Gong
Catalogue
listings suitable for Squidmen
Packs EG17, 19, 07
Individual codes - 52, 58, 59, 80, 96
What
you need to know about Squidmen
The
mutant and dangerous squidmen are known to haunt many swamps, estuaries and
oceanic islands. Aggressive raiders and pirates, squidmen often mass in
army-sized coalitions, sometimes in alliance with the fishmen. Some fishmen mercenary specialists were employed by rich
squidmen warlords.
Squidmen
are slightly larger than human size and have six main limbs, usually using two
for walking upright and four for holding weapons, typically spears and small
round shields. An elite maceman
squad used tower shields. Squidmen,
like other squids can change colour from almost transparent to bright red,
brown, white or phosphorescent green.
Camouflaging
ability makes squidmen dangerous ambushers and fighters in broken ground - a
role for which the fishmen found them specially useful.
Squidmen armies include a mounted component riding landsharks, a skill
believed to have been copied from the fishmen.
Armies often included numerous trained giant squids, octopus and similar
sea creatures.
DBFi
Style Army list
Cold.
Ag 1. WW, Rv, M, Rgo.
C-in-C as
Squidman or rider @ 13-19AP
1
Sub-general as above 1-2
Squidmen - up to 1/3 Irr Ps (S) @ 3AP rest Irr Ax (S) @ 4AP
24-80
Squidmen mace guard - Irr Bd (X) @ 6AP 0-4
Squidmen priest - Irr Ps (I) @ 1AP or Irr Ps (X) @ 6AP
0-1
Extra to give priest up to (O) magical ability @ 0-10AP
Any
Landshark riders - Irr Kn (F) @ 9AP
or all Irr Cv (O) @ 7AP
2-8
Trained attack squids, octapus or similar, with or without handlers
- Irr Wb (F) @ 3AP
- or Irr Exp (O) @ 7AP 0-4
Giant squids, octapus or simialr - Irr Beasts (O) @ 5AP
0-8
Giants squids or similar creatures - Irr Water lurker (S) @ 3AP or (O) @ 2AP or
(I) @ 1AP
0-4
Boats or rafts - Irr Bts (I) @ 1AP 0-6
Mercenary fishmen net throwers - Irr Ps (X) @ 6AP
0-1
Mercenary fishmen artillry - Reg Art (I) @ 4AP or Reg Arty (O) @ 8AP 0-1
Fishmen
allies
All
troops count as water adapted. Landshark
riders will need to based 1 or 2 per 40mm x 40mm base in 15mm.
HOTT
style armies
General
warband or rider @ 2 AP 1
2
Squidmen landshark riders@ 2 AP 1 4
Squidmen warband @ 2 AP 6 16
Horde - mixed squidmen @ 1 AP 1
17
Lurker - Giant sea creatures @ 1 AP
1
18
Magician - Shaman @ 4 AP 1
22
Beasts - giant squids and similar aquatic things @ AP
1 24
Alternatives -
aquatic animals - Beasts @ 2AP, Hero general as infamous pirate @ 4AP, Artillery
- fishmen mercenary @ 3AP, Blades @ 2AP - macemen.
Stronghold -
beached rafts, drying fishing nets or sea-side grotto.
FR! style army suggestions
Infantry
Squidmen
- Rangers @40 10-30
Mercenary skirmishing fishmen - Skirmishers @20 2-6
Macemen - handweapons + elite @40
0-2
Loathsome, pallid land dwellers - Offerings @5
0-4
Cavalry
Landshark
riders - Knights + Fear @80
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
Monstrous squid of the deep - Large Monster @80
0-1
The Kraken - Leviathan @100
0-1
Specials
Giant
clams - Traps @20 0-4
Machines
Mercenary stone throwers - Light Artillery + @30 0-2
Characters
General
@150 1
Heroes @20 0-4
Assasains @40 0-2
Hydromancer - 50/100 or Cleric @50/100 or Water Shaman @50/100
0-1 of each
Extra to equip
any character with a “Magic Ward” @40 0-1
Extra to give
any character “Protection from Magic” artifact @40
0-1
Extra to give
any character “Stored Spell” artifact @var. 0-1
Squidmen get water breathing for free, and their Water Shaman can summon a Water Elemental for only 4 points.