfriders
Unit Type
Light Riders
Roll to Attack
7+
Roll to Move
5+
Roll to Shoot
6+

Points

Base Points

Courage

5+

Maximum Move"

12"

Strength Points
Options Chosen:

6
-

Skirmish.
Evade

Attack Value
Defence Value
Shoot Value

5+
6+
5+ / 12"

Fantasy Rules:

No: 21

No: 20

Goblin Wolfriders
Unit Type
Light Riders
Roll to Attack
7+
Roll to Move
5+
Roll to Shoot
6+
Courage
Armour
Special Rules

5+
3
Skirmish.
Evade

Fantasy Rules:

Orc -Crossbowmen Points

No: 22

Unit Type
Heavy Missile
Roll to Attack
7+
Roll to Move
6+
Roll to Shoot
7+
Courage
4+

Unit Type
Heavy Missile
Roll to Attack
7+
Roll to Move
6+
Roll to Shoot
7+
Courage
4+

Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"

6+
5+
4+ / 18"
6"

Armour
Special Rules

Strength Points
Options Chosen:

12
-

2
-

Fantasy Rules:

Armour
Special Rules
Fantasy Rules:

No: 23

Orc - Arrow Boyz


Unit Type
Light Missiles
Roll to Attack
7+
Roll to Move
6+
Roll to Shoot
6+
Courage
4+

Points

Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"

5+
5+
5+ / 18"
6"

Armour
Special Rules

Strength Points
Options Chosen:

12
-

Fantasy Rules:

4 (was 3)
Counter-charge.
May not enter broken
terrain or cross ditches
or walls.
Single model unit.

Fantasy Rules:

No: 19

Armour
Special Rules

Armour
Special Rules

2
-

Orc -Crossbowmen

2
-

Fearful: Suffers -1 to the Courag


unit that induces fear.

No: 24

Goblins - Archers
Unit Type
Light Missiles
Roll to Attack
7+
Roll to Move
6+
Roll to Shoot
6+
Courage
4+
Armour
Special Rules
Fantasy Rules:

2
-

Fearful: Suffers -1 to the Courag


unit that induces fear.

ARMY SELECTION LISTING


No

Unit Name

Unit Type

Rolgut 'The Unlucky' Leader

Orc - Boar Riders

Orc - Boar Riders

Orc - Wolfriders

Orc - Wolfriders

Orc - Chariot

Orc - Chariot

Elite Riders (Level


headed)
Elite Riders
Heavy Riders +
Bows
Heavy Riders
Heavy Riders +
Bows
Heavy Riders

Basic Points

No

Sub Total

Free

Free

18

Orc - Warlord Chariot Heavy Riders

19

Goblin Wolfriders

Ligft Riders + Bow

20

Goblin Wolfriders

Ligft Riders + Jav

Ruglars (Mercs)

Elite Inf + Bows

Warlord Bodyguard

Elite Inf

Orc - Heavy Reg 1

10

Orc - Heavy Reg 2

11

Trolls

12

Stone Trolls

13

Orc - Heavy Reg 3

14

Orc - Heavy Reg 4

15

Orc - Med Reg 1

16

Orc - Med Reg 2

17

Goblin Fanatics

21

Orc Crossbowmen

22

Orc Crossbowmen

23

Orc - Arrow Boyz

24

Goblin - Archers

24

Bellicose Foot +
Armour
Bellicose Foot
Bellicose Foot +
Armour
Bellicose Foot
Heavy Infantry
(Offensive)
Heavy Infantry
Light Infantry
(Mixed weapons)
Light Infantry
Light Infantry +
Exploder
Heavy Missiles
Heavy Missiles
(fearful)
Light Missiles
Light Missiles
(fearful)

TOTALS
Unit Tally
Points Cost

Useful Things To Consider


Fearfull @2pts
Fear @2pts
Hatred @1pt
Widardling @3pts
Slayer @4pts Re-roll misses.

5
31

ARMY OPTIONS
Points

Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"

3+
5+
10"

Strength Points
Options Chosen:

6
-

Points

Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"

4+
5+
10"

Strength Points
Options Chosen:

6
-

Points

Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"
Strength Points
Options Chosen:

Points
Base Points

4+
5+
10"
6
Chariots @2pts
(2 or 3 models
strong).

6
6

Attack Value
Defence Value
Shoot Value
Maximum Move"

3+
4+
6"

Strength Points
Options Chosen:

6
-

Points

Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"
Strength Points
Options Chosen:

3+
6+
8"
12
-

Points

Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"

3+
6+
8"

Strength Points
Options Chosen:

12
(4 models strong
unit)

Points

Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"
Strength Points
Options Chosen:

5+
4+
6"
12
-

Points

Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"
Strength Points
Options Chosen:

5+
4+
8"
12
-

Points

Base Points

Attack Value
Defence Value
Shoot Value

4+
5+
-

Maximum Move"

10"

Strength Points
Options Chosen:

Points
Base Points

Attack Value
Defence Value
Shoot Value

6
Chariots @2pts.

3
4

5+
6+
5+ / 6"
(Was 12")

Maximum Move"

12"

Strength Points
Options Chosen:

6
Short range
missiles @-1pt.

Points
Base Points

2
4

Attack Value
Defence Value
Shoot Value
Maximum Move"

6+
5+
4+ / 18"
6"

Strength Points
Options Chosen:

12
Fear @-2pts.

Fearful: Suffers -1 to the Courage roll above. -2 if fighting a


unit that induces fear.

Points
Base Points

2
4

Attack Value
Defence Value
Shoot Value
Maximum Move"

5+
5+
5+ / 18"
6"

Strength Points
Options Chosen:

12
Fear @-2pts.

Fearful: Suffers -1 to the Courage roll above. -2 if fighting a


unit that induces fear.

Fantasy Cost

Final Total

31

Percentage Chance
3
4
5
6
7

94%
86%
75%
61%
44%

ORC ARMY 1 (Balanced)

Figures In Army:

24

Points Value:

24

Army Leader: Rotgut 'The Unlucky'


No: 3

Orc Wolfriders

(Orc)

Points

Unit Type
Heavy Riders
Roll to Attack
5+
Roll to Move
5+
Roll to Shoot
6+
Courage
4+

Base Points

Armour
Special Rules

3
Counter-charge.

Strength Points
Options Chosen:

Fantasy Rules:

No: 9

Orc 1st Heavy Inf


Reg

Attack Value
Defence Value
Shoot Value
Maximum Move"

Points

Unit Type
Bellicose Foot
Roll to Attack
5+
Roll to Move
6+
Roll to Shoot
Courage
4+

Base Points

Armour
Special Rules

3 (was 2)
Ranger,
Counter-charge v
foot,
Wild Charge,
Fleet Footed.

Strength Points
Options Chosen:

Fantasy Rules:

Wizardling.

No: 21

Orc -Crossbowmen Points

Attack Value
Defence Value
Shoot Value
Maximum Move"

No: 7

Unit Type
Elite Foot
Roll to Attack
5+
Roll to Move
5+
Roll to Shoot
6+
Courage
3+

Base Points

Armour
Special Rules

Strength Points
Options Chosen:

4+
5+
5+ / 12"
10"
6
Mounted missiles
@1pt.

4
Ranger.

Points

Attack Value
Defence Value
Shoot Value
Maximum Move"

3+
4+
5+ / 18"
6"
6
Missiles @2pt.

No: 16

Orc - 2nd Med Inf


Reg

Unit Type
Light Foot
Roll to Attack
6+
Roll to Move
5+
Roll to Shoot
Courage
4+

Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"

5+
4+
8"

Armour
Special Rules

Strength Points
Options Chosen:

12
Attached
Wizardling @2pts.
Fearful @2pts.

3+
6+
8"
12
Terrifically Shiny
Armour @2pts.

Fantasy Rules:

2
Wall of Spears.

Points

3
3

Wizardling.

Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"

6+
5+
4+ / 18"
6"

Armour
Special Rules

Strength Points
Options Chosen:

12
Fearful@-2pts.

Fantasy Rules:

Ruglars Armoured
Infantry (Mercs)

Fantasy Rules:

Unit Type
Heavy Missile
Roll to Attack
7+
Roll to Move
6+
Roll to Shoot
7+
Courage
4+
2
-

48

Fearful: Suffers -1 to the Courage roll above. -2 if fighting a


unit that induces fear.

Percentage Chance
3
4
5
6

94%
86%
75%
61%

44%

ORC/GOBLIN ARMY 2 (Fearful)


Points Value:

Figures In Army:

24

84

24

Army Leader: Minor 'The Fearful' (Goblin)


No: 14

Orc 4th Heavy Inf


Reg

Points

Unit Type
Heavy Foot
Roll to Attack
6+
Roll to Move
5+
Roll to Shoot
Courage
4+

Base Points

Armour
Special Rules

3
Wall of Spears.

Strength Points
Options Chosen:

Fantasy Rules:

Greater Orc Shaman (Wizard @4pts).

No: 22

Orc -Crossbowmen Points

Attack Value
Defence Value
Shoot Value
Maximum Move"

Unit Type
Heavy Missile
Roll to Attack
7+
Roll to Move
6+
Roll to Shoot
7+
Courage
4+

Base Points

Armour
Special Rules

Strength Points
Options Chosen:

2
-

Attack Value
Defence Value
Shoot Value
Maximum Move"

No: 14

Unit Type
Heavy Foot
Roll to Attack
6+
Roll to Move
5+
Roll to Shoot
Courage
4+

Base Points

Armour
Special Rules

3
Wall of Spears.

Strength Points
Options Chosen:

Fantasy Rules:

No: 22

Orc -Crossbowmen

Unit Type
Heavy Missile
Roll to Attack
7+
Roll to Move
6+
Roll to Shoot
7+
Courage
4+

Base Points

Armour
Special Rules

Strength Points
Options Chosen:

5+
4+
6"
12
Wizard @4pts.

6+
5+
4+ / 18"
6"
12
Fear @-2pts.

Orc 4th Heavy Inf


Reg

2
-

Points

4
4

Attack Value
Defence Value
Shoot Value
Maximum Move"

Points

5+
4+
6"
12
-

Attack Value
Defence Value
Shoot Value
Maximum Move"

6+
5+
4+ / 18"
6"
12
Fear @-2pts.

Fantasy Rules:

Fearful: Suffers -1 to the Courage roll above. -2 if fighting a


unit that induces fear.

Fantasy Rules:

Fearful: Suffers -1 to the Courage roll above. -2 if fighting a


unit that induces fear.

No: 17

Goblin Fanatics
Light Foot +
Exploder

Goblins - Archers
Light Missiles

Unit Type

Points

No: 24

Base Points

Unit Type

Points

Base Points

Roll to Attack
Roll to Move
Roll to
Explode !

6+
5+
5+

Attack Value:
Defence Value
Shoot Value

5+
4+
-

Roll to Attack
Roll to Move
Roll to Shoot

7+
6+
6+

Attack Value
Defence Value
Shoot Value

Courage

4+

Maximum Move"

8"

Courage

4+

Maximum Move"

2
-

Strength Points
Options Chosen:

Armour
Special Rules

2
Wall of Spears.
Exploder.

Fantasy Rules:

Fearful: Suffers -1 to the Courage roll above. -2 if fighting a


unit that induces fear.

No: 23

Strength Points
Options Chosen:

12
Exploder @2pts
Fearful @-2pts

Orc - Arrow Boyz


Unit Type
Light Missiles
Roll to Attack
7+
Roll to Move
6+
Roll to Shoot
6+
Courage
4+

Points

Base Points

Armour
Special Rules

Strength Points
Options Chosen:

Fantasy Rules:

2
-

Attack Value
Defence Value
Shoot Value
Maximum Move"

5+
5+
5+ / 18"
6"
12
Fear @-2pts.

Fearful: Suffers -1 to the Courage roll above. -2 if fighting a


unit that induces fear.

Armour
Special Rules
Fantasy Rules:

5+
5+
5+ / 18"
6"
12
Fear @-2pts.

Fearful: Suffers -1 to the Courage roll above. -2 if fighting a


unit that induces fear.

Percentage Chance
3
4
5
6

94%
86%
75%
61%

44%

ORC ARMY 3 (Mounted)

Figures In Army:

24

Points Value:

24

Army Leader: Baligor 'The Aggressive'


No: 3

(Orc)

Orc Wolfriders
Unit Type
Heavy Riders
Roll to Attack
5+
Roll to Move
5+
Roll to Shoot
6+
Courage
4+

Points

Armour
Special Rules

3
Counter-charge.

Strength Points
Options Chosen:

Fantasy Rules:

Attached Slayer@ 4pts. (Re-rolls hits & misses)


Hatred of a particular race - Wild Charge against hated
enemy.

No: 18

19

Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"

10
4

4+
5+
5+ / 12"
10"
6
Mounted missiles
@1pt.

Warlord Chariot
Unit Type
Heavy Riders
Roll to Attack
5+
Roll to Move
5+
Roll to Shoot
-

Points

Base Points

Attack Value
Defence Value
Shoot Value

Courage

Maximum Move"

No: 3

Orc Wolfriders
Unit Type
Heavy Riders
Roll to Attack
5+
Roll to Move
5+
Roll to Shoot
6+
Courage
4+

Points
Attack Value
Defence Value
Shoot Value
Maximum Move"

4+
5+
5+ / 12"
10"

Armour
Special Rules

3
Counter-charge.

Strength Points
Options Chosen:

6
Mounted missiles
@1pt.

Fantasy Rules:

No: 20

Base Points

5
4

Points

4+
5+
-

Goblin Wolfriders
Unit Type
Light Riders
Roll to Attack
7+
Roll to Move
5+
Roll to Shoot
6+

10"

Courage

5+

Maximum Move"

12"

Strength Points
Options Chosen:

6
Short range
missiles @-1pt.

Base Points

Attack Value
Defence Value
Shoot Value

3
4

5+
6+
5+ / 6"
(Was 12")

4+

Armour
Special Rules

4 (was 3)
Counter-charge.
May not enter
broken terrain or
cross ditches or
walls.
Single model unit.

Fantasy Rules:

Strength Points
Options Chosen:

6
Chariots @2pts.

Armour
Special Rules

Fantasy Rules:

Skirmish.
Evade

Percentage Chance
3
4
5
6
7

94%
86%
75%
61%
44%

ORC ARMY 4 (Aggressive)

Figures In Army:

24

Points Value:

24

Army Leader: Ragnar 'The Unpleasant'


No: 9

Orc 1st Heavy Inf


Reg

(Orc)

Points

Unit Type
Bellicose Foot
Roll to Attack
5+
Roll to Move
6+
Roll to Shoot
Courage
4+

Base Points

Armour
Special Rules

3 (was 2)
Ranger,
Counter-charge v
foot,
Wild Charge,
Fleet Footed.

Strength Points
Options Chosen:

Fantasy Rules:

Hatred

No: 9

Orc 1st Heavy Inf


Reg

Attack Value
Defence Value
Shoot Value
Maximum Move"

Base Points

Armour
Special Rules

3 (was 2)
Ranger,
Counter-charge v
foot,
Wild Charge,
Fleet Footed.

Strength Points
Options Chosen:

Fantasy Rules:

Hatred

No: 9

Unit Type
Bellicose Foot
Roll to Attack
5+
Roll to Move
6+
Roll to Shoot
Courage
4+

3+
6+
8"
12
Terrifically Shiny
Armour @2pts.

Points

Unit Type
Bellicose Foot
Roll to Attack
5+
Roll to Move
6+
Roll to Shoot
Courage
4+

Attack Value
Defence Value
Shoot Value
Maximum Move"

Armour
Special Rules

3 (was 2)
Ranger,
Counter-charge v foot,
Wild Charge,
Fleet Footed.

Fantasy Rules:

Hatred

No: 16

Orc - 2nd Med Inf


Reg

Unit Type
Light Foot
Roll to Attack
6+
Roll to Move
5+
Roll to Shoot
Courage
4+

3+
6+
8"
12
-

Orc 1st Heavy Inf


Reg

Armour
Special Rules

Fantasy Rules:

2
Wall of Spears.

Wizardling.

#REF!

Points
Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"
Strength Points
Options Chosen:

7
4

3+
6+
8"
12
Terrifically Shiny
Armour @2pts.

Hatred

Points
Base Points

3
3

Attack Value
Defence Value
Shoot Value
Maximum Move"

5+
4+
8"

Strength Points
Options Chosen:

12
Attached
Wizardling @2pts.
Fearful @-2pts.

Wizardling.

Percentage Chance
3
4
5
6
7

94%
86%
75%
61%
44%

ORC ARMY 5 (Conventional)

Figures In Army:

24

Points Value:

24

Army Leader: Rocksucker 'The Caucious' (Orc)


No: 14

Orc 4th Heavy Inf


Reg

Points

Unit Type
Heavy Foot
Roll to Attack
6+
Roll to Move
5+
Roll to Shoot
Courage
4+

Base Points

Armour
Special Rules

3
Wall of Spears.

Strength Points
Options Chosen:

Fantasy Rules:

Less Orc Shaman attached.

No: 14

Orc 4th Heavy Inf


Reg

Attack Value
Defence Value
Shoot Value
Maximum Move"

Points

No: 14

Unit Type
Heavy Foot
Roll to Attack
6+
Roll to Move
5+
Roll to Shoot
Courage
4+

5+
4+
6"
12
Wizardling @2pts

Orc 4th Heavy Inf


Reg

Armour
Special Rules

3
Wall of Spears.

Fantasy Rules:

No: 14

Orc 4th Heavy Inf


Reg

Unit Type
Heavy Foot
Roll to Attack
6+
Roll to Move
5+
Roll to Shoot
Courage
4+

Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"

5+
4+
6"

Unit Type
Heavy Foot
Roll to Attack
6+
Roll to Move
5+
Roll to Shoot
Courage
4+

Armour
Special Rules

3
Wall of Spears.

Strength Points
Options Chosen:

12
-

Armour
Special Rules

3
Wall of Spears.

Fantasy Rules:

Fantasy Rules:

No: 22

Orc -Crossbowmen Points

No: 23

Orc - Arrow Boyz

Unit Type
Light Missiles
Roll to Attack
7+
Roll to Move
6+
Roll to Shoot
6+
Courage
4+

Unit Type
Heavy Missile
Roll to Attack
7+
Roll to Move
6+
Roll to Shoot
7+
Courage
4+

Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"

6+
5+
4+ / 18"
6"

Armour
Special Rules

Strength Points
Options Chosen:

12
-

Fantasy Rules:

2
-

Armour
Special Rules
Fantasy Rules:

2
-

Fearful: Suffers -1 to the Courag


unit that induces fear.

72

Points

Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"
Strength Points
Options Chosen:

5+
4+
6"
12
-

Points
Base Points

4
4

Attack Value
Defence Value
Shoot Value
Maximum Move"

5+
4+
6"

Strength Points
Options Chosen:

12
-

Points

Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"

5+
5+
5+ / 18"
6"

Strength Points
Options Chosen:

12
Fear @-2pts.

Fearful: Suffers -1 to the Courage roll above. -2 if fighting a


unit that induces fear.

Percentage Chance
3
4
5
6
7

94%
86%
75%
61%
44%

NOT SORTED

ORC ARMY 4
Points Value:

Figures In Army:
24

23

Army Leader: Maliki 'The Brutal'


No: 3

(Orc)

Orc Wolfriders
Unit Type
Heavy Riders
Roll to Attack
5+
Roll to Move
5+
Roll to Shoot
6+
Courage
4+

Points

Base Points

Armour
Special Rules

3
Counter-charge.

Strength Points
Options Chosen:

Fantasy Rules:

Attached Slayer@ 4pts

No: 18

Attack Value
Defence Value
Shoot Value
Maximum Move"

4+
5+
5+ / 12"
10"
6
Mounted missiles
@1pt.

No: 3

Orc Wolfriders
Unit Type
Heavy Riders
Roll to Attack
5+
Roll to Move
5+
Roll to Shoot
6+
Courage
4+
Armour
Special Rules

3
Counter-charge.

Fantasy Rules:

No: 20

Warlord Chariot
Unit Type
Heavy Riders
Roll to Attack
5+
Roll to Move
5+
Roll to Shoot
-

Points

Base Points

Attack Value
Defence Value
Shoot Value

4+
5+
-

Goblin Wolfriders
Unit Type
Light Riders
Roll to Attack
7+
Roll to Move
5+
Roll to Shoot
6+

Courage

Maximum Move"

10"

Courage

Armour
Special Rules

Fantasy Rules:

4+
4 (was 3)
Counter-charge.
May not enter
broken terrain or
cross ditches or
walls.
Single model unit.

Strength Points
Options Chosen:

6
Chariots @2pts.

Armour
Special Rules

Fantasy Rules:

5+
3
Skirmish.
Evade

19

Points

Base Points

Attack Value
Defence Value
Shoot Value
Maximum Move"

4+
5+
5+ / 12"
10"

Strength Points
Options Chosen:

6
Mounted missiles
@1pt.

Points
Base Points

Attack Value
Defence Value
Shoot Value

3
4

5+
6+
5+ / 6"
(Was 12")

Maximum Move"

12"

Strength Points
Options Chosen:

6
Short range
missiles @-1pt.

Percentage Chance
3
4
5
6
7

94%
86%
75%
61%
44%

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