Dogs of War Tips for Jungle Fighting – What to take over the high seas?

By D’Argent

(This Article is in response a Games Workshop Article which was discourteous enough not to include Dogs of War tips.)

 

Basically, the general idea for fighting in Lustria based games is this:

* Don't rely on shooting.

* Don't rely on large ranked up units.

* Take as many skirmishers as you can take.

* Don't rely on big monsters/fly creatures. (It seems that the Giant is the only exception here...)

 

Issue on armour

Normally, armour is fine, armour is great. Now, the biggest difference between fighting in Lustria/Jungles is that your own armour is an enemy. A few of the Events and Encounters are worse if you have more armour; others just aren’t stopped by armour! The many different unfortunate things which could happen to your troops often make it that all ranges of armour have a strength and weakness. For example, Carnivorous Plant could kill as many as three duellists but easily shuged off by your Heavy Cavalry and, equally, duellists can be immune to Quicksand as they can have no armour save but your Heavy Cavalry will be sucked down almost every time with their armour save of 2+!

 

So, without further ado, here are my tips for what units to take for jungle fighting! I will examine as many units as I can, putting them into three categories:

“Don’t get on the boat without ‘em!” – These are the better choices to take and can be used very effectively, possibly even more effectively than in normal conditions.

“Meh.” – These choices aren’t the best, but aren’t the worst either. Prehaps this will fill up your ranks once you’ve had your fill of the better choices.

“Oh dear Sigmar, NO!” – These are the worst choices and should possibly be afforded like the plague.

 

“Don’t get on the boat without ‘em!” (Best choices)

* Duellists/Vespero's Vendetta - Skirmishers, and lightly armed. Sometimes with no armour what so ever. Suggested weapons would be Hand Weapon, Buckler and Throwing Knifes (Totalling at 8 points each and the unit has a 6+ save in shooting and attacks from encounters and a 5+ save in close combat and a 6” S3 ranged attack each when they're charged or get close to enemy units.) or Hand Weapon, additional Hand Weapon and Throwing knives. (Two attacks each and the 6” S3 ranged attack.) Vespero's Vendetta is useful (For once) as they have everything the second set up has, as well as a 6+ armour save in close combat. The armour saves doesn't count with quicksand, etc.

* Lumpin Croop's Fighting Cocks (That's as in cockcrows...) – Skirmishers, lightly armoured and they have bows. The only one who is in danger to quicksand is sadly the leader Lumpin Croop, with a 5+ armour save, which is 4+ in combat, which means that there is a 33% chance that he will pass his armour save and thus sink. The mix of skirmishers and bows should mean that they can move around in the forest (They can move through Undergrowth, Light Jungle, Dense Jungle, Rivers and Ruins as if it was Open Ground.) a lot easier than normal Halflings and the amount of arrows they should be able to let fire should make up for the fact that there’ll be trees in the way of most targets.

* Halflings – Normal Halflings have no penalty for moving through Undergrowth or Light Jungle, but not Dense Jungle, Rivers or Ruins unless they are in Loose Formation. This means that they won’t be able to shoot if you plan to move them around through that sort of terrain. They don’t have armour saves which makes them vulnerable to the various events and encounters, but not to quicksand.

I don’t normally use Halflings with spears, light armour and shields and I wouldn’t recommend them. WS2? S2? Bah. Give me a S3, 24” range bow to arm my Halflings with any day. You may feel different, so take the above advice but be fearful of quicksand. 5+ armour save means that the Halflings will sink 33% of the time!

* Norse Marauders/Beorg Bearstruck and the Bearmen of Urslo – Same as what is said for Chaos Marauders. “Lightly armoured and skilled fighters, these make an excellent choice to fore the core of your army for Lustria, and well as following the background theme closely as ship-borne raiders.”

 

“Meh” (Mediocre choices)

* Long Drong’s Slayer Pirates – Although they won’t be able to shoot their pistols when not in combat, they count much the same for slayers and Drong should give your opponent a run for his money. Sadly they are rather slow with 3” movement, but they should perform well when you finally get them into combat.

* Tichi’s Huichi’s Raiders – Fast cavalry, who are Lizardmen so aren’t effected by Stifling Humidity, Hopelessly Lost, Native Guide, Malodorous Malady, Native Curse or Mad Cap Fungi Cloud! Their armour save, not counting Scaly Skin, is 4+, so they are still vulnerable against Quicksand.

* Fast Cavalry, Oglah Khan’s Wolfboyz, Desert Dogs – Fast moving, and don’t have much of an armour save (Maximum is 5+/4+/5+ When against quicksand) so aren’t as the heavier kind. The Wolfboyz and Fast Cavalry both have (or have the options to get) bows, so can take a few pot-shots at enemy units. Their Fast Cavalry ability allows them to shot in 360 degrees, so they aren’t as restricted to shooting as other units are.

* Crossbowmen and the various crossbowmen Regiments of Renown – The Besiegers belong in the in the “Oh dear Sigmar, NO!” section, as they have a high armour save, and are expensive. Although they have a hero for panic tests, you can’t afford losing these 11pts a piece models every time you come across an event or encounter which negates armour saves. The Marksmen of Miragliano are slightly better for Jungle warfare, and have a hero for those panic checks, and have 4BS for most of them. The main problem is cost, the fact that you have a standard bearer for some reason. Crossbowmen aren’t meant to go into combat. Normal Crossbowmen could quite be the best choice out of the three. 8 points each, no armour saves so aren’t affected by quicksand; they really don’t have that much which can be negated by the many ways of dieing by the jungle.

* Giants of Albion – Same as Orc and Goblin Giant except they aren’t Stubborn (“Although they will be slowed down by the terrain, Giants are a terrifying prospect for the smaller and less heavily armoured units you're likely to encounter in jungle fights. ... (just watch out for poison!)”), there’s two of them and a level 1 wizard. The Wizard isn’t much, but the Giants are used somewhat like the Orc and Goblin version. They’re very expensive, though and take up two rare choices. Although, the only things they could be replacing are a Cannon (Not that useful if a tree is in your way.), Halfling Hot Pot (Reasons similar to Cannon.), the Birdmen of Catrazza (Who, incidentally, will be mentioned in the “Oh dear Sigmar, NO!” selection so I won’t go into them here.), or Asarnil the Dragonlord. (Also mentioned in the “Oh dear Sigmar, NO!” section.)

 

“Oh dear Sigmar, NO!” (Really bad choices i.e. leave these cursed things at home!)

* Heavy Calvary and Voland’s Venators – 2+ Armour save? Maybe in normal games of Warhammer, but not nice when you come across quick sand! Just take fast cavalry if you’re desperate for some horses!

* Birdmen of Catrazza and Asarnil the Dragonlord– The Birdmen and Asarnil are flyers, so not a good idea in the deep jungles.

* Pikemen and the various Pikemen Regiments of Renown – These often need the biggest armour save possible, and come in large units. 5+ armour saves aren’t that good in Lustria, but usable. The biggest problem is when they go in loose formation, and that’s because they don’t get the special abilities from their pikes, turning them into expensive duellists. For the best use, they wouldn’t be using Loose Formation, just waiting at your side of the jungle, in any available space to take the change on the front rank.

* Cannons, Halfling Hotpots and Bronzino’s Galloper Guns (Oh my!) – As with all warmachines in Lustria, with range and sight will suffer from the trees. Cannons and the Galloper Guns are, of course, Black Powder weapons so can, if you roll a six as a 1 (Lose the Armour Piercing rules for that turn) doesn’t affect them, end up not working.

 

This is all I can think of at the moment, but I’m sure that there are many others which can be said as usable or not.