Gong
Catalogue
listings suitable for Elephantmen
Packs 18, 20, 21
Individual codes - 51, 82-84, 85-86, 105-106, 109
What
you need to know about Elephantmen
The
mutant elephant-headed men have a highly organised society geared to military
conquest. Priests wield religious,
magical and military power - often ordering raids for obscure theological
reasons. The strength of the army
is its disciplined regular infantry - sometimes led by armed priests - however a
fierce and effective mounted arm was often used to launch an assault.
The
mounted troops are lancers on long-necked, short limbed beasts.
The hapless Blemmaye are often the victims and subjects of the
elephantmen and provide them with vassal contingents of reasonable competency
but negligible enthusiasm.
The
Blemmyae are often deployed in the centre of the army or wherever the enemy
assault was expected as a stratagem to help reduce elephantman casualties.
Other
tactics include a double-envelopment of a static enemy.
Elephant
men are grey to brown in skin colour, although rumoured eastern tribes are
green-skinned, occasional members of noble families are white.
Most elephantmen wear only a simple loin cloth with rich or important
people adding a colourful and decorated cloak.
Riding beasts were usually red-brown with grey-to-green reptilian necks
and tails - their riders are shielded lancers.
DBFi
Style Army list
Dry.
Ag 3. WW, Rv, RGo, M, Wd,
BUA, H(S), H(G), Rd.
C-in-C in as
rider, spearman, swordsman or priest @ 21-30AP
1
Sub-general as above 1-3
Beast riders - Reg Cv (S) @ 10AP 3-12
Preists - Reg Ps (I) @ 1AP or Reg Ps (X) @ 6AP 0-3
extra to give priests up to (O) magic ability
Any
Swordsmen, clubmen, glaiviers - Reg Bd (F) @ 7AP
4-24
Spearmen - Reg Sp (O) @ 5AP
4-12
Javelinmen - Reg Ps (I) @ 1AP
4-12
Blemmaye slaves and subjects
- Irr Bw (I) @ 3AP or Irr Ps (I) @ 1AP
- or Irr Hd (O) @1AP 0-8
Packs of riding beasts with or without handler - Irr Exp (O) @ 7AP
0-3
Camp fortifications or boma TF for camp @ 1AP
0-12
Blemmaye
Allies
Any
suitable sub-Saharan human tribe Allies.
The mounted
part of a Blemmaye allied contingent can be separated off and join an
all-mounted elephantman command.
HOTT
style armies
General Knight
- beastrider @ 2 AP
1
2
Knights - beastriders @ 2 AP
2 6
Blades or Spears @ 2 AP 5 16
Horde - mixed elephant men or Blemmaye @ 1 AP
1
17
Mercenary or subject Blemmye - Bowmen @ 2AP 1
19
Cleric - elphantman priest @ 3 AP
1 22
Beast-packs with handlers @ 2 AP 1
24
Alternatives -
Sneaker - giant serpent, Artillery
- rockets @ 3AP
Stronghold -
Mud huts surrounded by boma.
FR! style army suggestions
Infantry
Swordsmen,
clubmen, glaiviers - Handweapon + Elite @40
2-18
Spearmen - Spears @30 2-9
Skirmishers - Skirmishers @20 2-9
Blemmaye subjects - Mobs @10
0-6
Hapless, cowering Blemmaye slaves - Offerings @5
0-6
Cavalry
Beast
riders - Knights + Elite @70
3-9
Monsters
Beast
packs with handlers - Swarms @50
0-3
Characters
General
@150 1
Heroes @20 0-3
Extra to equip
any hero with “Exceptional Armour” @10
0-1
Extra to equip
any hero with “Exceptional Weapon” @10
0-1
War Cleric @50/100
0-2
Cleric @50/100 0-1
Saga Teller - Bard @40 0-1
Theraputae - Healers @10 0-2
Extra to equip
any character with a “Magic Ward” @40 0-1