Warhammer Army Project/Kislev
- 1 Kislev: Warhammer Army Project, 9th Edition Tactica
- 2 Why Play WAP Kislev?
- 3 Army Special Rules
- 4 Magic
- 5 Equipment
- 6 Army Units
- 7 Building Your Army
- 8 Tactica
- 9 External Links
Kislev: 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 Kislev?
Because you have been mightily pissed at how you never got a proper army instead of the meager scraps are given in 6th Edition.
- You are the first bulwark against the forces of chaos.
- Your fur coat comrades are less likely to run than the Pajamas men.
- Russians riding bears.
- Lots of your shooty units double as melee units.
- This song
- You are paying more money for bravery, not armour.
- your stuck with only your 2 custom lores
- only hybrid Range units, no cheap bows & guns.
Army Special Rules
- Kin of the Bear God: Kislevites have become so desensitized to death with all the raids. All units re-roll panic checks, which will alleviate keeping them together. With being humans light on amour panic rolls are likely to trigger (25% casualties, a Friendly gets annihilated, someone loses on combat and breaks, or some fleeing units moves through you.)
- Glorious Charge: Winged Lancers and Gryphon Legion cause fear on the charge, and If they win combat that turns but fails to break that unit, they can test Ld to run away and try again in your next charge.
- Ideally, this will be done with an anvil unit so the cav is not charged later and enable flanking so you win the engagement.
- Hatred (Chaos): A lot of units in this army also have Hatred (Chaos), As in every Chaos-aligned army (WoC, Daemons, and Beastmen).
- Helpful to overwhelm their defense or number, but can be a pain if a rerolled pursue pulls them out of formation.
The Lore of Ice and Lore of Hags are your only two lores (unless you want to take the Wizarding hat)so be sure to get used to them.
The Lore of Ice
Attribute: Numbing Cold: All spells cast on an enemy robs them -1WS/BS, which can be some decent protection.
- Signature: Shardstorm: (7/13) Deals 2d6 S3 hits to one unit 24" away. Augmenting this not only boosts the range but also ups the strength to S4.
- Form of the Frostfiend: (6) Turns the witch into a flying monstrous beast with +2S +2T +3A and Terror. While this all sounds mighty impressive, do beware that all your magical items will be inactive during this form, so it's saved for a solo suicide witch or leading lance charge witch.
- Ice Armour: (6/12) Gives a unit +2 to armour...that gets hosed by flaming attacks. Augmenting gives this to everyone within 12". Kislev lacks armour in general so this is a good way to turn the 6+ save from shields into something helpful against the right foe
- Freezing Blast: (7) One enemy unit is now under constant dangerous terrain. This is extra useful when the unit's in water, as they're now utterly immobilized until someone melts the ice with flaming attacks. The enemy always takes the test even if they don't move so it won't slow them down. Combos with one of the Hag spells though.
- Midwinter's Kiss: (10) Gives the witch an S5 armour-ignoring breath weapon. KICKASS.
- Gift of the Winter Wind: (13/16) One enemy unit within 18" must test Ld on 3d6 discarding the highest, with failure followed by testing S or dying outright, ideal for wiping out screens before making the charge. Augmenting doubles the range.
- Invocation of the Ice Storm: (15) You have the magical equivalent of a bombardment, with misfires covering the entire screen. Anyone inside the variable-sized "pieplate" takes -2 to BS or shoot on a 4+ as well as take 2d6 S2 hits. The injury's none too hot, but at least a misfire's an actual upside for you.
The Lore of Hags
Attribute: Curse: All spells cast on an enemy unit forces them to re-roll 6's to wound.
- Signature: Curse of Misfortune: (9/12) One unit fails dangerous terrain on a 1 or 2, take -1 to hit anything, and can't benefit from Character Ld. None of it's very dangerous, but it's all inconvenient enough to help break a low-Ld army even with their HQ. Augmenting doubles this range. Combos well with the Freezing Blast from the Lore of Ice to put holes in even elite units and make them considerably weaker
- Fortune Told: (5) The hag and any unit she's with re-rolls to hit and gets a 6++ ward. Great for a front and gun line.
- Form of the Ancient Widow: (6) Turns your hag into a monstrous beast with +3S +2T +3A, piercing 1 and terror. Your magic items won't work here either, though you'll be well off for combat, especially if it's cast by Baba Yaga as the spell doesn't have mount restrictions.
- Summon Spirits: (7/13) 3d6 S2 piercing 1 hits on a unit within 24". Augmenting boosts range and makes them S3. Basic magic missile, always worth considering
- Cursed Pledge: (9/12) Force an enemy unit to either move or shoot an allied unit. If they refuse to do so, every model in the unit takes an S4 hit. Get the enemy Hellcannons to blast their own lines, always a plus.
- Curse of Sickness: (11/14) A magical bombardment with d6" scatter, anyone under the small pieplate tests T or takes an unsaveable wound. Augmenting this only doubles the scatter, which is kinda...not what you want?
- Hag's Curse:(12/15) This is a multi-turn spell that eventually robs the target of everything so it becomes useless - even after dispelling as the debuffs don't go away after the spell is removed. If you get this, be sure to chuck it at the big guys you want removing, very scary as the debuffs are permanent, expect your opponent to always try to dispel this, so it's a great way to bait out dispel/destroy magic scrolls if nothing else.
Heirlooms of Kislev
- Holy Axe of Miska: A greatweapon without the Init penalty and d3 wounds? For 65 points, that's quite a bit to ask for.
- Pistols of Saint Boydinov: 25pts. Boyar/Hetman only. You have the ultimate pistols now, auto-hitting, magical, and re-rolling to wound.
- Armour of Alexandr: 65pts. This is a paired set of heavy plate and shield, giving a 3+/5++ save that can break magical weapons. Awesome (Although as the rules are written now no one in the Army can wear it because no generic character has the option to take Heavy Armor...). If your opponent is ok with you taking it then combo with the Dawstone fromthe Rulebook so you can re-roll armour saves
- Ice-Armour of Jekaterina: 35pts. Ice Witch/Maiden only. This is your lone means of protecting a witch, a 1+ that can only drop to 4+ by penetration but failing it even once shatters it. You'd probably want to grab a good Ward to offer extra protection in the event this shatters.
- Yakov's Kvas: 25pts. You get to share a drink with one unit and make them suffer the Kvassnic's drunkenness for a turn (results in a 1/3 chance of Stupidity, Frenzy, or Hatred).
- Apple of Kislev: Boyar/Hetman only. Gives you Ld 10 and the ability to re-roll any tests using this score. Impressive it is, but at 40 points, you can probably go about making him beefier instead.
- Boots of Seven Leagues: 25pts. Gives one infantry unit M10, overstepping any dangerous terrain. This is all awesome, but it also means that the guy can't realistically join anyone. Put on a suicide wizard with one of the transformation spells, might be fun.
- Crown of Kislev: 40pts. Enemies must re-roll to wound the bearer.
- Sceptre of Schoika: Adds a die to power and dispel pools, with a one-use boost of another die when casting. Kinda taking the piss for 75 points.
- Holy Icon of Mishka: Adds +1 to hit during the first round of combat. For only 25 points, this is kinda alright (Considering it does the same thing as the Banner of Might for 35 Points less its the tits). Works really well with the Winged Hussars/Gryphon legions Glorious Charge.
- Njevski's Screeching Back Banners: 25pts. Winged Lancers or Gryphon Legion only. Anyone charged by this unit must test panic at -1Ld.
Lords & Heros
- Boris Ursus: 350pts. Tzar of Kislev before Katarin and responcable 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.
- 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 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.
- 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.
- Warhorse: The universal standard of all mounts.
- 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.
- 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 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 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.
- 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 Commissars. 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 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.
- 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.
- 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.
Building Your Army
Start with blocks of Gospodars(With Shields, halberds if you don't think the enemy has arrows). Kossar place behind to cover flanks and provide cover fire(no one wants to charge or counter charge archers with Greatweapns)
the question of winged Lancers or Druzhina comes down to how good is your anvil or need money for other units.
Chekist should always be included to prevent the Gospodars Anvil from breaking.
Only get two lores.
- Ice: with so little armour, you need to be casting this on anything that could be a problem. Debuffing offensive lore that lowers the enemy's ability to hit things, cast SHARDSTORM on any threatening archers. ICE ARMOUR can let an important harder to kill.
- have not gotten the update yet but chances are good that Ice attacks will be added to this lore, so in addition, this also lets your Greatswords strike before even elves.
- Hag: similar to Ice but more debuffing in nature. Enemy hit gets a minor debuff to hit compared to Ice. Curses can cause serious because of enemies and mess with them. FORTUNE TOLD is also a good reason to use a Deathstar for a hag bunker as the unit can re-roll hits and gain a Ward save.
With the light of armour taking 2 heroines levels wizard with Ice and Hag can do wonders to protect your army, especially when they double team a single target (Magic Dangerous Terrain that is failed on 2s).
March under the cover of winds: as mentioned several times, Kislev is not the best armored, and die to arrows. One of the strongest defense is spamming magic. By hitting any problem unit with magic even if it is a weak magic missiles, they become worse at hitting things, protecting your Russians and Bears.
- Chaos Warriors: The main faction Kislev was designed to fight. outside magic, close-range Mauraders, and expensive units, WoC really on their massive plate mail body running across the field. Against a Warrior, don't bother with getting armour unless it's at least a 3+. Get numbers to tarpit, pore as many shots as you can, and pond them with Can openers. Winged Hussars and Bears do their work best when the targes are pinned.
- Deamons of Chaos: Similar to WoC but with no armor, heavier magic, faster units, and Super monsters. Do the same things but go strength attacks over AP, guard your flanks, get Urugan Cannon, and armoured bears to death hug greater daemons.
- Empire: your essentially imitating the empire but on a budget. They have a better long-range game and better-protected units. Against any nacked army vs arrow, Be aggressive, use scouts, hawks, magic, and ambushes to remove the guns then charge with your superior Russan muscles. The empire knights have platemail but Kislev knows Swinging first with a big stick is safer than hiding behind a shield.
- Beastmen: Similar to you with little armour traded for offense and have monsters. They prefer flanking and are not as good at shooting with weaker moral. Go arrow heavy and force them to make leadership tests. Be careful of their Shamans, Wild lore can make bears kill themselves.
- Elves: like the empire + Chaos Warriors, often better with arrows, you need a joint strategy of number + Arrow disabling + ice magic.
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