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Elephantmen

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

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from the evil mind of   David F M Brown dfmbrown@mpx.com.au
this site was rapidly constructed by a gang of slavering orcs,

~ otherwise known as B Squared