EvilGong

[back to main menu]


Treemen

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

Special Rules

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.

[back to main menu]


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