Pappa Midnight:
I have had the Dragon Rampant rules for a while and I am building a Chaos Dwarf Army using it.
It is a very flexible system which allows you to pretty much create any units you want. The following is a break down of some units I have created and some rationale behind them:
My Leader
X1 Sorcerer Prophet in Chariot: Reduced Unit Elite Riders + Level-Headed + Wizardling = 10pts
My original concept for the Sorcerer Prophet was a simply to field him as a reduced unit of Elite Foot with the Spell-Caster ability. This would cost 10pts. On the surface a good solid unit but it would lack mobility. The Spell-Caster ability would cost 4pts to use all the available spells but I thought �?oWhat spells would he actually use?�?�
By fielding him as a reduced unit of Elite Riders it immediately gave a boost to mobility at a slight cost of defensive ability and big loss of control ( Wild Charge is not a good idea for a Sorcerer). The Level-Headed ability loses the Wild Charge and gives a better chance to actually move him so seems reasonably fair. By selecting �?oWizardling�?� it grants the use of only 3 spells but does give the ability for him to attack at range. The spell choice of �?oPower Bolt�?� was a given, whilst �?oHeal Thee!�?� is exceptionally handy at restoring lost strength points to friendly units. Lastly �?oDragon�?Ts Breath�?� provides a nice smoke-screen to move fragile units without fear of pesky ranged attacks.
Making him the leader with the �?oCommanding�?� ability was a must to make best use of his mobility to provide support to friendly units.
Another Option is:
X1 Sorcerer Prophet on Great Taurus: Reduced Unit Elite Riders + Mounted Missiles + Flying = 10pts
A simple option if you want to field a sorcerer mounted on a Great Taurus. It�?Ts still got good hitting power and its ability to fly over units is handy but loses the flexibility of the spells. This is made up for by the �?oMounted Missiles�?� which replicates the Sorcerer using Arcane Bolts or the Great Taurus breathing fire etc. Also with this option you lose the ability to counter-charge, which isn�?Tt so good.
Troops
X6 Immortals : Unit of Elite Foot + Mystical Armour = 8pts
Pretty straight forward choice for my Immortals. Good punch with a good defensive ability. The �?oMystical Armour�?� gives them a chance for saving against strength loss.
X12 Warriors: Unit of Heavy Foot = 4pts
Again a pretty easy choice. A nice solid unit which can take a good amount of punishment, their �?oWall of Spears�?� trait (shield wall) is handy for holding objectives. These are really the core of the army and are cheap enough to take a couple of units.
An option is to add �?oOffensive�?� for 2 points which increases their fighting ability but gets rid of �?oWall of Spears�?�. Ideal for a unit armed with 2handed axes etc.
X12 Harquebusiers: Unit of Heavy Missiles + Weighty Projectiles + Venomous (ranged) = 6pts
These little blighter have really nasty short range punch, although fragile in hand to hand. The �?oWeighty Projectiles�?� does limit their range but making their ranged attacks �?oVenomous�?� enables them to deal out more damage.
Dropping �?oWeighty Projectiles�?� and �?oVenomous�?� is cheaper at 4pts per unit, but I prefer the heavier hitting version.
X3 Bull Centaurs: Reduced Unit of Elite Riders = 6pts
Another simple choice. The reduced model count to 3 just feels right to indicate their power and ferocity.
Some variants of Bellicose Foot ( Berserker types warriors):
X12 Orc Slaves: Unit of Bellicose Foot + Terrifically Shiny Armour + Fearful = 4pts
My idea of slave orcs is a unit of brutes who, although war-like in nature, are still slaves and likely to break and run if overwhelmed. Making them Bellicose Foot gives them that aggression and hitting power, with the �?oTerrifically Shiny Armour�?� greatly increasing their survivability. The addition of �?oFearful�?� may appear a little counter-intuitive but it reduces their chance to rally so they are more likely to flee than be destroyed.
There is a little controversy about the costing for �?oFearful�?� and its actual game impact, but I think it fits well with these.
X1 Siege Giant: Reduced Unit of Bellicose Foot + Terrifically Shiny Armour + Venomous (melee) = 9pts
The Siege Giant is a melee powerhouse courtesy of �?oVenomous�?� ( melee only) although his �?oWild Charge�?� makes him unpredictable. Again the �?oTerrifically Shiny Armour�?� greatly improves his ability to soak up damage. It might be worth adding �?oHatred�?� for 1pt as this means because the Giant already has �?oWild charge�?� it can charge its �?ohated�?� target without an activation roll!
X6 Badger Berserkers: Reduced Unit of Bellicose Foot + Terrifically Shiny Armour = 6pts
Again a simple tweak of �?oBellicose Foot�?� creates a nice aggressive and reasonably tough unit.
Why Bellicose Foot instead of Elite Riders? Well�?�.call me beardy, but I did some math and a Strength 6 Cavalry unit with 4 Armour would go to half Strength after 12 Damage and be destroyed after 24. These little buggers go to half Strength after 18 Damage and are destroyed at 36 Damage. Sure they would probably break well before then but it does make them very resilient.
As you can tell I like �?oTerrifically Shiny Armour�?� and think it�?Ts a must for an effective Bellicose Foot Unit.
A War Engine
X1 Iron Daemon: Reduced Unit of Heavy Riders + Chariot + Mounted Missiles + Venomous (ranged) = 10pts
I was originally going to do this as a reduced unit of Elite Riders with �?oMounted Missiles�?�. That would have cost 8pts but wouldn�?Tt allow me to buy �?ovenomous�?� as it would push the cost over the 10 point limit. By taking Heavy Riders with �?oChariot�?� it gives the same Armour Value as Elite Riders ( and means it can�?Tt cross obstacles or rough ground which is more realistic for a steam engine) and reduces the cost of �?oMounted Missiles�?� to 1pt. This meant I could buy �?oVenomous�?� and still stick to the 10pts max!!!
Hope some of you find this useful. As my army expands I will post some more.
Regards
PM