EvilGong

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Fishmen

Catelogue listsings suitable for fishmen
Packs 03, 04, 05, 06, 07, 11, 12, 13, 15
Individual codes - EG4, 5, 12, 13, 14-20, 22-25, 28-33, 40-45, 70-72, 77-81, 94, 104

What you need to know about fishmen

The cruel and evil fishmen haunt the fabled realm of Mount Keira.  Fishmen are mostly either all green or all blue-grey in colour; however, smaller numbers of orange, red and albinos are known.  The Evil Gong is a large bronze item like the famous Rank movie one - chanting priests accompanied the gong to guarantee success.

Landsharks are mostly blue-grey, but like their fishmen riders, orange, red and albino sharks have been spotted.  Landsharks models should be mounted on pairs on a 40mmx40mm base, spider riders mounted singly on a base of the same size.  Spiders are large hairy creatures of various colours, they are ridden by a fishman, usually a lancer.

Most foot fought in loose swarms but solid sheildwalls were used to repulse enemy mounted.  Some landsharks were sometimes trained fight in riderless packs.  Fishmen are on good terms with all watery creatures, many of whom help their armies - especially the dreaded squidmen.  Fishmen deployed artillery, stone or bomb throwers, of their own design and sometimes sent specialist parties of net-throwers at the enemy C-in-C.

DBFi Style Army list

Warm.  Ag 3.  WW, Rv, RGo, M, Wd, BUA, H(S), H(G).

C-in-C in as -Landshark rider, Spider rider, spearman or priest           1
Sub-general as above           1-2
Landshark riders - Irr Kn (O) @ 10AP or all Irr Kn (F) @ 9AP             6-16
Spider riders -  Irr Cv (O) @ 7AP or all LH (O) @ 5AP   2-6
Spearmen - Irr Sp (O) @ 4AP                    4-24
Swordsmen or macemen - Irr Bd (O) or Irr Bd (F) @ 5AP  2-12
Mixed javelineers or spearmen - Irr Ax (S) @ 4AP 6-24
Boomerang or javelin throwers - Irr Ps (I) @ 1AP 6-12
Downgrade foot to Irr Hd (S) @ 2AP as massed fishmen      Any
Priests, high priest and attendants - Irr Ps (X) @ 6AP or Irr Ps (I) @ 1AP 0-4
Extra to give priest up to magic ability (S) @ 0-13 AP         Any
Extra to give Evil Gong - Artefact (H) to priest @ 1AP          0-1
Extra to give Evil Gong - artefact (A) qualities @ 15AP        0-1
Riderless landshark or similar packs - Irr Exp (O) @ 7AP     0-2
Fishmen with entangling nets - Irr Ps (X) @ 6AP 0-2
Stone throwers - Reg Art (O) @ 8AP or Irr Art (I) @ 4AP          0-2
Trained squids, octopus, slugs and similar - Irr Sneaker (O) or Irr Beasts (O) @ 5AP 2-8
Water creatures, snakes and similar - Irr Water Lurker (O) @ 2AP or (S) @ 3AP     2-8
Rafts, canoes, logs etc - Irr Bts (I) @ 1AP  0-10

Squidmen Allies

Other Allies - any suitable lizardmen, swampmen list or later pre-Islamic Arabs

All troops count as water adapted.  Any suitable evil allies can be chosen, as can Arabs because everybody else gets them ... use only 0-12 elements in an Arab allied contingent. 

HOTT style armies

General Knight - landshark rider @ 2 AP    1       2
Knights - Landshark riders @ 2 AP    2       6
Riders - Fishmen on giant spiders @ 2 AP    2     10
Blades or Spears @ 2 AP    4     18
Horde - Mixed Fishmen @ 1 AP 1     19
Water Lurker - Giant slug, squid, clam or similar slimy thing @ 1 AP     1         20
Magician - Fishman Shaman @ 4 AP 1     24

Alternatives - Sneaker - giant squid, snake or similar @ 3AP; Warband - pack of giant slugs or similar @ 2AP, Artillery -  Fishman stone thrower @ 3AP  Stronghold - Sea-side encampment.

FR! style army suggestions

Infantry

Spearmen - Spears + Sheildwall @40  2-12
Upgrade to elite @10          0-4
Swordsmen or macemen - Handweapon + Sheildwall + Water Breathing @45  1-6
|
Mixed javelineers or spearmen - Rangers @40          4-8
Downgrade any foot to Mobs @10 as massed fishmen          Any
Skirmishing fishmen - Skirmishers @20  4-12
Loathsome, pallid land dwellers - Offerings @5    0-6

Cavalry

Landshark riders - Knights + Fear @80          2-6
Spider riders -  Light Cavalry + Poison @50          2-6

Monsters

Trained squids, octopus, slugs and similar slimy things - Swarms @50          1-4
Giant squids, octopus or similar - Small Monster + Poison @80          1-4

Specials

Fishmen with entangling nets - Traps @20  0-4

Machines

Stone throwers - Light Artillery + @30  0-2

Characters

General @150            1
Extra to give general “Mark of Evil” @10  0-1
Guard of the Evil Gong - Hero + Army Standard @50 1
Heroes @20  0-3
Hydromancer - 50/100 or War Cleric @50/100 or Water Shaman @50/100       0-1 of each
   Extra to equip any character with a “Magic Ward” @40 0-1

Special Rules

Fishmen get water breathing for free, and their Water Shaman can summon a Water Elemental for only 4 points.  The massed fishmen can be jugganaughted, if desired.

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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