Warhammer Army Project/Dogs Of War
- 1 Dogs of War: Warhammer Army Project, 9th Edition Tactica
- 2 Why Play WAP Dogs of War
- 3 Army Special Rules
- 4 Equipment
- 5 Army Units
- 6 Regiments of Renown
- 7 Building Your Army
- 8 Tactica
- 9 External Links
Dogs of War: Warhammer Army Project, 9th Edition Tactica
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.
It should also be noted that Eliasson is constantly updating his work, so don't expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.
Why Play WAP Dogs of War
Because you love making money and living the wildlife of the mercenary. You can't stand the religiousness of Estalia, the Empire, and Brettonia, and can't stand just earning standard pay for being another cog in their grinding machines. You also want to run an army full of vibrant characters, with units ranging from standard Pikemen to Maneaters to Hobgoblins! You also really like crossbows because they're far more reliable than blackpowder weapons. So get your paychest, grab some pikes and crossbows, hire some dirt poor sellswords and a few shady looking characters and fight across the Old World in search of Gold and Glory!
You can also take a lot of regiments of renown as core units in your army, letting benefit from your buffs.
- In terms of line choices, you have a large selection of human loadouts and access to other races like Dwarfs, Elfs, Orcs, Ogres, and Giants. Great for making counter builds.
- Have a level of character customization that, while not as massive as Chaos or Vampire Counts, is still nothing to sneeze at.
- Regiments of Renown have a lot of special troops choices for you, while the rest offer some special tricks.
- Sellswords has the cheapest base and has the most customizability in terms of armor and melee weapon range.
- You have no choice in regards to the Paymaster. You need to take one and if he dies, your army's sure to follow.
- Like the Empire, you can do everything but not all of it is done well. This is especially the case with a bunch of soldiers of different races.
- Your leadership's fairly spotty anyways - one bad roll outside of any helpful auras might result in a cascade of fail for a key unit.
Army Special Rules
- Racial Distrust - Different races have levels of trust treating each other as allies, but are still affected by the Paymaster's Hold Your Ground!. Humans, Dwarfs, Elves, and Halflings treat each other as trusted allies. Ogres and Hobgoblins are treated as suspicious allies, and Orcs are Desperate allies for Humans, Dwarfs, Elves, and Halflings.
- Mercenaries: When a unit not joined by a General, Paymaster, or Merchant Prince breaks they have a 50% to also lose -1 leadership in addition to fleeing or a 16.7% chance of passing the beak test instead.
- Pavise: A heavy shield for Crossbowsmen, it's useless in combat, but it adds +3 to any armour (4+ if there's no armour).
Spoils of War
- Hurcio's Club: 60pts. Two-hander that adds +1 S/A for each turn they're in combat, maxed at +3.
- Cathayan Dragonsword: 50pts. Fabulous sword with +1 WS/I, KB, flaming, and piercing 1.
- Domingo's Arbalest: 45pts. Special Hand bolt thrower that Deals a S5 shot with Multi Wound(D3) and ignores armour.
- Pike of Remas: 30pts. Mercenary General or Captain on foot only. This can deal d3 S5 impact hits when charged and gains HKB against cavalry and monstrous cavalry.
- Helm of Myrmidia: 45pts. 6+ Save with Hatred to Undead. It robs an attack from anyone in b2b and forces -1 to hit them close combat.
- Mambrino's Golden Armour: 20pts. Full plate that negates HKB and multiple wounds, but it robs 2I, meaning you're a slow clunky mofo. Not like that matters much for a Dwarf.
- Staff of Fickle Fortune: 35pts. During each magic phase, roll a d6: 1 - rob d3 from casting attempts, 2 - nothing, 3+ - add d3 to casting attempts.
- Guido's Lucky Coin: 5pts. Re-roll one hit, wound, or save die in the whole battle. Cheap for a single reroll, Make it count.
- Justintine's Paychest: 35pts. Replaces Paymaster's Paychest. Gives them Cold Blooded (roll 3d6 for Psychology and Break tests, drop lowest).
- Banner of Venni: 45 points for Devastating Charge? Really? Still, +1 attack is very good on charging Freelancer or Ogres with big weapons.
- Eagle Standard: 25pts. Enemies can never get the Outnumber, Flank, or Rear combat resolution bonus against the unit carrying this banner.
Quirks of Character
An additional way to spend your HQ's magic allowance, giving them additional traits to make them stand out.
- Grizzled Warrior: 35pts. Forces all wound rolls against the hero to be re-rolled. Kickass.
- Stoic: 35pts his unit gains Stubborn. Golden on a hero to turn any unit into a tarpit.
- Charismatic Leader: 25pts. General only. This expands their Inspiring Presence by +6", which is really remarkable.
- Fearless: 20pts. The HQ and their unit gain Immunity (Psychology). Run not from monsters and your men's failed to keep face
- Rich & Greedy: 20pts. Mercenary General only. All models using a Paymaster's Hold Your Ground re-roll one dice for Break or panic tests, giving a taste of the Empire's grit.
- Eagle Eye: 20pts gains Sniper. on a Mercenary Captain, Elf or Assassin. They can be pivotal to take out bunkered characters.
- Berserker: 15pts gains Frenzy (+1 attack, Immunity (Psychology), but must pass Ld or charge). Fearsome on a blinged melee character.
- Blood Feud: 15pts gains Hatred. Part two on a melee build.
- Lethal Strike: 15pts gains Killing Blow. More good things for melee builds.
- Ranger: 15pts. Model on Foot only. gains Scout (can be deployed anywhere after all other units are deployed). depending on how they are kitted, they could be a Distraction Carnifex or an early turn nuke, especially if a wizard (although you are feeding your opponent easy Victory points).
- Veteran: 10pts gains +1WS. On Most WS5 captains, They have a better time dueling other heroes. If they were WS6, They are now Hitting common Humans on 2+ and can combo well for infantry grinding loadouts (more attacks, better woundings, AP).
- Cunning: 10pts may reroll one failed hit roll each CC phase. cheaper Blood Feud but works every round
- Ambusher: 10pts one Core unit except Freelancers to gain Ambushers in case you didn't bring Leo.
- Poisoner: 10pts gains Poison attacks. You could gain strength with a magic weapon, or buy a different attribute and get a cheap and strong flat +1 to wound.
- Vanguard: 10pts his unit gains Vanguard. Like scout can't charge if you go first but gives you an early start on getting closed to combat or shooting for a non-skirmish unit
Lords & Heroes
- Borgio the Besieger 200pts. Merchant Prince of Miragliano and master of siege warfare. He's got a chance to cheat death, he can add an additional cannon than normal if he's the general, and is a Merchant Prince, making the choice easy. On top of that, his weapon goes S10 on a 6 to hit, he gets a 1+/5++ save with Fear, which when combined with his inability to die, makes him a good tank.
- Lucrezzia Belladonna: 290pts. A charming but truly toxic Merchant dame of Tilea. She's a L4 wizard of Shadow or Death with tons of poison. While humans can instantly rally within 8" of her, she can also grant one character Poisoned Attacks from her lipstick as well as a potion that might (5/6) grant a +1 boost to a number of stats...or hurt them. In addition, she can also chance harming enemy characters before the battle even begins, which is great. As a wizard, she's not meant to be in the front lines, though if you give her the potion, she can use that and her own poisoned attacks to soften an enemy up.
- Lorenzo Lupo: 210pts. Merchant Prince of Lucchini and faux gladiator. He's a man's man who doesn't need any horse and instead adds +1 to a foot infantry unit's combat resolution when he's with them. The man himself is no slouch either, with a chance to improve +1 to WS, T, or A before the battle and his weapon negates armour. On top of that, his shield robs an attack from anyone in b2b and his ring has a bound spell that immediately rallies friendly units. Strap him with a well-protected force and see the fireworks begin.
- Marco Columbo: 190pts. Mechant Prince of Trantio and totally not Christopher Columbus. He's another foot-hero, but he's very much not meant to fight on foot, rather preferring to use a crossbow while ignoring Move or Fire. He offers Sniper and denies scouts within 24" of him, which gives his army a pretty big berth with the ability to mock them for not getting closer. He has a 6+/4++ save, but he has a single-use scroll that provides Magic Resist 2 as well as a single-use boost of +d3 to Strength for combat.
- Ghazak Khan: 220pts.Genghis motherfucking Khan as a hobgoblin in the Old World. As a leader, he offers a way for hobgoblins to re-roll their animosity rolls and lets wolf riders become core. As a warrior, he has fear, charging forces enemies to stand perfectly still (though this is foiled because psychology), and his monstrous sword eradicates most armour and deals d3 damage. As for his protection? Well, how does gaining a 4++ Ward with Magic Resist 1 the instant he's wounded and double strength against the first enemy who did it sound?
- Leitpold the Black: 220pts. A cruel mercenary and Border Prince. He's the sort to rush forward, with only a 3++ save (The ward can die if it fails and rob him of 1 point of Toughness and Leadership) to shield him and Devastating Charge (shared with any unit he joins) and a great weapon with ASF and d3 wounds to guide him.
- Leonardo Da Miragliano: 75pts.Creator of the Steam Tank, and many other wacky, silly inventions, and the Warhammer equivalent of Leonard Da Vinci. Of course, his prime specialization is in inspecting machinery - This translates to either re-rolling one scatter, artillery, or hit die for a war machine, re-rolling 1s to hit for crossbowmen, or allowing one core unit to ambush. His lone ranged attack is a hand-grenade with S3 Piercing 2 that doesn't factor scatter in. He also has a single-use ability to rob the enemy of magic dice as well as compelling the enemy to reveal where the majority of their magic item budget went.
- Mydas the Mean: 210pts. A greedy Paymaster with a paychest turned into a chariot. This chariot only deals d3 impact hits, but it adds +1 to combat resolution and has an increased range to his Paymaster aura. His chariot's operated by his Moneylender, which adds +d3 to Ld over the base lender. He's also trapped with bodyguards since his chest's so huge. He has the ability to grant a random buff each turn, all tailored to ensure that nobody leaves him alone. and he grants Magical Attacks for his unit.
- Aenur, The Sword of Twilight: 120pts. A mysterious Elven swordmaster who's barred from being General. He has better WS than most of his kind (also auto-hit on 2+s) and Wounds with S5 and killing blow. While this makes him a skilled duelist, he suffers considerably by being squishy, protected only by his light armor and 5++ from combining his parry and elf dodge.
- Johann the Knife: 135pts. A skilled knifeman, statted as an assassin with both new and old poison rules. He can also throw these knives, using Multiple Shots (3) that doubles when he stands still. Once per game, he can drink a special potion that gives him +1 to Movement, Strength, Initiative and Attacks for the remainder of the game.
- Marianna Chevaux: 180pts. A vampire who hunts her own kind, forbidden from being General due to not being human. Like many Lahmians, she relies on her vampiric body and speed over armor. She's got decent combat prowess with ASF S5 as well as Hatred and Poisoned Attacks against vampires, though vampires will hate her back. She also gives good support for her unit, as any shots against them take -1 to hit.
- Marquand & Ulli: 130pts. A pair of mercs who act as a pair of characters who can otherwise join units but can never hold the role of General. Ulli is the bruiser of the group, with a great weapon and Decestating Charge, being generally stronger but slower. Marquand is faster and has a 6++ Dodge and Parry, making him slightly more defensive alongside carrying throwing weapons. If either one of them goes down, the other will gain Hatred against everything for the rest of the game.
- Nicodemus, The Cursed Pilgrim: 155pts. A level 2 Loremaster of his own special magic, called hedge magic. His lore is a mix between buffs and magic missiles, with two of the blessings being applied to Nicodemus himself.
- Simius Gantt, The Crow Master: 155pts. A level 2 Death wizard who comes with a special spell and deals d6 S2 impact hits to any units in base contact each turn. This spell forces an enemy to test Toughness or else suffer a -1 to almost every stat, which is even more crippling to being constant until the target either passes a Toughness save or gets dispelled.
May not have the same level of customization as chaos Warriors and Daemons, but Quirks can still do a lot. You should always keep in mind that a unit leader can be given Vanguard, Ambushers, or Scout to a unit so keep that in mind when looking a Dwarfs. The only true downside of DoW is that taking a Paymaster is mandatory.
- 0-1 Merchant Prince: The Guys who control the city-states of Tilea, and who personally fund the Mercenary Armies of the Dogs of War. only compare with a Mercenary captain in terms of fighting but Their special rule of 'The Best Money Can Buy' can improve a troop unit's Armor or AP by 1 for 1 ppm (2 if the unit is not Infantry) or let them buy another Magic Standard. Whatever you buy them, don't skimp out as you only get one Prince.
- Note that this hard cap also applies to named characters who are Merchant Princes.
- The Best Money Can Buy should be used to either give a big unit +1 Armour so they can hold the line, or give +1AP or an extra banner to a deathstar.
- Mercenary General/Captain: Your Generic Human Leader with High leadership. The general will tend to be a General when there's no Merchant Prince to make things fancier, or there are magically decked out thugs.
- Hireling Wizard Lord/Hireling Wizard: Like any other seen in any other civilized army, Wizards who use their control over the Winds of Magic to make some sweet dosh. They get horses and or the lord can have a Pegasus. Like the Empire, they can know any of the core book Lores.
- 1 Paymaster - the Guy with all the coinage, and who guards the paychest. Acts as a Battle Standard Bearer and every Dogs of War army is required to take at least 1 of them. If he flees, he has to be caught rather than instantly dying. However, any friendlies within 12" if he dies (18" if he has the chest) losses -1 Leadership.
- May take a Money Lender who also adds +1 Leadership to the Paymaster's aura, and can act as a Challenger chaff so you don't lose your Paymaster right away to that Chaos Lord.
- The Paychest adds some extra stuff to him for 30 points. can't ride a horse but This makes his range for Hold Your Ground increase by +6" and adds +1 to his save on top of his two halberdier bodyguards. However, he can no longer simply flee a battle and must take a last stand and he can't get a horse to haul his lucre. If he dies, your whole army will now hate the killers for stealing the money.
- Assassin: You know Ezio Auditore? Basically, these guys are him. Hide them in a crowd, pop 'em up and smash an unsuspecting unit. He can be built to help at range or in combat and can either buy KB or poison.
- Dwarf Mercenary Captain: A hero For your Dwarfs, trapped with either a crossbow or pistol for ranged combat.
- Elf Mercenary Captain: A hero for your Elves. Quick and Accurate despite being lightly armored, they can get their neato dodges against most enemies below their Initiative.
- Orc Mercenary Captain: Leader of Orc Contingents. He's just as strong as the rest and while he can't shoot, he can be kitted to get stuck in good.
- Ogre Mercenary Captain: Leader of Ogre Contingents. They are already a big man with S5 and Impact hits, slap on a Sword of Strife, and your good.
- Hobgoblin Mercenary Captain: Leader of Hobgoblin Contingents. It's cheaper for him to lead a flanking unit than a Human Captain with Stradiot. Boost Wolf riders Leadership to an Average 7. He facilitates a cheap way calvary to deliver a duelist.
- Warhorse: The most well-known and most reliable of mounts.
- Pegasus: Identical to the Empire. You have no flying cavalry, so only for general, wizards, or old hero-hammer styled blenders.
- Griffon: Same as seen in the Empire. Exclusive to Mercenary Generals, though they're not exactly worth it with how easy it is to snipe that chicken out of the air. If you do try to make it work, have a Mercenary General on one and another lord to be the general. Griffon rider should be dected in gear and have the Vanguard quirk for a turn 1 charge. This will cost you around 280-320pts. This eats your 25% lord rations.
You really what Dogs Of War are about when you see how many weapons and armor option the human-only core units have.
- Pikemen The poster-child of Dogs of War armies, the Pikemen make up the backbone of a solid defensive line. Combined with a Merchant Prince and heavy armour, a horde of 60 can rock a 3+ armour save, and fight from all ranks for 540 pts. 60 attacks a turn. Ouch.
- Crossbowmen Standard but solid choice, good for thinning enemy down or picking off smaller units of fast cav or mangler squigs. They can take handguns, but you can never take more units with them than you can normal crossbows. If expected to take counter fire from enemy troops, can take light armour and/or pavises, which would bring the armour up to a 3+ vs shooting or even 2+ if you take Medium armour. A tough nut to crack with arrows.
- Sellswords Flexible unit with the main advantage of being cheap as chips in most cases. Can be tailored to do most anything you need them to, from can-openers with halberds or great weapons, ranged support with bows, or small skirmish units that provides supporting fire with javelins and AHW, these guys can do almost anything.
- That being said they're not the best at much of anything. You can upgrade them to veterans, giving +1 WS, and the option for Heavy armour, which can help, but you're still weighing these guys against a lot of other units for usage.
- Heavy armour combined with the Merchant Prince buying an armor boost can make a tough unit to crack even tougher if combined with shields, giving them a walking 2+ save.
- Duelists Flank guards mainly, but small units of throwing weapons or pistol armed duellists can pose a significant nuisance to the enemy. Also still good in a scrap if it comes down to it, as even taking a pistol counts as an extra hand weapon in a fight.
- Freelancers Basic and cheap medium Lance cavalry that can be bumped up to heavy with the option for full plate and barding, allowing them to reach the vaunted 1+ cavalry. That being said, they're the same as the empire knights, killing coming from the lance charges, they're going to suffer in a protracted fight, so you might be better used out of them as a flanking force with a larger ranked unit to provide the numbers to break steadfast. The question of how much armour to put on a Freelancer is considering the volume of attacks, their AP, and if you want spam able lances or Stalling cavalry.
- Stradiots Basic fast cav with some decent options. Bows work for mobile shooting support and can get close to make things easy for you. Crossbows and Handguns are interesting if you can shoot at an enemy's back, but you lose accuracy if they move around a lot. Spears, shields, and light armour can make a half-decent charging force to help break up enemy formations or hunt down war machines and skirmishers.
- 0-1 Paymaster's Bodyguard: You need a paymaster in the list, let's face it, you're taking this. Halberdiers with WS4, S4, I4, and Stubborn as long as the paymaster is in the unit. With the option to upgrade to fullplate, these guys can make a solid anvil unit, albeit one with some teeth.
- Pit Fighters: Good for scrap, elite flanking fighters with two S4 and immunity to Fear. Replacing sword & board for spear & Nets is just a good idea, as on a 2+ you can drop the attack of one foe and his mount by -1. Nice swing there.
- Mercenary Dwarfs: It's a basic dwarf unit. Does everything a unit of dwarf warriors can do. Durable Line guards, they move out of pace with other units with their slow 3" forcing you to always March or be behind the line. They make a decent pick to be Melee able Crossbows, to protect flanks or be a decent wall with their ability to soften the blow of losing a fight.
- Norse Marauders: Let's go maraud something! It's a unit of Chaos marauders with Frenzy on the charge! Only S3 means that extra hand weapons can give a lot of attacks, but will struggle against armour. Probably better off with Great weapons or flails. You can take shields. It's debatable between using Marauders or ork, Marauders can use your Human Generals LD, have better-hit chance, and can dish out more attacks on the charge.
- Mercenary Halflings: Weaker than a goblin in combat but hard to hit in melee and has great accuracy. They can be made cheaply as scout chaff to buy time or as accurate archers & slingers.
- Mercenary Orcs: Orcs are fairly powerful with S4 on the first turn of combat, and unlike the core army the Animosity doesn't seem to hate you - On a 1 they only lose their ability to do anything, while a 6 gives them a free move towards the closest enemy. It's debatable between using Marauders or Orcs, Orcs are harder to wound, wound better on the first round, and can take spears so they can fight in 3 ranks.
- Hobgoblin Wolf Riders Profane goblins as Wolf Riders. 1" faster then Stradiot but -1 I & Ld. Suffer Squabble like Greenskins: 1/6 take a panic test, 1/6 take damage but gain +1 to hit. Can take poisoned Attacks, letting them wound things in the Shooting and fight phase better than what most people expect.
- Mercenary Ogres: An Ogre unit. They only have Impact Hits (1) on the charge, but they are the big beefy beatsticks you expect them to be. They play like slow cavalry. A min size unit with Brute for 103pts inflicting 13 attacks at S4 + Ogre Charge.
- Ballista: 40pts. A Bolt Thrower
- Scorpion: A Light Bolt Throwers that can be Bought in groups of up to 3. Scorpion are more cost-effective then Ballista for impaling rows of infantry as you get more shots.
- Mercenary Elves Even the arrogant need to eat. A standard elf infantry that can take Spears, Long Bows, and/or Shields. They can also be Skirmish scouts, Filling the same roles as Haflings but are better fighters.
- Maneaters: Mercenary Ogres+. On top of being an Ogre, Each you can buy wargear for each module separately, like giving the champion a greatweapon for 4 S7 attacks and arm 2 others with Ogre Pistols. Unfortunately, the massive variety of random rules was cut down to only Immunity (Psych) and Stubborn, which sucks for making specialized ogres. If you need Ogres with Guns, then these are your costly lot.
- Onager: 85pts. A Stone Thrower. Also known as a pie plate of doom to many infantry.
- Cannon: 85pts. A Cannon. the premier monster-hunting weapon.
- Ribault: 85pts. An Organ Gun, the same price as a Cannon, firing a Grapple shot at 24". Most effective at taking out Calvalry units with its -3 AP.
- Halfling Hot Pot: 70pts. A weaker Stone Thrower that Ignore Armor Saves, in exchange for range and strength. They also benefit from the Halfling's -1 to-hit in melee. Exelle better against heavily armored humanoids compared to normal Stone Throwers, as wounding on a 4+ instead of 3+ is better than also having to roll for armour.
- Giant: 200pts. Let's not ask HOW a Merchant Prince managed to get a Giant on the payroll, let's just enjoy that you have one you can throw at people and kill them.
- The Marienburg Class Land Battle Ship: a Ship on land, made a mobile gun platform, had one Cannon that can always fire in addition and 6 handgun shots. they can also have move ether slowly forward 6" or random move(3d6") but with a chance, if something bad happening.
Regiments of Renown
All of them.
Many are similar things you can normally take + named champion. You Should look only at gimmick units or ones that provide a discount.
Building Your Army
Diverse in how to make an army. You must have a Paymaster and his Bodyguards are a must, but that's the only restriction.
Cheap men rushing with flails, Pikes in full plate, Duellists, Crossbows and knights on the flanks, and that just the core.
Other than that they play just like the empire but with more generic units with a wide gear selection instead of specialized state troopers, possessing the most sophisticated collection of warmachines and magic items, plus better at keeping morale high.
You get all the core lores so your very diverse in magic options.
- Fire: Second War Machine and +1 wounding.
- Heavens: hit rerolls and Ice & lighting attacks.
- Light: Anti-undead/Deamon, improve Initiative and bravery.
- Beast: Second War Machine and improve Strength and Toughness.
- Life: Protection and healing.
- Shadow: lower enemy stats and wizard mobility.
- Death: Killing things for more magic and away Scare the enemy.
Your main weakness is that your Core troops are humans. Other than that your very flexible.
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