Warhammer Army Project/Regiments of Renown

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Regiments of Renown: Warhammer Army Project, 8th Edition Tactica[edit]

Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the units, 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 Take a Regiments of Renown[edit]

They provide an array of quirky one-off units that can be included in any army and provide something they may not normally have. Each is lead by heroes that are married to their unit and usually have all the equipment they need. A unit's Acceptability and Rarity choice vary between factions and regiments, with Dogs of War (i.e. the Tilean Mercenary faction) being the only faction to field some of these units Core choices while the other armies treat all of them as non-aligned allies..



  • Asarnil the Dragonlord: A way to give some human factions a high elf Dragon rider. Asarnil can calm enemy dragons, though it's not as good as Imrik's by virtue of needing an Ld check to work. Deathfang the dragon is your standard fare Star Dragon, with his only protection besides his re-rollable 3+ armour being a -1 to hit with missiles.
  • The Witch Hunters: A callback to the time when Witch Hunters weren't part of the Empire army list. You have two Witch Hunters, each with prayers. Johann has a brace of pistols that re-rolls to wound wizards, undead, and daemons, as well as a stake that doubles his strength against the undead and daemon with the added benefit of insta-killing vampires he wounds with no saves. Wilhelm has a book that gives them a resistance against foul magic (Chaos, Necromancy, Dark Magic) equal to the strength with which it was cast and a staff that adds +2 strength and auto-wounds Skaven, undead, and daemons.
  • Gotrek & Felix: A more iconic duo there is not. Felix only has a blade to his name that adds 2 attacks and forces him to charge and re-roll hit and wound rolls against Dragons. Gotrek, on the other hand, has quite a bit going for him. He hates greenskins and Skaven, he always wounds at a 4+ or better with a strength equal to enemy toughness, he grants both himself and Felix a 4++ ward with magic resistance 2, and his axe ignores armour, gives extra attacks per successful hit, and deals 2 wounds to enemies with a toughness higher than 5. All together, you know you want to throw him at the most expensive thing the enemy has and see Gotrek kill it.

Other units[edit]

  • The Alcatani Fellowship: Cheap light armoured farmers Pikemen led by Roderigo Delmonte, champion of the downtrodden.
  • Al Muktar's Desert Dogs: A band of Arabyan fast cavalry led by a legendary bandit. The minimum squad carries its entire command unit: Al Muktar the masterful commander, The Shiekh Shufti (with a scimitar that adds S+1 normally and adds S+2 on the charge), the musician, and Ibn the Banner Boy (whose banner adds +d3 to Combat Resolution). The fact that they have Ambushers and Fear on the Charge means that they're the best for punishing exposed flanks. Can never join the Tomb Kings.
  • Anakonda's Amazons: Amazons that have power swords that shoot lasers. Strong in melee with a ward-save-halberd-Swords that doubles as a laspistol, and with the mobility of a Wood-elf scout. Strangely the only regiment Bretonnia can take?
  • Beorg Bearstruck and the Bearmen of Urslo: A large and rather pricy family Warband of men cursed to become bears. Beorg himself is a pretty decent monstrosity, having only a 4++ Ward Save and T5 to protect him while 4 S5 tears into the ranks. His men aren't much worse off and at least get light armour+shields for protection. Oerl the Young has a banner that gives the team +1 to hit in the first round of combat.
  • The Birdmen of Catrazza: Flying Ambush Crossbowmen, they want to be moble and stay out of enemy ranges while pecking at the weak spots.
  • Braganza's Besiegers: Crossbowmen in full plate and have heavy anti-missile shields, rendering them a real tough nut to crack. Set them down and let them fire undisturbed.
  • Bronzino's Galloper Guns: Provides a small S7 cannon that's led by a man on a horse. This cannon's able to join the unit if they flee from a charge.
  • The Cursed Company: A hypocritical undead-hating Wight leading a unit of light armor Skeletons. As the centerpiece of his army, Richter has a 4+/4++ save and has a weapon giving S+1 attacks with Killing Blow, but if he dies, the army collapses like they lost a Necromancer. Each time this unit kills an Inf or Cav, add another Skeleton. Use for Skills Tarpits, especially in Dogs of War as they can benefit from Hired Wizard Augments like Earth blood.
  • The Giants of Albion: You get a basic level 1 Life/Beasts Wizard and two giants that can throw stones. Can only be taken by DOW and Albion.
  • Golgfag's Mercenary Ogres: Gives you a band of Ogres led Golgfag Maneater himself.
  • Leopold's Leopard Company: Gives a bunch of medium armour pikemen with immunity to psychology.
  • Long Drong's Slayer Pirates: A band of naked dwarfs festooned with pistols to use in close combat. While they deal -1 to hit in cc against any army that isn't undead or Nurgle-based, they have to set up away from other units.
  • Lumpin Croop's Fighting Cocks: A band of armored shortbow Halflings with Skirmisher and scout.
  • Malakai Makaisson's Gobin-hewer: a Slayer Machine gun team, Malakai can shoot his REPEATING DWARF HANDGUN in addition to the Goblin-hewer or he can lend it his 5 BS. The Goblin-hewer fires d6 shots for each rank (or width if that's higher) the unit has. Anti-skeleton, skaven, Carthy, and Goblin.
  • Captain Edvard van der Kraal and Manann's Blades: A cheap band of light armoured sword+board mercenaries. The captain has a 5+ regen and immunity to KB while able to throw one of his own after a round of combat. Core option for the Empire.
  • Marksmen of Miragliano: A unit of light armor crossbows and Maximilian is a good shot.
  • Mengil Manhide's Manflayers: A band of Dark Elf pirates with repeater crossbows and poison. Their standard deals a good bit of protection against direct fire, but not against cannons or stone throwers. Unfortunately, they're never able to pursue a foe they break in combat.
  • Oglah Ckan's Wolfboyz: A band of hobgoblin light cavalry with spears and bows. They can move and shoot and pursuing's no issue, but they have the same issue as any greenskin: animosity.
  • Pirazzo's Lost Legion: A mixed regiment giving you a row of crossbows then a row of pikes.
  • Ricco's republican Guard: Pikemen in full plate.
  • Ruglud's Armoured Orcs: A bunch of orcs that managed to figure out how to wear medium armour and use crossbows. The only exception is Maggot, their gobbo banna wava who adds +2 to any combat resolution.
  • Ticki-Huichi's Raiders: A pack of skinks with poisoned weapons riding horned ones. The packs always able to flee unopposed and have a chance to gain devastating charge.
  • Vespero's Vendetta: An edgy bunch of duelists with a 6++ parry that's always in effect. Vespero himself has Killing Blow and the ability to rob an attack from those in b2b with him (though this is subject to Psychology).
  • Voland's Venators: Heavy cavalry with lances. Each one re-rolls Psychology, but must also re-roll successful march, reform, and restrain checks.

Army selection[edit]

This is about what some highlighted regiments can bring to an army list, either giving them cheeped alternative or giving them a strategy they never normally have.

  • Dogs Of War: As mention in the forward, all Regiments can be taken as a proper army unit.
  • Amazons: many Armoured units are treated as rare.
  • Araby:
  • Beastmen:
  • Bretonnia: The only regiments they can take are Anakonda's Amazons (as Rare), the Witch Hunters, and Gotrek & Felix. The amazons give you some powerful lasers, the Witch Hunters give you mage-busting, and G&F are your big-guy killers.
  • Cathay:
  • Chaos dwarfs:
  • Empire/Cult of Ulric: The runners-up in the sheer availability of regiments to hire. The only ones they can't take are the Giants and the Wolfboyz. While all the non-human regiments are stuck as rare choices, that leaves all the "humans with funky guns" as special choices and Manaan's Blades are core for you.
  • Dark Elves:
  • High Elves:
  • Wood Elves:
  • Dwarf:
  • Nippon:
  • Warriors of Chaos:
  • Skaven:

External Links[edit]

The Project's website

Warhammer Army Project Tactics Articles
General Tactics
Forces of Order
Forces of Destruction