Monday, 1 March 2021
CJ's "More will come" Profiles: Goblin Town
However, being very aware that GT are already a strong faction, these profiles are written with an intention of giving more options and fun synergies rather than powercreeping the faction, which is a difficult line to tread! But largely GT struggles where an opponent can camp between terrain in order to force waves of goblins to die against a shieldwall. Some of these options have the intention of providing just a little (or in one case, a lot) of hesitance to blindly trust in the security of the impasse... But at the same time, every single one of these options would make a list writer think "oh, but that's X many goblins, is it worth it?", in an Army where having an astronomically high Break Point is key to success. Maybe these would only be seen at 700pt+ where scaling up becomes less and less helpful, but hopefully there'd be some interesting choices at the list building stage. See what you think?
WARRIORS
EQUIPMENT
Goblin Warriors
Tuesday, 16 February 2021
CJ's "More will come" Profiles: The Variags of Khand
So to add some variety and tactical options to Khand, I borrowed from the mercenary aspect of previous lore, and simply added a pair of useful 3Might Heroes with thematic army-buffing rules. See what you think, and feel free to suggest what you think would help out the Khandish players.
WARRIORS
Khandish Mercenary Warband 35pts
Variags are a harsh and unforgiving clan of warriors, where skill in combat determines the hierarchy of the males. But such things are always entwined with jealousy, bravado, and the willingness to be followed by the members. Those cast out of their Variags often travel far in search of riches, fighting as a warband for the highest bidder.
A Khandish Mercenary Warband consists of 6 Khandish Mercenaries, with any combination of optional upgrades. One Warrior takes on the role of the warband’s Captain for the purposes of deployment. A Mercenary Warband may be included in a Khand Army List, or as a Green Ally to any Army List that has Khand as a Green or Yellow Ally.
Khandish Mercenary
F4/4+ S3 D4 A1 W1 C2
Armour, Dagger, Hand-and-a-half Axe or Bow.
Enforcer upgrade: 20pts (once)
The Enforcer of the Mercenary Warband assumes the role of the Captain of the Warband, becomes a Minor Hero, and gains 1M, 1W, 1F, Fv5, C3, and the Burly rule.
Horse: 5pts each
Loyalty is fleeting: If the Leader of the Army is slain, the Mercenaries immediately count as Broken.
Deleted rule (too Battle Companies and too much headache to keep track of):
Complimentary fighting skills: (10pts)
Each of the five members of the Mercenary Warband which are not the Captain of the Warband may each choose one of the following Characteristics to improve by 1 in their respective profile: Fight Value, Shoot Value, Strength, Defence, Courage. The Captain of the Warband allows friendly Mercenaries within 3” to re-roll 1s in Duel Rolls. (This variety may be confusing for an opponent, so it would be encouraged that you give individual paint schemes and suitable names to your Mercenaries).
Khandish Informant 20pts Horse 5pts
So renowned for loyalty based on currency and the frequent ejection of individuals from the Variags are the Khandish, that individuals seeking vengeance by fighting alongside their enemies are not uncommon. A select cunning few see this as an opportunity for subterfuge and, should they survive, they will be well compensated for their agency in enabling the Khandish victory.
F4/4+ S3 D4 A1 W1 C3
Independent Hero
Hand and a half Axe or Bow, Dagger, Armour.
A Khandish Informant takes up a slot in the warband of one of your Leader. At the beginning of a game, allocate one enemy Hero to be the Target of the Informant. The Informant then deploys with that enemy warband, placed by the controlling player. The Informant is moved immediately by the controlling player after the Target has moved and may partake in Heroic Moves or Marches called by them. Enemy models may not target the Informant with magical powers, shooting attacks, or charge the model.
Spy in the camp: Up to three times in a game, when the Target declares a Heroic Action, the Informant may signal to his Leader (line of sight), who may then call the same Heroic for free even if he would not normally have that Heroic Action. After the third time this action has been used, the opponent realises the duplicity and may target and attack the Informant as normal. Additionally, if the Informant voluntarily charges or shoots an enemy model, or voluntarily moves more than 12” away from his Target, the cover is blown. The Informant may move through one enemy model per turn.
Nobody’s on nobody’s side: When making strikes against the Target, the Informant gains the Backstabber rule. Additionally, whilst under cover, an Informant may elect to Charge, make Strikes against, and Shoot at, his friendly Khand models under the rouse of remaining under cover. (This may allow you to, for instance, shoot into the Target’s combat and either deal a Wound or remove their ability to call a Heroic Combat!).
HEROES
Ghazan the Ravager 90pts
Thundering through villages on horseback to wreak destruction and making it safely far away before help can arrive, Ghazan’s expertise is in the swift, glancing blow.
Hero of Fortitude
F5/4+ S4 D5 A2 W2 C5 3M 1W 1F
Armour, Dagger, Hand-and-a-half Axe, Horse
Heroic Strike
Horselord, Weapon Master
Hit and Run: If Ghazan charges an enemy model whilst mounted, Ghazan, mounted Khand Models, and Chariot riders within 6” of Ghazan that have charged that turn may declare a free Heroic Combat with the following restrictions: The subsequent movement may not be used to charge enemy models, and participating models may only move up to half of their movement value. Ghazan’s combat is resolved first in this instance.
Temuulen the Raider 90pts
Raised in the saddle of a speeding horse, Temuulen has an almost unnatural ability to correct for the relative motion between his bow and any target. With speed of thought and word, his reflexes help guide the archers around him and have built the Khandish reputation of the deadliest mounted archers around.
Hero of Fortitude
F5/3+ S4 D5 A2 W2 C4 3M 1W 1F
Armour, Dagger, Longbow, Horse
Heroic Accuracy
Horselord
Stable Aim: Whilst mounted, Temuulen and Khandish Horsemen 6” of Temuulen do not increase their shoot value when moving up to half of their movement.
Khandish Bounty Hunter 30pts
When a Khandish Mercenary who has skill with ranged shots survives enough encounters and elevates this accuracy to a unique selling point, they often transition into a more straight-forward assassin. For the right price, a Bounty Hunter will use the distraction of battle to bring down any individual from range, before setting off back to collect their payment.
Horse 5pts
Morgul Poisoned Arrows 5pts
Independent Hero
Mv8 F4/4+ S4 D5 A1 W2 C4 M2 W6 F1
HDef
Poisoned Crossbow
Stalk Unseen
Who do I have to kill?: At the beginning of a game, select one enemy Hero to be the Bounty. A Bounty Hunter may only voluntarily charge their Bounty or target them with shooting attacks. Once their Bounty has been slain, remove any assigned Bounty Hunters.
Just a Hired Bow: A Khandish Bounty Hunter does not count towards your army model count, models slain for the purposes of Breaking, nor models remaining on the board for scenarios which end at 25%. Additionally, the Bounty Hunter does not take Courage Tests for being Broken, and cannot hold Objectives, Objects, or earn their player VPs with the exceptions of Leader Wound/Kill and Kill Tally for eg Lords of Battle. The Bounty Hunter is always deployed last, either within the Controlling Player’s deployment zones, or within 6” of any board edge.
Target acquired: A Bounty Hunter may reroll failed To Hit rolls. If the Head and Body of the Target can be seen, the Bounty Hunter does not need to roll In the Way tests when making Shooting attacks. Terrain pieces will only ever provide a 3+ In the Way against a Bounty Hunter. If the Bounty is engaged in combat but no friendly models obscure the shot of the Bounty Hunter, reroll failed Wounds.
Dead or Alive: Instead of making Strikes, a Bounty Hunter may handcuff the Bounty, in which case they count as being under the Paralyse Magical Power and may be moved as a Heavy Object.
Will you share in the treasure?: If charged by an opponent, the Bounty Hunter may expend a Will point in order to force the charging model to take a courage test. If failed, the model succumbs to greed, flees, and is removed as a casualty.
Designer's Commentary: If you want to encourage an all-mounted faction with mounted bowmen and chariots, I think that one of the ways you can achieve this without a Gamling Banner can be to apply pressure to Might points in a similar way to how Angmar does to Will. If you can use an Informant Grima-style to grant you effectively free Heroic moves, you gain an advantage. If a Bounty Hunter is sniping away enemy Heroes you can force them to spend Might for fear of dying without using it. This should help a player to engineer being the one left with Might in the endgame, and then get the charges needed or the Chariots doing their lawnmower impressions. To aid with this, Ghazan's Hit and Run can be used not only for added mobility (balanced by not allowing a 2nd charge and only half movement), but also screening off your Heroes with the cheaper troops. This not only allows Ghazan to "reload" his rule, but also give Chariots an extra trampling movement (doesn't count as charging!), or line them up for the following turn. In the case of a Khandish King in Chariot, it is also an opportunity to move your banner effect to cover more combats in a single phase. Temuulen is a little more straightforward, but giving that volume of bows the capacity for better shooting as well as Heroic accuracy should help in removing spears which will blunt your cavalry charges. The Bounty Hunter is somewhat rule-heavy, but with nothing else filling a similar role in the game I've had to make some guesstimates. Chinese were THE crossbow inventing and implementing nation but on horseback would be very unwieldy. A dedicated sniper requiring armour piercing capabilities though seemed a good fit. They would also poison their bolts, which is referenced here. Finally the mercenary warband felt like a flavourful nod to the prior rules about Khandish mercenaries and could be a way to sneak some horses into ally-able lists such as the Corsairs or even Moria. But with a low courage and a propensity to flee, I'm not sure they'd be an autoinclude in everyone's lists!
Wednesday, 3 February 2021
CJ's "More will come" Profiles: The Easterling Empire
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| Who's that Pokemon? Iiiiiit's....Buneary??? |
At the dying of the light on the 31st Dec the SBG community was teased with silhouettes of a promised new set of models. The bunny ear helmets all but certainly indicate that we will be returning to the Eastern Kingdoms for the first time since A Shadow in the East, which drew inspiration from East Asian influences. Particularly, the Kingdoms of Rhun seemed to be serving a casting of Ancient China as the Easterling Empire and their enemies the Mongols as Khand, their...er...allies? (Khand also has a style similar to the older Han Chinese in armour and chariots, but the mass horseback archer approach seems Mongol-inspired too).
As a casual history nerd and a childhood fan of Mulan, I've often been intrigued how you could supplement the Eastern Armies in a way that would mirror the historical allegories of the old Sourcebook, and compliment the playstyles of the existing ranges. Today, I'm sharing some ideas for profiles that could be great fun on the tabletop for the Easterling Empire, and where appropriate the history they're based on. In a day or two I'll follow up with likewise for the Variags of Khand.
WARRIORS
Easterling Infiltrator 10pts
Where a phalanx or cavalry would be impractical to flush enemies out of hiding, the Empire can deploy specialists in close quarters fighting.
F3/4+ S3 D4 A2 W1 C3
Armour, Throwing Dagger, Daggers
A Knife in the Dark: Within terrain pieces, Infiltrators gain +1 to Duel rolls.
Sudden Strike: Infiltrators gain +1 on Leap, Climp, Jump tests. They may also finish their movement directly into combat regardless of the roll on the test.
Designer's Commentary: We’ve seen the silhouettes of what look suspiciously like Easterling ninjas so this is an attempt at a guess what they may go for. Knife fighters have a distinct advantage in enclosed environments as they do not require the space to swing a blade, hence the Knife bonus. Sudden Strike also prevents enemies from camping out on raised terrain with their bows raining down on your vital middle pikes.
Easterling Imperial Guards 9pts
Only those entrusted by the Emperor for their skill in battle are granted the use of an Easterling Halberd. Those with leadership capabilities are anointed Captains of the Imperial army. Those with brute strength are indoctrinated into the Imperial guard.
F4/4+ S4 D5 A1 W1 C3
Easterling hand and a half Glaive/Halberd (axe)
Bodyguard
DC: The halberds are really cool and underrepresented and Easterlings have a kill potential problem. Birds, meet stone.
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| Similar to this, but preferably more field of vision |
Easterling Double-Arc Shieldbearer 14pts
When the lines meet, the Double-Arc Shieldbearers ram their heavy shields into the ground and brace behind, trusting the pikes behind them to deal the damage.
F3/4+ S4 D7 A1 W1 C3
Two-handed Double-Arc Shield, Heavy Armour
Phalanx, Burly
Testudo: Easterling Shieldbearers gain the Shieldwall rule. Additionally, Shooting attacks require a 6+ in the way to pass through them.
Heavy Shield: If a Shieldbearer elects to Shield, they may use the Bash special strike when winning a fight.
Anchored position: At the end of a Shieldbearer’s movement, it may declare the intention to Anchor. This counts as using half of the model’s move distance. Whilst Anchored, the Shieldbearer’s Strength raises to 6, and Defence to 8, but may not Shield or make Strikes. An Anchored Shieldbearer cannot be Barged, Hurled, or Rended. Additionally, they will not back away if they lose a fight, the opponent must back away instead. If supported by a pike, the Shieldbearer will not count as trapped in a fight, and the Pikes gain +1 to Wound.
DC: The natural extreme of a pike block with large shields is to have specialist front rows with enormous shields that the pikes can use for balance to focus on the strength of the drive. Easterlings struggle against Monsters Hurling through their carefully constructed pike lines, so by raising the Strength and negating BPAs the Scutum Bearer provides a similar role to a Vault Warden as well as preventing the phalanx being easily run over by cavalry. The additional protection from ranged weapons should further encourage an opponent to engage the pike block, whilst the bonus to Wound should help with the perennial S3 issue, as should the option to Bash foes- which provides an additional option for negating mounted Heroes.



Double-Arc Shields were used in Chinese warfare from 770BC and evolved into the second design by the end of the Qin dynasty in 206BC. Placing a wall of these down with spears on the shoulders at the side would be a strong position to fight from. During the Warring States Period, the Tower Shield (right) was also used. At 20x36", they covered the majority of a contemporary soldier and two rows could be used to form a Testudo-style defence against incoming fire. Put some Easterling shield corner spikes on the bottom corners to anchor into the groun and that would present a pretty immovable object with a strong man behind it.
Easterling Warrior Wargear:
Easterling Black Huolong……..20pt
Early pioneers of the use of fire and small explosions for psychological warfare, by the time of the War of the Ring the Emperor’s tasked military strategists and engineers are ready to introduce a prototype mobile weapon of enemy disruption. In a two-stage action, the Huolong takes flight and reins fire down upon the startled enemy formations, allowing the Kataphraktoi to bear down on the scattered foes.
An Easterling Warrior equipped with a Huolong counts towards the Bow limit. This Wargear allows four *Easterling* models in base contact with the Huolong to make a once per game ranged attack during the Shoot Phase in lieu of making any other action in the same turn. A Huolong is treated as a Heavy Object, with 2 Wounds and D6. Any enemy model that spends a full turn in base contact with a Huolong may disable it and remove it from play.
The range of a Huolong is 12”-36”. Rather than rolling to hit, once a target has been selected immediately apply a Scatter roll of up to 3”. On the roll of a 1, the Huolong is a dud and removed from play and no further action taken. After the initial Scatter roll, the Huolong launches four shooting attacks at the target (Sv4+) which Scatter again up to 3”. As the Hulong rises before firing, treat its shots as volley fire for the purposes of In The Way rolls.
Models struck by a Huolong suffer a S5 Hit. If they survive, S5 or lower models are flung back D3, are knocked prone, and immediately roll a D6. On a 5+, the model is Set Ablaze.
DC: In the interests of encouraging opponents to engage Easterlings in an area that they can use pikes to full advantage, some ranged superiority options would go a long way. As Middle Earth is just encroaching on the technological warfare revolution of explosives (thanks, wizards!), something like this on the boundary between paradigms has historical precedent. Personal siege equipment hasn't been done in SBG before, and having a scattering of these worrying microthreats in your Easterling force would open some interesting tactical options including knocking Heroes off their mounts and forcing them to waste a turn crawling to put out fires.
Easterling Blockade 80pts
In anticipation of the reinforcement of Gondor by Rohan, the Easterlings constructed a blockade on the main road to negate the horse lords. Were it not for the intervention of Ghan-Buri-Ghan, this simple piece of tactical engineering may well have sealed the fate of Gondor.
D8, 5Wounds, Siege Target
4 inches tall, 8 inches wide. A 1” thick plank is placed high enough to allow archers to see over, but also receive cover from incoming shots. Two ladders are placed at either end. 4 arrow slits are placed at ground level, the outermost 1” in from the edges, and then the innermost a further 2” in from these.
An Easterling Blockade comprises of a blockade manned by 8 Easterling Warriors with Bow, and counts as a warband in its own right. These models do not count towards the bow limit. This may be deployed in the usual manner within the player’s deployment zone as one of the warbands in your Army List. In Maelstrom Scenarios, deploy the Blockade as if it were a Siege Engine. The Easterling Archers may not leave the Blockade voluntarily, may not lie down behind the Blockade, and will not take courage tests for being Broken. If the Blockade is destroyed, they will take falling damage as normal and then be free to act normally.
Enemy models may attempt to climb the Blockade using the rules for Climbing, and fight the Easterling bowmen as though atop a ladder once they reach the top. The four arrow slits may manned by models with bow and be Shot through in the normal manner. Alternatively, each may be manned by an Easterling armed with a pike. During the Fight Phase, each Easterling may make a single Strike against enemy models either in base contact with the Blockade or attempting to climb it, using the control zone rules for defending a barrier. These Strikes receive +1 to Wound against climbing targets.
At the end of a game, any objectives covered by an area up to 6inches perpendicularly behind the Blockade or up to 1 inch in front count as being under the control of the Easterling player for the purposes of VPs regardless of other factors, so long as the Blockade is manned by at least 6 models. This extends to areas of the battlefield (including terrain pieces, objectives, and camps), as well as Relics, Prizes, and can deny VPs for destroyed Supplies.
DC: By creating a choke point between terrain pieces and giving a ranged advantage due to the built-in terrain cover, this profile may force the enemy to advance to the Easterling player where they can have a phalanx formation waiting and bring dice to bear in combat. This should also help to provide a use to any excess Easterling bowmen a player may have! To compensate for the absence of mobility, the Blockade provides a useful and potentially game-swinging piece of board control for VPs.
HEROES
Easterling Dragon Squire 40pts
Young Easterling Warriors with a talent blade-in-hand can be taken on by members of the Dragon Knights in a mutually beneficial apprenticeship. The young Squire fights alongside his Knight in battle, bearing his Standard, and in exchange the Knight gains bragging rights if his Squire joins the rank of the Knights. Quite possibly, he also hopes it may spare him from betrayal when his Squire eventually surpasses him!
Independent Hero
F4/4+ S4 D6 A2 W2 C5 M1 W0 F0
Heroic Strike
Heavy armour, Dragon Standard, and Sword.
Armoured Horse 15pts
A Dragon Squire is assigned to a Dragon Knight, and deploys as part of their warband which may include 6 other models.
Shield of Blades, Phalanx, The Gleaming Horde, Blood and Glory
Dragon Knight’s Herald: Whilst within 3” of his Squire
wielding his Dragon Standard, a Dragon Knight gains the Herald of Victory rule
(see Amdur).
Reckless Flauntation: When fighting 2 or more enemies, a Dragon Squire can improve his Fv by 1 in exchange for reducing his Defence by 1.
DC: Historically, this is very much the relationship Knights would have with their Squires, and as nothing similar currently exists in SBG, this seemed a fun and characterful opportunity. Dragon Knight-lite, with a boost to his assigned Knight and a thematic double-edged sword special rule reflecting the desire to prove worth.
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| Illustration of Saxon Knight and Squire bearing his Standard. The Knight is even in black armour, what more do you want? |
"Specialised armour developed for warriors in chariots who did not need to move so much and could wear full-length armoured coats."
"[Chariots included]...heavy bronze and armoured versions for punching holes in enemy ranks, those converted to carry fixed heavy crossbows, or even towered versions for commanders to better view the battle proceedings."
Easterling Dragon Emperor 200pts
Amdur has been dispatched to lead Easterling forces in the assault on Gondor in the South. Meanwhile in the War in the North, the Dragon Emperor looks to expand his territories out of Rhun and seize the economic and strategic benefits of the Iron Hills, Dale, and the Lonely Mountain. A veteran Imperial Guard who has murdered his way to the top of the Eastern Kingdoms, the Emperor is a skilled tactician, but has developed a healthy amount of self-preservation in his older age.
Hero of Valour
F5/3+ S4 D7 A2 W3 C5 3M 3W 3F
Fullbody Heavy Armour, Emperor’s Chariot, Easterling Battle Stave (See Warpriest)
Heroic Strike, Heroic March, Heroic Defence
Special rules: Horse Lord, Phalanx, Weapon Master (see Dwalin), Herald of Victory (see Amdur)
Iron Will: Whilst atop his Chariot, the Dragon Emperor gains the Resistant to Magic and Fearless special rules, may not lie down, and cannot be knocked prone or flung out of the Chariot.
Superior Vantage: The range of Heroic Actions and Stand Fast! of the Dragon Emperor is increased to 12” whilst mounted in his Chariot.
Fanatic Devotion: When suffering his final Wound, after Fate points are used, the Emperor can allocate one model within 1” which is Bodyguarded to him to suffer the Wound instead.
Armoured Chariot: 120x92mm base, four Armoured Oxen pull a 2-tiered 4-wheeled enclosed fortified Chariot. Two narrow slits at the front on the lower tier enable an unseen driver to pull the reins. The Emperor deploys on the upper tier, protected from incoming bowfire by a parapet (fortification, 5+). He has access to a mounted Reloading Crossbow.
Chariot: Mv8” S4 D8 A0 W5 C7
Monstrous Charge
Stable Platform: The Dragon Emperor may still fire his Reloading Crossbow after moving up to full distance in his Chariot, with a +1 to Sv. In an exception to the normal rules, he may fire the Reloading Crossbow in the same turn as Fighting. This may include at models in combat with the Emperor and will not require In The Way Tests.
The Emperor’s Chariot follows the “Chariot Charge”, “The Chariot in Combat”, “The Chariot and Magic”, and “Large War Machine” rules of the Iron Hills Chariot with the following exceptions:
As the Driver cannot be seen, he is not an eligible target for Shooting, Strikes, or Magical Powers. However, he is relying on the command of his Emperor to steer. Therefore if the Emperor is Transfixed or otherwise unable to move as normal, the Driver will either make a complete move straight forward, including into friendly models, or will not move at all if the Chariot remained stationary the previous turn.
Models the chariot moves into contact with suffer three S5 Impact hits.
In combat, the Emperor is treated as too high to be struck by any Wargear other than Pikes, which must roll a 1-4 to hit the Chariot or a 5-6 to hit the Emperor. Monsters may strike the Emperor as normal with the same In the Way Test. Enemy models may elect to strike the Chariot, or the Oxen:
Armoured Oxen: Mv10 S4 D6 A0 W1 C3
If all four Oxen are slain, the Chariot is removed. The Emperor makes a Thrown Rider test and is placed in the centre of the Chariot’s base.
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| Zhuge Liang's Repeating Crossbow: Shot and reload with one squeeze! Arrows used were often dipped in poison too. |
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| Bronze Armoured Chariot, Qin Dynasty, 221-206BC |
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| Khurasan Miniatures Period Chinese Chariot |
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1st Corps SU40 War wagon |
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