Other Army Lists

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squeaky
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Joined: Mon Nov 06, 2006 6:36 pm

Other Army Lists

Postby squeaky » Wed Nov 08, 2006 8:46 pm

I was just wondering if anybody had put together more army lists they'd be willing to share? Just as additional reference material for designing my own.

Les

RiflemanIII
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Postby RiflemanIII » Wed Nov 08, 2006 8:50 pm

Well, can't say I'd have what you'd call a "standard" army list, but I'll put up my "Peasant kingdom of Peasantry" list later on, if you'd like.

squeaky
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Postby squeaky » Wed Nov 08, 2006 8:53 pm

great, anything at all!

my motives are twofold, one I want to convince my mate with nine different GW armies it would be worth giving FTM a shot... (and since one of those is Brettonnian your peasants will be nice!)

and the other.. time to dig out my old GW Zoats and work out rules for them :lol:

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Postby RiflemanIII » Wed Nov 08, 2006 9:05 pm

Well, here's a list of the things that will be included, going from memory.

Troops:

Peasant conscripts
Peasant Veterans
Peasant archers
Peasant horsemen
Peasant angry mob
Peasant outlaws
Organized Peasants
Peasant Zombies
Free Lances

Personalities:
Town captain
Exiled knight
Hermit wizard
Local priest
Peasant Champion (Warrior)
Peasant Champion (Wizard)
Drifter swordsman

Monsters-
Golem
Stitched abomination
Ancestral guardian

RiflemanIII
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Postby RiflemanIII » Thu Nov 09, 2006 4:32 am

Anyway:

Peasant Kingdom of Peasantry

Peasantry is a largely agricultural segment of land. The nobles tend to live as absenteee landlords, meaning that the countryside is largely dominated by small, easily sacked and burned villages. The peasants, while being almost nauseatingly wholesome, tend to be easily cowed by passing invaders. For the most part, that is, as an attempt to sack one of the peasant villages can be a game of Russian roulette. One never knows who may have taken up residence or might be passing through, so would be petty tyrants would be best advised to stay back an observe any villages before attacking. Who knows when a prophesied savior might show up in one.


Peasant conscripts:

The basic force of Peasantry, these tend to be easily driven from the field. There always seem to be a large number of them, but the only danger posed by them is that the sword-arms of soldiers may grow sore before they finish the enemy.

Peasant Conscripts (6)

Infantry, Move 4
2d4 Melee,
Defense 1
Wounds 2
Morale 9+
Rabble

Peasant Archers:

These range to anything from hunters to dedicated archers required to train by royal decree. While normally resentful at being put into battle, those that form the core of a standing army tend not to have a problem with regular food and pay. Can be especially effective against arrogant knights making a slow charge over a muddy field.

Peasant Archer (26)
Infantry, Move 4
2d4 Melee
2d10/10 Ranged
Defense 1
Wounds 2
Morale 8+
Undisciplined

Remove Undisciplined (30)

Peasant Angry Mob

While peasants are normally unwilling fighters, there can be instances where they can be whipped into a single-minded frenzy, such as when someone needs a good lynching, or they're tired of the nearby necromancer creating unnatural things. Whuile single-minded in purpose, they are difficult to command due to their turbulent nature.

Peasant Angry Mob (18 )
Infantry, Move 4
2d4 Melee
Defense 1
Wounds 2
Morale 8+
Undisciplined, Frenzy, Impetuous

Peasant Veterans

Sometimes, peasants actually survive battles they go into, and develop a certain hardiness when it comes to armed combat. While still no as good as an organized foce, they are able defenders against common threats. They even have a tendency to use looted or kept equipment from ther stint in pitched warfare.

Peasant Veterans (33)

Infantry, Move 4
2d6 Melee
Defense 2
Wounds 2
Morale 7+
Veteran
Add disciplined (52)

Peasant Horsemen:

While noramlly employed as couriers and scouts, these peasants can be assembled as an ad-hoc cavalry unit, if enough of them can be found for such a venture. While capable of a good charge, they lack the discipline and equipment of regular armored cavalry, and should not be employed against them.

Peasant Horsemen (35)
Cavalry, Move 8
2d6 Melee
Defense 1
Wounds 3
Morale: 8+
Undisciplined

Peasant Outlaws:

Hard times can produce hard men, and some of these can become quite adept at the art of relieving wealthier men of their posessions. While generally shunned by law-abiding townsfolk, to peasents, they may lead the life that they only dream of living. They may be grudgingly emplyed for guerilla warfare when their lands are at stake, and the outlaw lifestyle makes them experts at that manner of warfare.

Peasant Outlaws (67)
Infantry, Move 4
2d6 Melee
2d10/8 Ranged
Defense 1
Wounds 3
Morale 7+
Forester, Undisciplined, Quick-firing

Free Lances

While some knights and nobles have their own castles, there are many more who didn't inherit much more than a name and a title. These landless but skilled and impeccably equipped cavalrymen often band together and sell their services to whoever needs extra armored cavalry in the field. On rare occasions, a village will purchase their protection directly. Given that the battlefield is often their only path to glory and wealth, any ideas of running away tend to be given a second thought.

Free Lances: (152)
Cavalry, Move 8
2d10 Melee
Defense 3
Wounds 4
Morale: 7+
Banner
Add disciplined (240) Steadfast (186) or both (294)

Organized peasants:

When properly drilled, equipped, and led, peasants can actually be a force to be reckoned with. While not up to the caliber of professional soldiers on their own, they can still present a strong and costly front to any would-be opponent. While nobles may rarely see fit to do so on their own, some can see the benefits of having an armed force in every village.

Organized Peasants (29)
Infantry, Move 4
2d6 Melee
Defense 2
Wounds 2
Morale 7+
Steady
Add Disciplined (46) Banner (37) Both (59)

Personalities:

Town captain:

In general, the town captain is the toughest guy in town, and has some fighting experience, either in a pitched battle or against unscrupulous bandits. either way, he knows some of the ins and outs of organized warfare, and tries to apply it to people who usually don't. His success may vary wildly, but at least he can get people to look like they're ready for a battle.

Town captain (90)
Personality, Move 4
2d8 Melee
Defense 2
Wounds 4
Command dice: 1D8
Fearless

Knight-in-Exile

There is of course, the occasional knight who may seem too chivalrous for his own good for the tastes of his lord. Rather than doing away with him, however, he may be put out to pasture... Literally. These men can be indispensible when it comes to combat, as their own noble training and experience on the battlefield can make them fearsome opponents to man and beast alike.

Knight-in-exile: (244)
Personality, Move 8
2d10 Melee
Defense 3
Wounds 4
Command Dice: 1d10
Irresistable Charge, Steady
Add Fearless (298)

Local Priest

Practically every village or group of hamlets has its own church to the various gods, and the local priest is well in tune with their needs, whether it be healing, marriage, or any number of things that require the attention of his skill with both doctrine and magic. Due to the regular turmoil, they can also assist in the defense of their flock.

Local Priest (219)
Personality, Move 4
2d6 Melee
Defense 2
Wounds 3
Command Dice: D8
Magic Dice: 2D6
Magic resistance: 1

Hermit Wizard

The quiet, peaceful surroundings of the Peasantry countryside offer a respite for older men of learning to settle down, away from the pressures of urban or courtly life. While generally quite skilled in the magical arts, they only tend to come out when they feel personally threatened or an old enemy shows up. They're not as quick as they used to be, either.

Hermit Wizard (147)
Personality, Move 4
2d4 Melee
Defense 1
Wounds 2
Command dice: 1D6
Magic Dice: 2D12
Magic Resistance: 1

Peasant Champion

While the regular peasant tends to stick to his farming roots, there are many times when someone in the countryside has a destiny. They may be the heir to a far-off kingdom, destined to forge a new country of their own, or are merely imbued with the courage, leadership, and possibly equipment to defend their home against men, beasts, giants, and monsters of all descriptions. Their trining may not even be confined to one discipline, either, but the most common types are those of the courageous warrior or the prodigal wizard.

Peasant champion (Warrior) (1383)
Personality, Move 4
3d10 Melee
Defense 3
Wounds 6
Command dice: 2d6
Magic resistance 1
Fearless, Horror, Piercing, Quick, Steady

Peasant Champion (Wizard) (1176)
Personality, Move 4
2d4 Melee
Defense 1
Wounds 6
Command dice 2d6
Magic Dice 2D12
Magic Resistance 4
Cause Fear, Swimmer

Monsters

Golem

Whether created to help with the work, or simply intimidate attackers, a creature that's immensely large, strong, and has no weak points that fleshy creatures commonly have, can be quite useful to throw against a line of battle. Whether made of clay or stone, these creatures can be very difficult to destroy.

Golem (312)
Monster, Move 4
2d12 Melee
Defense 4
Wounds 8
Magic resistance 1
Steady, Horror, Trample

Stitched Horror

The mass graves created by plague or war in the countryside make for fine tools for Necromancers that wish to ply their trade in the realm between life and death. Some create new creatures made out of the remains of the dead, and infused with the power of unlife. However, these creatures have a disturbing tendency to retain some degree of intelligence, and behave more like men than the common zombie. They are extremely resilient due to their amalgamated nature, and are strengthened by the magic that holds their sinews together.

Stitched horror (130)
Monster, Move 4
3d6 Melee
Defense 3
Wounds 6
Cause Fear, Horror, Undead
Last edited by RiflemanIII on Sun Nov 12, 2006 11:45 pm, edited 1 time in total.

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Postby Taltos » Thu Nov 09, 2006 7:51 am

Very cool, Rifleman.

I have some forces tucked away someplace that I could dig up and post...
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- Robert Louis Stevenson, 1880, 'The Scotsman's Return from Abroad'

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squeaky
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Postby squeaky » Thu Nov 09, 2006 1:37 pm

that is exceptional 8)

a very high standard army list, thanks Rifleman, much appreciated.

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Postby RiflemanIII » Thu Nov 09, 2006 6:33 pm

Well, I have a few myself. I've been converting the armies I made for D&D into FtM.

Anyway, next up will be the Queendom of Calania. Going from Memory again:

Regular troops:

Greenwood infantry
Armored swordsmen
Royal pikes
Calanian bowmen
Repeating crossbowmen
Queen's Lancers
War elephants
Valkyrie guard (foot)
Valkyrie guard (Mounted)

Personalities:
Sword Captain
Pike captain
Knight Lord
Valkyrie captain
Warpriest
Warmage

Monsters:
Royal Golem
Mountain Giant
Maneater beetle

Artillery:
Scorpion
Onager

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Postby RiflemanIII » Fri Nov 10, 2006 4:26 am

Well, here I go.

Queendom of Calania

The Queendom of Calania is something of an oddity both politically and geogrphically. Politically, it is the only matriarchal monarchy on the continent. Geographically, it has been said tyhat the gods used the region as a testing ground before they took the creation of the rest of the world more seriously. High mountains, windswept plains, Steaming jungles, and pestilential swamps can all be found in the country. While it was originally thought that the land was too infested with orcs and other savages to be fit for civilized nations, the kingdom's namesake carved her kingdom out of the land and subdued enough of the wilderness for the first cities to be successful. When the chronicles say that she led "men of iron", they mean that literally, in some cases.


Greenwood infantry

The seemingly arbitrary placement of dense forests and jungles throughout Calania has given rise to a whole new class of infantryman, one whose primary duty is to act as a scout in places unsuitable for mounted troops. Experts at traversing the woods, they also act as the primary ambushers and harassers for the Calanian army.

Greenwood infantry: (46)
Infantry, Move 4
2d6 Melee
Defense 2
Wounds 3
Morale 7+
Forester
Add: Disciplined (73)

Armored swordsmen

The sheer excess of iron found in Calania (Some farmers have overturned chunks of ore while plowing their fields), plus their multitude of skilled blacksmiths beans that they can practically mass-produce suits of cheap, heavy armor for used in their military. The armored swordsmen form the core of the Calanian army, able to deflect blows that would cripple most other soldiers. As their armor is heavy enough to remove the need for a shield, they are also free to weild two-handed weapons in combat... any pity the foolish soldier who thinks that makes them slow and vulnerable.

Armored swordsman
Infantry, Move 4
2d8 Melee
Defense 3
Wounds 3
Morale 6+
Add Veteran (67) Banner (77) Both (95)

Royal Pikes

The pikemen of the Calanian infantry provide two essential services for the field armies of Calania. For one, they provide protection for the bowmen. Secondly, they provide a place for cavalry to regroup behind without fer of persuit. While they can join in the regular line of battle in the advance, their main virtue is defending against charges. their raxor-sharp spearpoints can make a compelling case for an enemy not to persue such a maneuver.

Royal Pikes: (72)
Infantry, Move 3
2d8 Melee
Defense 2
Wounds 3
Morale 6+
Steady, Piercing
Add Disciplined (114) Banner (102) Both (161)

Calanian bowmen.

While not spectacular archers like the elves or Thrandian longbowmen, the Calanian archers still do their job well of shooting down enemies at a distance. The abundance of iron means that even the archers get a decent degree of protection from enemy attack, and are also armed with better-quality hand weapons than the average arrowslinger.

Calanian Bowmen: (60)
Infantry, Move 4
2d6 Melee
2d10/10 ranged
Defense 2
Wounds 3
Morale 7+
Add Veteran (73) Quick-Firing (85) Both (104)

Repeating Crossbowmen

Perhaps one of the most odd peices of equipment to come out of Calania is the repeating crossbow. Whil lacking the sheer punch of the standard type, it can fire bolts faster than most trained longbowmen can fire arrows. The main drawback, of course, is its shorter range, which mean that it's generally reserved for ambushes and other situations were range isn't necessarily as important.

Repeating crossbowmen: (71)
Infantry, Move 4
2d4 Melee
3d10/8 ranged
Defense 2
Wounds 3
Morale 7+
Add

Queen's Lancers

The regular armored cavalry of the Queen's army, the Queen's lancers tend to favor reavy raiding attacks against enemy rather than barreling straight through the line. While this may not work as well, against very heavily armored troops, it can be downright deadly against lighter formations. They actually favor lighter thrusting spears over the heavier lances used by Thrandian Knights, as it allows them to engage enemies a little more swiftly.

Queen's Lancers (170)
Cavalry, Move 8
3d8 Melee
Defense 3
Wounds 4
Morale 6+
Add Disciplined (268) Fallback (268) Both (424)

War elephants

Armored war elephants are perhaps the most vicious contribution the Calanian forces have made to warfare. Their size, strength, and tougness would be fearsome enough, but the fact that they can be coordinated to provide a devastating charge against any humanoid creature. The Calanians have also placed towers on their elephants so that archers can fire from the backs of the beasts. Their main disadvantage is tha they're not easily controlled after a charge, and that their drivers tend to get into their job just a little too much.

War Elephants: (472)
Cavalry, Move 7
3d10 Melee
2d8/8 ranged
Defense 3
Wounds 6
Morale 6+
Free-Firing, Horror, Impetuous, Slow-moving

Valkyrie Guard

These are the elite forces of the Calanian army, the Valkyrie guard are an all-female force that acts to "show the flag" whenever the Queendom ever needs to show that it's serious about protectin a particular interest. However, they are not a force that is merely for show. They are as strong on horseback as off it, proficient with almost all of the weapons that are worth wielding on the battlefield They are unrelenting in combat, and are almost incorruptible: Not one member of the guard has ever been bribed to stay out of battle.

Valkyrie Guard: (Foot) (179)
Infantry, Move 4
3d8 Melee
2d8/8 Ranged
Defense 3
Wounds 4
Morale 5+
Quick-firing
Add Banner (283) Disciplined (283) Both (447)

Valkyrie guard (Horse) (437)
Cavalry, Move 8
3d10 Melee
2d8/8 ranged
Defense 3
Wounds 5
Morale 5+
Disciplined
Add Banner (690)

Personalities

Sword Captain

The Sword captain is a typical commander in the Calanian army, having risen to a small command through the ranks due to a successful term of service. Outfitted in the panoply of an armored swordsman, typically with an identifying mark of rank, he uses his experience to direct the men under his command into battle.

Sword Captain (116)
Personality, Move 4
2d8 Melee
Defense 3
Wounds 4
Veteran
Command dice: 1d8

Pike captain

The Pike captain is tasked with holding together the tight formations that pikemen need to hold in order to be an effective fighting unit. While an excellent warrior in his own right, forged by years of service in the pike phalanx, His focus on keeping his own units in proper fighting order renders him less able to control other units in the field.

Pike Captain (174)
Personality, Move 3
2d8 Melee
Defense 3
Wounds 4
Veteran, Steady, Piercing
Command dice: 1d6

Knight Lord

While the cavalry is an essential component of any army, the presence of one of the Calanian Knight Lords is a sure sign that a battle has merited the undivided attention of one of the Queen's generals. clad in the finest armor, and armed with the finest weapons, his presence is not merely as a general but also as a symbol of the might of Calania itself. As such, he creates an almost tangible aura of command, and lmost doesn't need to act to command the troops.

Knight Lord (615)
Personality, Move 8
3d10 Melee
Defense 4
Wounds 4
Command dice 2d6
Veteran, Irresistable Charge

Warmage (I decided to combine Warpriest and Warmage, as unlike in DnD, there is no real spell list distinction)

The wizards of Calania, unlike those in some other nations, tend to undergo martial as well as magical training in order to increase their survivability on the battlefield. The range of magical effects may very well mean that a wizard may find himself under the arrows of the enemy, and so it is not uncommon to see mailed men with spellbooks as well as swords. However, this divided training means that their magial ability can be more inconsistant than pure wizards.

Warmage (211)
Personality, Move 4
2d6 Melee
Defense 2
Wounds 3
Command Dice 1d8
Magic Dice 1d12
Magic resistance 1

Valkyrie Captain

The process of training Valkyrie guard members is grueling, and those that become exceptional despite the intense hardship are some of the greatest warrioprs on the continent. There is no weapon that does not come easily to them, no enemy that can truly resist their charge, and equipped with some of the finest arms ever turned out by human smiths, they are truly a sight to behold on the battlefield. Their martial prowess is matched only my their ability to command.

Valkyrie Captain (779)
Personality, Move 8
3d10 Melee
2d10/10 Ranged
Defense 4
Wounds 5
Command dice 2d8
Irresistable charge
Add Veteran (955)

Monsters

Royal Golem

Humanoid constructs built out of two and a half tons of iron, painted deep blue and gilded, the Royal golems are the unwavering servants of the Queen herself, and act as her bodyguards. However, if the conditions are proper, she may allow one or two to be lent to a particular commander. Their effect on the battlefield can be devastating, as they are at once front-line infantry, psychological warfare, and seige engines. Seeing one's fellow literally crushed under the fist of a 12-foot tall emotionless automaton shaped like a giant suit of armor is thoroughly unnerving to all but the most steadfast soldiers, and the fact that they are made of near-solid iron means that sometimes heavy seige weapons are the only viable means to remove them from the field.

Royal golem (712)
Monster, Move 4
3d12 Melee
Defense 5
Wounds 10
Cause Fear, Horror, Trample, Fearless.

Mountain Giant

There are may tribes of Giants that live in the mountains of Calania, and on occasion, individual giants may offer their service to the army, for a reasonable price. Usually, however, it is a bargain, considering the services they can render. They are expert marksmen with their boulders, and the sheer strength of the giants can render powerful blows against any sort of foe, magical or mundane.

Mountain Giant (381)
Monster, Move 5
2d12 Melee
3d10/12 ranged
Defense 3
Wounds 8
Trample, Quick Fire


Maneater Beetles

Giant beetle is not merely a zoological term in Calania, as the land breeds beetles the size of horses, with natural armor as strong as some lesser armors that come out of the Calanian armories, as well as pincers that can snap men in half. While not necessarily tamed by the Calanian forces, they can be maneuvered to attack enemies of the kingdom through careful positioning: Maneater beetles are fiercely territorial, and attack anything that comes near their hidden nests.

Maneater Beetle (78 )
Monster, Move 8
2d6 Melee
Defense 2
Wounds 2
Chaotic, Ignores Terrain

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Re: Other Army Lists

Postby Treeman » Fri Nov 12, 2010 10:38 am

These army lists are great. I know that we can make up our own armies for FTM but some of us just don't have the time to spare to point up an army (I have two very little boys and a busy full time job - some people have more energy than I do but usually I'm shattered at the end of the day). This is FTM's single point of failure that I see the apparent lack of downloadable army lists.

Could all the army lists be gathered in one place and posted somewhere? I'm happy to go through the forum and pull out all the lists people have posted and put them into word documents - but who do I send them to? I can put them up on Media fire and post a link on the list.

David Grumbleguts. :(


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