Fantastic Battles 10mm Showcase - The Army of the Red King

After a loooong winter, the army of the Red King has finally been mustered for a Fantastic Battles 10mm army showcase. This was an army that I had to build. Not driven by a particular passion for the army theme, so much as an instant besottedness with the miniatures as soon as I saw them. Everything in the army is from Warp Miniatures (formerly Warploque), although not everything was originally intended to be used as I have used them.

The army build is based on the available miniatures. There is an overriding Scottish theme to the sculpts, with plenty of kilts and bagpipes and the odd sporran thrown in for good measure. I felt that for a 'Scottish' army, I'd best start with irregular companies as the standard for units, and build up from there. I cannot confirm that the new 'highlander trait' released in the free scenarios pfd was created for this army. It could be purely coincidental.

The army command is built around the Red King, a majestic warlord with a robin on his antlers, and a bloody big sword. His kilt and banner are derived from the Co. Antrim tartan (over this side of the water we have county tartans rather than clan tartans). He is supported by three thegn captains, a mouse, a squirrel, and a hare.

Providing magical support is the Wyrd Sister. I play her as a summoner and she is shown here with a clutch of shroomlings to be summoned in the course of the battle.

Carrying the biggest and meanest beasts in the army, the army's chariots are the mobile strong-arm of the army, able to deal damage and soak it up in equal measure.

The moohemoths, mighty highland aurochs carrying howdahs, provide a bastion to stiffen the army's levy units in combat. Having the passenger trait means they can also carry around characters in comfort while they issue orders and summon fungi.

Mjowls, gryphon-like critters combing the forepart of giant owls and the rear of snow leopards, are not particularly powerful, but they are fast and provide a mobile reserve able to redeploy wherever needed.

Bog trolls, both soft and absorbent, excel at hurling boulders at their enemies, crushing anything foolish enough to come within range.

The fastest beastlings in the army, principally hares and squirrels, fight as skirmishing slingers. Quick and hard to hit, their sling stones carry a sting none-the-less.

The core of the army is made up of two levy units - the front ranks equipped with long spears and shields while the rear ranks carry bows. They are not powerful in melee, but are relatively swift, don't mind rough terrain, pack a punch when shooting, and are happy to receive a charge - to their front at least.


 

Comments

  1. Very cool army. A couple questions on the rules …

    With Poison, if you roll a “1” again on the second roll, do you roll again (a third time)?

    Do mounted foresters or mounted long spears get a -4 attack dice when in woods or does the forester trait override this?

    Does +1 charge dice in Master of the Horse apply per company or just one die for the group?

    Do unused Summon points carry over to the next unit summonsed or are they lost after summoning?

    ReplyDelete
    Replies
    1. Thanks!

      Poison - just one reroll.

      Foresters always ignore the modifiers.

      Master of the Horse gives +1 per company in the same way as other melee modifiers.

      Un-used summoning points are lost after summoning.

      N.

      Delete

Post a Comment