Gong
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.