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halflings/hobbits or little people ? 
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Joined: Sat Jun 29, 2013 8:49 am
Posts: 25
Post halflings/hobbits or little people ?
Hello, its frogboy here, your furry foot friend from greener pastures. This is my first post so please be kind :)

I'm wondering if there will be a list for any small round tubby people with hairy feet ?

Some well known trates may include;

Good at shooting bows
Good at hiding
Resilient to magic
Good thieves
Exellent cooks
And rubbish fantasy football players

Cheers,
Frogboy


Sat Jun 29, 2013 8:58 am
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Location: Bristol,UK.
Post Re: halflings/hobbits or little people ?
Oh no who let him on here :shock: ;)

Hi mate and welcome aboard :)

Cheers, Steve.

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http://lurkusspleen.wordpress.com/


Sat Jun 29, 2013 9:31 am
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Joined: Sat Jun 29, 2013 8:49 am
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Post Re: halflings/hobbits or little people ?
Haha hi mate, don't now how I've missed this forum for so long, look forward to lots of spam. Halflings and spam :)


Sat Jun 29, 2013 1:01 pm
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Post Re: halflings/hobbits or little people ?
Welcome in Frogboy

Halflings, but of course, they will materialise I am sure, anyone fancy a first stab at a list :mrgreen:

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Rob
http://www.scarabminiatures.com
www.warandconquest.co.uk


Sat Jun 29, 2013 2:09 pm
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Post Re: halflings/hobbits or little people ?
Rob wrote:
Welcome in Frogboy

Halflings, but of course, they will materialise I am sure, anyone fancy a first stab at a list :mrgreen:



Hello once again my friends, today I have some exciting news for all lovers of the hairy feet. I have compiled an army list of fantastical proportions unlimited in power and completely untested.
I hope that this works is not offensive in any way to anyone involved and I have written it purely from my passion for these little folk and my desire to see War and Sorcery move along.
This is just a bit of fun and before I get told off for meddling in things which are already perfect please bear in mind I am not a professional writer :D
But saying that do please comment and help to make this list playable, I've not included any points values as I'd like some feedback here. Also I've used Robs Dwarf and Viking lists as a template so there be some copy and pasting going on.

So with out further drivel I present....


Halflings


The following army organisation list (AOL) will enable you to build a Halfling army for War & Conquest. Please refer to the army organisation list introduction document. This is version 1, January 2014. It is subject to change, and has been created so players can get gaming. Please provide feedback and commentary.

Background

Halflings are very small with furry feet and large appetites. Once thought to be relatives to Dwarfs or humans in fact Haflings are more closely related to much larger creatures, Giants, Ogres or Trolls. Nobody quite knows which though as everytime an experiment is conducted the Halfling has been eaten alive, trolls especially favour Halflings for a mid morning snack although most trolls live thousands of leagues from any Halfling settlement these days.

Hundreds of years ago Halflings made a deal with the largest and most civilised human tribes in the world, they asked only to be allowed to make a settlement in the middle of the humans land as they were fed up of hiding in rabbit holes trying to avoid the unwanted attention of trolls. In exchange for this land the Halfings promised to teach the humans much about farming and cultivating the land and to keep a Militia trained and ready in times of war. This first settlement grew and grew until it became a large bustling town. There are now many of these towns and settlements throughout the land and although not quite as large as some of the human towns they are famed for their Bistros and restaurants.

Halflings are most known for their podgy bellies and their love of food, but there are some who claim Haflings are evil creatures, put on the world to mock humans. In fact Haflings were around long before Humans and are much more in tune with the world and it's nature then anyone with any sence realises. Mostly this is because Halflings are very small and inconspicuous, for these reasons Halflings have an ability to become very good at stealing. If you look closely in the large city's of men you could see organised gangs of Halflings pickpocketing wealthy merchants and Lady's as they stand in shops flirting. It is also rumoured that these gangs raise money for the poor and there are many suggestions of brigands and bandits who live in the forest, outlaws who pray on unsuspecting travelers. Although reports of these instances are very rare as Rich Nobles and their Fine Lady's never want to admit to being held up by Halflings.

Halflings also have an affinity with nature, knowing which leaves and berry's will best compliment a dish from just a glance, almost smelling the size of a carrot or a potato under the earth before it's even dug from the ground. Some say they can communicate with the trees themselves and have powers to grow unnaturally large marrows and find the best and sweetest tasting fruits of the forest.


Army Composition

Personalities of War Up to 25% of the points value of the army. Strategy Intervention Points may not be pooled unless the Town Mayor is present, in which case both the Mayor and any of his Officers and Sargents may use them.

Warrior Formations At least 25% of the points value of the army must be selected from Warrior formations

Supporting Formations Up to 50% of the points value of the army may be selected from supporting formations.

Allied Formations Up to 25% of the points value of the army may be selected from the allies list.

Legends of War Assuming they are being used, an additional 25% of the points value of the army may be taken as Legends of War. Alternatively you can increase the size of your army with extra formations.

Feature Rules

To help give Halflings a better chance of survival I would propose a rule along the lines of this...
Small and inconspicuous: Halflings are very small and agile. Running between legs and ducking below thrusts of swords or chops of axes. To represent the fact that it's just harder to hit a Halfling do not apply any modifiers to the Haflings Armour value when they are hit in combat or from shooting. If a Halfling is not wearing any armour it is considered that they have an armour rating of 1 but a Halfling can never have a better armour rating than 2 unless they are riding a pony. In addition to this bonus Enemy units rolling to wound gain +1 to there killing Ability in combat and with Ranged weapons. This is to represent how fragile the wee Halflings are.


Last edited by frogboy on Fri Jan 10, 2014 9:26 am, edited 7 times in total.



Thu Jan 09, 2014 7:34 pm
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Joined: Sat Jun 29, 2013 8:49 am
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Post Re: halflings/hobbits or little people ?
Personalities of War

Town Mayor

Town Mayor's are often fat personalities of large towns with loud voices who have eaten their way to the top of the local food chain. Called upon by there lords to go to battle and lead larger forces of Halflings when the harvest is threatened from pillage. Not well known for their martial skills, Mayors prefer to stand at the back near the Company cook where they order slimmer younger officers take the lead.

CA SA KA Mo L S Pts
0-1 Town Mayor - - - 8 3 +1

Formation: Personality
Equipment: As unit
Special: Army General. The Mayor has 3 Strategy Intervention Points and a Zone of Command of 10”. He may add 1 additional Strategy Intervention Point for 20 points. The Mayor may move independently and has an Armour Value of 2. Small and inconspicuous


Officer

Officers are often sons of wealthy land holders and traders who have been sent off from a young age to learn the arts of war at one of the human settlements. Although Halflings are mostly a peaceful race they do have a militia in each town and Officers lead these peace keepers with military precision and often bribes of ham or sausages.

CA SA KA Mo L S Pts
Officer - - - 7 3 +2

Formation: Personality
Equipment: As unit
Special: May be the Army General if no Town Mayor is present. Officers have 2 Strategy Intervention Points and a Zone of Command of 10”. He may add 1 additional Strategy Intervention Point for 20 points. Officers may move independently and have an Armour Value of 2. Small and inconspicuous


Sergeant

Sergeant's have spent some time on the Mayors payroll in the towns Militia. Often being one of the more charismatic personalties and through greed, sheer luck or ruthlessness they have survived long enough to command respect through the ranks of the militia.

CA SA KA Mo L S Pts
Sergeant - - - 7 3 +2

Formation: Personality
Equipment: As unit
Special: The Sergeant may use Strategy Intervention Points and has a Zone of Command of 10”. They must be placed in a unit at the start of the battle and remain there throughout. Small and inconspicuous


Chief Chip

Chief Chips are shrouded in mystery, revered throughout the land for their extraordinary culinary skills. It is known to some though that these cooking skills don't just come from hard work and practice, they are from the study of the arcane arts passed down from generation to generation. From one kitchen to another magical recipes are concocted and powerful spells are woven from the very land we walk on.

Chief Chip Mo L S Pts
8 2 +1

Formation: Personality (High Level Magic User). May move independently on foot, with an Armour Value of 2
Equipment: As unit. Chief Chips know 3 Hafling spells and may select up to 3 more at 20 points each.
Special: Halfling Chef. May be the Army General if no Town Mayor is present. 4 Magical Intervention Points and a Zone of Command of 10”. They may add up to 2 additional Magical Intervention Points for 20 points each.
Chief Chips can brew up to 2 magical broths before the battle at a cost of 50 points each. Rules for magical broths can be found in the Legends of War section. Small and inconspicuous


Army Standard

Army Standards carry the Towns Colours to battle, these flags are usually adorned with elaborate designs often with the names and dates of great feasts proudly displayed. Although for smaller towns this could just be a chicken carcass on a stick.

CA SA KA Mo L S Pts
Army Standard - - - 7 2 +2

Formation: Personality
Equipment: As unit
Special: Halfling Personalities who have the option to become Army General may take an Army Standard and this increases their Zone of Control by 5". Move at the same rate as the Personality whose standard they carry, with an Armour Value of 2. Some Halfling Army Standards have magical or inspirational properties - these are outlined in Legends of War. Small and inconspicuous


Last edited by frogboy on Fri Jan 10, 2014 9:30 am, edited 9 times in total.



Fri Jan 10, 2014 7:48 am
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Joined: Sat Jun 29, 2013 8:49 am
Posts: 25
Post Re: halflings/hobbits or little people ?
Warrior Formations

0-1 Feast Hall Guardians
CA SA KA Mo Pts
3 4 3 7
Formation: Regular
Equipment: Stones, Light Armour, Shields and Thrusting Spears
Armour Value: 2
Special: Drilled. Small and inconspicuous

Town Militia
CA SA KA Mo Pts
3 4 2 7
Formation: Regular
Equipment: Light Armour, Shields
Armour Value: 2
Special: Drilled. Shield Wall. Small and inconspicuous

Archers
CA SA KA Mo Pts
2 4 2 6
Formation: Regular
Equipment: Bows
Armour Value: 0
Special: Massed Shooting. Small and inconspicuous

Towns Mob
CA SA KA Mo Pts
2 4 2 6
Formation: Skirmishers
Equipment: Throwing Stones. Various pots pans rolling pins and machete's
Armour Value: 0
Special: Undisciplined. Small and inconspicuous


Supporting Formation


0-1 Pony Lancers
CA SA KA Mo Pts
3 4 3 8
Formation: Regular
Equipment: Pony, Light Armour, Shield, Thrusting Spear
Armour Value: 3
Special: Due to being mounted, Pony Lancers do not benefit from the Halfling Small and inconspicuous special rule.

Pony Archers
CA SA KA Mo Pts
2 4 2 6
Formation: Light
Equipment: Pony, Light Armour, Bow
Armour Value: 2
Special: Pony Archers may Skirmish. Due to being mounted, Pony archers do not benefit from the Halfling Small and inconspicuous special rule.

Goat Cavalry
CA SA KA Mo Pts
2 4 2 6
Formation: Light
Equipment: Goat, Light Armour, Javelins
Armour Value: 2
Special: Goat Cavalry may Skirmish. Goats ignore difficult terrain. Due to being mounted, Goat Cavalry do not benefit from the Halfling Small and inconspicuous special rule.

Poachers
CA SA KA Mo Pts
2 5 2 6
Formation: Skirmish
Equipment: Bows
Armour Value: 0
Special: Small and inconspicuous

Bandits Thieves and Outlaws
CA SA KA Mo Pts
2 4 3 7
Formation: Light
Equipment: Light Armour, Short Bows, Two-handed Weapons
Armour Value: 1
Armour Penetration: 1
Special: Mixed Units. Warbands. Undisciplined. Due to their nature Units of this type cause friendly units within 6" to subtract 1 from their Moral during the Movement phase only, also Bandits Thieves and Outlaws do not cause friendly unit to take moral tests if they themselves are Routing and vice virsa. Small and inconspicuous.


Machines of War

Halfling Catapult
Mortar
Cannon ??


Allied Formations

All forces of Good including Men, Dwarfs and Elves may ally with Halflings although most won't admit to needing help from a Halfling.


Last edited by frogboy on Fri Jan 10, 2014 12:28 pm, edited 8 times in total.



Fri Jan 10, 2014 7:49 am
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Joined: Sat Jun 29, 2013 8:49 am
Posts: 25
Post Re: halflings/hobbits or little people ?
Legends of War

Chief Chips Magical Broth. Purchased for ?? points each, a unit can have one at the start of the game, roll a D6 to determine the outcome of the unit sharing the broth. A roll of a 1 has no effect, a roll of 2-3 increases the Combat Ability by +1, a roll of 4-5 increases the Killing Ability by +1 and the roll of a 6 adds +1 to the Armour Penetration Value of the unit.

Halfling Chefs are often brought with units into battle to raise the moral of the troops and may be purchased for any Halfling unit fighting on foot for 40 points each. They can be represented by a model although this is not necessary. They must stay with the unit they are purchased for. They have no profile as such and have no effect on combat, if the unit is killed then so is the Chef. Halfling Chefs add +1 to units moral as they hang around at the back of the unit handing out treats. (Note Chief Chips are also Halfling Chefs adding +1 to Moral of unit but using their on points and profiles)

Cat Burglar

Cat Burglars are very rare and mostly only work in pairs. They are the most successful Halfling Thieves and have made a career out of it, there have been rumours of a guild of thieves of which Halfling Cat Burglars are at the very top. They can be hired for 80 points each to sneak into enemy units and disrupt there moral by stealing food and other valuable items.

CA SA KA Mo L S Pts
0-2 Cat Burglar 2 4 2 8 2 2 80
Formation: Personality
Equipment: Light Armour, Short Bow.
Armour Value: 1
Special: For each Cat Burglar that survives the battle add 5 Victory points and for each Cat Burglar that dies subtract 5 victory points. Cat Burglars Can be placed in an enemy unit at beginning of the battle on a successful roll of dice, to determine if the roll is successful add the Moral value of the Cat Burglar to the roll of a D6 and compare it to the highest Moral of the enemy unit plus a D6, if the Cat Burglar's roll is equal to or higher then it is successful.
Roll at the beginning of every turn to see if thief is caught and killed. For every turn the thief is amongst the enemy unit their Moral is reduced by one.
In addition if the enemy unit is destroyed then the Cat Burglar is free to move off and find a different unit to hide in. If he chooses to hide in a friendly unit that units moral is also reduced by one

Green Giant

Green Giants are spirits of the forest and take many deferent shapes depending on their mood or the seasons. Some have taken the form of a large grizzly bears or a massive Wolf standing on its hind legs others have been seen striding from the forest as an impossible cluster of moving branches almost as if a tree has come to life.

CA SA KA Mo L S D Av Pts
0-3 Green Giants 5 4 6 8 6 6 8 +4
Formation: Monster
Equipment: Claws
Armour Value: 4
Special: Magical Ranged Attack, Range 8" D6 hits with killing Ability of 4. May always stand and shoot.


Last edited by frogboy on Fri Jan 10, 2014 8:41 am, edited 2 times in total.



Fri Jan 10, 2014 7:50 am
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Post Re: halflings/hobbits or little people ?
Halfling Magic

Mamas Special Soup. The Chief Chip summons old magical energies as he chants the list of ingredients used in his Mamas Soup, strengthening his resolve and helping him to concentrate.
Standard Spell, this Spell can be cast on the Chief Chip. If successful the Chief Chips Moral is counted as being 1 point higher for the purposes of magic only. Remains in play.
Dangerous Spell, in addition gain 1 extra Magical Intervention Point whilst the spell remains in play.
Deadly Spell, in addition to the other 2 effects, each other spell the Chief Chip attempts, whilst this spell remains in play, is reduced in danger, for example, Deadly Spells become Dangerous and Dangerous become Standard Spells. (Standard spells remain Standard).

Bramble Tangle. Shooting magical brambles erupt from the floor entwining the enemy units legs and arms.
Standard Spell, Range 20" can be cast into combat, enemy unit has their movement value reduced by 2" also if in combat their total number of Strikes is reduced by D3. Can be used as a Charge reaction if Chief Chip is in the unit.
Dangerous Spell, in addition movement is reduced by 4" and units Strikes are reduced by D6.
Deadly Spell, in addition movement is reduced by 6" and units Strikes are reduced by D6+3.

Who's eaten my Brätwurst !? Someone's Sausage has gone missing and the owner wants it back.
Standard Spell. Range 30" Enemy unit takes a Moral Check if it fails then unit can't move shoot cast spells or do anything else other than bicker amongst themselves, in addition if unit subsequently becomes engaged in combat they become Disordered for the first round of combat. remains in play
Dangerous Spell, in addition D3+3 enemy models attack themselves using their own profile, weapons and armour save. (Roll every turn the spell remains in play)
Deadly Spell, in addition D6+3 models attack themselves as the argument develops. (Roll every turn the spell remains in play)

Hunger Strikes. Enemy unit all of a sudden feels very hungry, smelling their favourite dishes from home, they must test their Moral or run home for tea.
Enemy unit takes a Moral Check using the amount of dice shown below, Monsters may add their Durability to their Moral, for every point above enemy units Moral (may use Generals Mo) the unit looses a model, they may take an armour save as normal. Multi Wound models loose 1 wound for each point of Moral they loose by. This spell cannot be recast.
10" 3D6 Standard Spell
15" 3D6+D3 Dangerous Spell
20" 4D6 Deadly Spell

Game Shooting. Magical energies increase the effectiveness of a friendly units missile attacks, either by altering the direction of the wind or carrying the arrows/stones further, making the unit see wild game instead of enemy units and making them believe for a minute they are on a hunt for food.
Can be cast on any unit of friendly troops and increases the distance their missile weapons can fire.
Up to 5" Standard spell
Up to 10" Dangerous Spell
Up to 15" Deadly Spell

Remove Spell. This spell removes a target spell that is in play during the End Phase- the most basic of spells, but essential. May be recast.
Up to 10" Standard spell
Up to 20" Dangerous Spell
Up to 30" Deadly Spell


Enemy Magic Spell

The following spell is available to enemy spell casters by swapping out a spell before Battle Begins.

The Smell of Hog Roast. A powerful aroma wafts across the battlefield sending hunger pains through the Halflings.
Enemy Wizards may cast this spell on a unit from the Hafling Army. Halfling units effected by this spell must immediately pass a Moral check or flee. Units containing a Chief Chip or a Halfling Chef may reroll the dice as they scramble through pockets producing biscuits and sandwiches and hastily distribute them amongst the troops.
Up to 10" Standard spell
Up to 20" Dangerous Spell
Up to 30" Deadly Spell


Last edited by frogboy on Fri Jan 10, 2014 9:42 am, edited 5 times in total.



Fri Jan 10, 2014 7:51 am
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Joined: Sat Jun 29, 2013 8:49 am
Posts: 25
Post Re: halflings/hobbits or little people ?
Design notes...

Added Goat Riders at the request of DaveGee :lol:

Changed Towns Mob to skirmishers and added throwing stones

I've made a few changes since I uploaded this last night, trying to keep it inline with Robs rules as much as I can. Although they will most likley change in the future again.

I've added Magic for the Chief Chip this morning and an enemy spell

Tidied up the layout a bit, but with no access to a computer it's fiddley to get right, I don't know why the stat lines won't line up ? If I had a computer maybe I could work it out or some way of creating a document like the other lists on the forum, but for now just wanted to share this with the community and get some feed back.

The idea for the Halfling Army I've created is that there just like most other Halflings in fantasy, small and squishy, I dislike how they have evolved though so have tried to retain abit of the old mischief that I read about in some other books in the past by including Bandits. Perhaps they are doing it with good intentions like Robin Hood or perhaps they are really just thieves, but you can make your own mind up.
Tree Monsters are back ! This is one of my main concerns, personally I like the idea but until Rob releases more monsters his starts could be well over powered. But I've included him anyway as selfishly I have some models I'd like to use. :mrgreen:
Halflings although small and week are typically stubborn so I didn't want their Moral to be too low as they will already suffer from not having great combat troops. I have used Moral throughout the list with increases from magic and Halfling Chefs to "add a little flavour" also the magic is mainly focused on slowing the enemy down. I also thought using the Cat Burglars combined with the Magic would be interesting.
Basically by themselves Halflings are week but in large numbers and with a combination of ingredients they can become overpowering.

Cheers,
Frogboy


Last edited by frogboy on Fri Jan 10, 2014 10:08 am, edited 2 times in total.



Fri Jan 10, 2014 7:51 am
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