Gong
Catalogue
listings suitable for Treemen
Packs 01
Individual codes - EG 7-9, 27, 32, 68
What
you need to know about Treemen
The
Treemen are giant humanoid creatures haunting many forests.
While not naturally warlike they will organise to defend their homelands
from incursions and persecute trespassers.
The
Treemen fight barehanded and their immense strength and bark-like skin makes
them fearsome enemies - the fact that they blend almost perfectly with their
forest homes adds to the danger they pose.
Treemen are rumoured to be able to talk with trees and carnivorous and
semi-intelligent flora will help them in battle, as will some friendly forest
animals. The mysterious and
otherwise timid Mothmen aided the treemen in fighting a major bandit grouping.
Woodland
shamen are known to help the treemen. Treemen
come in a variety of colours from green to brown - reflecting the variety of
colours found in the trees where they live.
That Treeman change colour with the seasons can not be confirmed.
DBFi
Style Army list
Warm or Cold. Ag
0. Wd, H(S), H(G), Rgo, Rv.
C-in-C as
Treeman @ 27AP
1
Sub-general as above 1-3
Treemen - Irr Behemoth (X) @ 17AP 10-50
Cannibal trees - Irr Behemoth (I) @ 9AP
0-8
Canniabl trees or other carnivorous or animated flora -Irr Lurker (S) @ 3AP
1-10
Friendly woodland animals - Irr beasts (I) @ 3AP or Irr lurker (I) @ 1AP
0-3
Woodland Shaman - Irr Ps (I) @ 1AP or Irr Ps (X) @ 6AP
0-1
Extra to give shaman up to (O) magical ability @ 0-10AP
Any
Mothmen
Allies
Mothman
ally-general - Irr Flyer (I) @ 12AP *0-1
Mothmen
- Irr Flyer (I) @ 7AP 0-*9
All
the Mothmen must be commanded by a Mothman allied general who commands no other
troops.
HOTT
style armies
General
Behemoth @ 4 AP 1 4
Treemen Behemoth @ 4 AP 2
12
Horde - treemen or cannibal trees or other animated flora @ 1 AP 6
18
Lurker - cannibal trees or other dangerous flora @ 1 AP
2 20
Magician - woodland Shaman @ 4 AP 1
24
Alternatives -
woodland animals - Beasts @ 2AP, Hero general as famous charismatic treeman
leader @ 4AP. Treemen should
perhaps be all Behemoth but this would break the Hott rule for the number of
6-3AP troops able to be used.
Stronghold - sacred
grove of trees or plantation.
FR! style army suggestions
Infantry
Friendly
woodsmen - Rangers + bow @50
0-3
Animated plants or vines - Handweapons + grapple @60
0-2
Monsters
Titanic,
ancient or famous Treemen - Leviathan @100
0-1
Large, old treemen - Large Monsters @80 0-4
Younger treemen - Small Monsters @60 5-15
Friendly woodland animals - Swarms @50
0-4
Specials
Carnivorous
plants, exploding fungi balls, or other animated flora - Traps @20
0-4
Characters
General @150
1
Heroes @20 0-2
Druid @50/100 or Earth shaman @50/100 0-1
of each
Mothmen
Allies
Characters
General 0-1
Infantry
Mothmen -
Flying skirmishers @40 0-10
The
general and heroes must be permanently attached to a treeman, in effect, they
are the treeman.
For
assasination and character challenges, they are treated as having two free
bodyguards to simulate superhuman prowess, and compensate for lost flexibility. These
bodyguards cannot be permanently killed, they are just treated as “dead” if
they lose for purposes of resolving this challenge. The character is dead if the unit it is attached to is
destroyed. Treemen ignore forests
or scrubs, they treat them as open ground for all purposes. The
shaman and druid may cast an additional spell - “Infest with mobile slime
mould”, which attaches parasites to an enemy unit; cost 4. “Animated
plants or strangle vines” may be deployed against enemy in a forest. They
cannot move, but fight until destroyed or are victorious. If
victorious, they may be taken off the table and redeployed.