Gong
Catalogue
listings suitable for Chookriders
Packs EG 10, 24
Individual codes - 2,3, 47-50, 57, 99-103
What
you need to know about Chookriders
The
chookriders are an alliance of human barbarian tribes riding giant chicken-like
birds into battle. The chickens are
mostly two-legged but some individuals or tribes prefer the less common
four-legged birds. Chickens were
sometimes partially armoured with head and chest protection.
Riders could be lancers, archers or swordsmen.
Chickens
are mostly white, but the other colours of smaller domestic modern chickens are
also known - one tribe's warlord was noted for his bodyguard of riders all on
black chickens. Favourite tactics
involve sending successive skirmish waves against a static opponent and
surrounding isolated groups - a reserve of riders on armoured chooks is often
deployed to deliver the knockout blow or cover a retreat.
One
army collected a number of mutants and monsters - these were kept in pits,
either to protect baggage or hidden about the battle field as a nasty surprise.
The
only prisoners taken by chookriders are those demanded by mercenary shamen as
payment. Conquered people sometimes
provided unenthusiastic foot. The
otherwise unnamed six-armed demons at least once co-operated in assaulting an
enemy city. The demons demanded half the loot and all blonde women
prisoners who were subsequently roasted alive, causing only mild regret in the
chookriders.
DBFi
Style Army list
Warm.
Ag 2. Rv, RGo, BUA, H(G).
C-in-C
as chookrider or noble
1
Sub-general as above 0-1
Ally-generals as above
0-3
Chookrider armoured nobles - Irr Cv (S) @ 9AP
0-9
Chookriders - Irr LH (S) @ 7AP 20-60
Chookrider scouts - Irr LH (F) @ 4AP 0-1
per command
Six-armed
demon allies
Six
armed demon ally general - Irr Demon (O) @ 27AP
*1
Six-armed demons - Irr Demon (O) @ 22AP 0-*6
Things
from beyond - Irr Lurker (S) @ 3AP
0-2
Mercenary shaman - Irr Ps (I) @1AP or Irr Ps (X) @ 6AP
0-1
Extra to give shaman up to (O) magic ability
Any
Human slaves or conscripts - Irr Hd (O) @ 1AP
0-4
Network of mutant things in pits - TF @ 1AP if protecting camp 2AP otherwise
0-16
Minimums
marked * apply if any demons are used, demons must be commanded by a demon
general who controls no other troops.
HOTT
style armies
General
Knight - armoured chookrider @ 2 AP
1
2
Knights - armoured chookrider riders @ 2 AP
1 4
Riders - chookriders @ 2 AP
7 18
Lurker - mutant things (perhaps in a pit) @ 1 AP
1 19
Behemoth - 6-armed demon @ 4AP 1
23
Hordes - Human slaves or conscripts @ 1AP
1
24
Alternatives
- Heroic chookrider @ 4AP, Magician - mercenary shaman @ 4AP, Hordes - massed
human slave troops @1AP.
Stronghold
- corral with tethered baggage
chooks and guard
FR! style army suggestions
Infantry
Human
slaves or conscripts - Mobs @10
0-6
Cavalry
Chookrider
armoured nobles - Heavy Cavalry @40 0-6
Chookriders - Light Cavalry @30
10-30
Extra to upgrade
chookriders to elite @10
0-4
Monsters
Previously summoned demon lord - Large
Monster + Magic Use @120
0-1
Previously summoned demons - Large
Monster @80
0-3
Specials
Network
of mutant things in pits - Traps
@20
0-6
Characters
General
@150 1
Bearer of the Sacred Banner - Hero
+ Army Standard @50 1
Heroes @20 0-3
Earth Shaman - 50/100
0-1
Druid @50/100 0-1
Special Rules
Chooks are deceptively vigorous, the giant riding chooks are faster over medium to long distances than a horse, so all chookrider light cavalry move at 9”/5”. The mobs can be jugganaughted, if desired.