Gehátlander Army List (Æsctír)

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While the original focus of the Gehátland army was supposed to be defense oriented heavy infantry, it has grown and evolved into a force with more options at its disposal, particularly in the cavalry region, where it now has three different kinds of melee cavalry (as of now). It is still range-weak, with only a single ranged infantry unit and a single ranged support weapon (which could well go away soon enough). While the creator would personally field his army mostly of mailled spearmen advancing in a shieldwall, more interesting opportunities had to be granted.

Strengths:

  • Lots of options, particularly in the heavy troop side of things.

Weaknesses:

  • Lack of good ranged support, lacks capacity to field a lot of of "core" cavalry.


Æsctír

Image:Shield.png

Cultures

Gehátlanders · Imerot · Alvernan · Nifaran

Regions

Gehátland · Imerot
Alvernas · Nifara · Áþexe · Péostornes

Races

Áþexe (Race) · Humans · Orcr

Religion and the Occult

Place Holder

Army Lists

Gehátlander Army List · Alvernan Army List
Imeronian Army List

Contents

Characters

Individuals

Book rule: Individual models are powerful models in their own right. They can operate as a single model or be added to a unit of warriors. In many cases, individuals may be used as unit leaders.

Chief (Héafod)

AC RA CC ST T W CO Cost
Héafod 10 2 7 6 6 2 8 62

Weapons: May have a Battle Axe, +8 points, and or Sword, +3 points and or Spear +4 points, and or Knife +1 point.
Armor: May have Gambeson for +1 point or Maille armor for +4 points. May have a helm for +1 point. May have a shield for +1 point.
Special Rules: Any that apply, at their listed cost.
Structure: Individual.

A wealthy warrior, maybe a nobleman, with a panoply of war.
A wealthy warrior, maybe a nobleman, with a panoply of war.

Chief Fluff

A Héafod is the leader of an army. They are generally noble warriors that have been given their position by virtue of their social rank, which is always above that of the men they lead. Fortunately for the armies, social pressure requires noblemen who want any chance of leadership to actually put effort into learning how an army is run. This spares the army the wrath of the most incompetent oafs coming into command; the ones that do show up tend to turn up at unimportant interior fortresses.

Because they're not state troops, Héafod skills tend to be somewhat varied. They can take a few Scíldgúþfrica as a body guard and they will replace the Cempa that unit requires.

Chief on the Table

This unit is essentially supposed to be the player's custom avatar. He has access to all the skills that apply to an individual (as opposed to an entire unit) to allow the player to customize his "player character" a bit. The stats currently listed are not hard and fast, and there will probably be a side note informing the reader how to adjust the individual parts of the array if they want to fine-tune their representation. At the moment, it's a "generic" leadership figure, representing anything from men in charge of a few different companies of troops to generals of whole armies. A mounted version may be available in the future, accompanied by some of the below mentioned heavy cavalry.

Bannerman (Gierela)

AC RA CC ST T W CO Cost
Bannerman 9 2 5 5 4 2 7 43

Weapons: Knife +1 point.
Armor: Maille armor and helm, +4 points.
Special Rules: Equipment - Army Battle Standard; Parry +2 points.
Structure: Individual.

Banerman Fluff

The Standard Bearer parades the sacred colors of the army. He is the mobile rally point and the carrier of the soul of the fighting force. He is also almost completely unarmed.

Bannerman on the Table

This is the army battle standard bearer, who allows nearby units to re-roll failed morale saves, potentially saving the army from defeat. As an individual, he can go alone, join a pre-existing unit or he can take a few men as backup. He should never be "in the thick of it" for any reason.

Elite Troops

Book rule: Elite troops are any general soldier worth more than 35 points. The total number of "elite" models cannot be greater than 1 for every 3 "Core" models.

Feudal Elite Troops

These household troops are relatively less numerous than their common-born counterparts, but they make up for it in nobility, mobility and fighting hearts.

Hobilar

AC RA CC ST T W CO Cost
Ástígend 10 2 5 5 4 1 7 31
Hæle 10 2 5 5 4 1 8 35

Weapons: May have Cavalry Spears, +5 points per model; may have Swords, +3 points per model.
Armor: Shields, +1 point per model; May have Gambeson, +1 point per model; Helm, +1 point per model; Maille +2 points per model; Maille and Helm +4 points per model.
Special Rules: Cavalry move, +6 points per model.
Structure: 5+, must include a Hæle; any formation.

Hobilar of varying description.  The one in the rear is representative of more common hobilar than the one in the front.
Hobilar of varying description. The one in the rear is representative of more common hobilar than the one in the front.

Hobilar Fluff

Hobilar horsemen are a form of medium feudal cavalry. They are essentially a mounted spearman. They represent a variety of men capable of serving in the cavalry but either unable or unwilling to furnish heavier equipment and better horses to serve in the heavy cavalry. As such, they are generally of lower social rank (richer Þegn, Gehala, household troops of wealthier men).

Hobilar are used as scouts for the army. In battle, they are used to scatter skirmishers, missile troops and to ride down fleeing units. Socially, they do not have the prestige of heavier shock cavalry but are more numerous than they are and more romanticized than foot soldiers. The horses that can perform the sort of tasks associated with this role are more numerous and thusly cheaper. The horses can be grass grazed, greatly reducing the amount of fodder needed to be brought with the army.

Hobilar on the Table

This is intended to be the most common cavalry unit this army fields. It's swift, capable of moving up to 20" with the cavalry move special ability. The cavalry spear will either remain as the 5 point "double save" weapon it is now, or it will get "demoted" to a simple +1 weapon for only 3 points. All of their equipment (save the horse and shield) are optional, and as such allows the player some ability to customize "his" hobilar throughout the army, or even unit by unit (or technically man by man). They get the ability to range from unarmored skirmisher busters to riders as heavily armed and armored as the Iron Spears discussed below. Stats may change later, depending on how playback and feedback influences me.

Feudal Heavy Cavalry (Nýdgeféra)

AC RA CC ST T W CO Cost
Cniht 10 2 7 5 5 1 6 37
Þunor 10 2 7 5 5 1 7 40

Weapons: Cavalry Spears, +5 points per model; Swords +4 points per model.
Armor: Shields, +1 point per model; Maille and Helm, +4 points per model.
Special Rules: Cavalry move, +6 points per model.
Structure: 5+, must include a Þunor; any formation.

Feudal Heavy Cavalry Fluff

Feudal Heavy Cavalrymen are wealthy men and their sons or close retainers capable of bearing the expense of their costly wargear. While they are not present at every battle nor are they part of every army, they make their presence felt wherever they choose to appear.

Feudal Heavy Cavalry on the Table

These are designed to allow players with a certain play style to field fast moving heavy hitters. They're elite, so they should be few in number. Stats not yet decided. There may also be a toned down version for "core troops" that represent their squires coming to battle, but with relatively little experience. The focus of the army is -really- supposed to be about heavy infantry, but the national armies aren't always the first to respond to a threat; often fighting falls to the irregular forces and whatever local feudal lords have troops and holdings in that area. The cavalry entries provide for this possibility.

Herefolc Professional Elite Troops

The army makes a distinction between regularly trained men suitable for pitched combat and those that better serve a more specialist role.

Spell Soldiers

AC RA CC ST T W CO Cost
Galdre 10 6 5 4 4 1 7 34
Géogelere 10 5 6 4 4 1 8 38

Weapons: Any two Lesser Spells; Sword, +4 points per model.
Armor: Bucklers, +1 point per model; May have Gambeson, +1 point per model; May have Helm, +1 point per model.
Special Rules: Parry, +2 points per model.
Structure: 4+, must include a Géogelere; any formation.

Spell Soldier Fluff

At the Academy, the Gifted are split into two groups. One group shows physical prowess of some kind, while the other does not. Those who show physical prowess become the elite Spell Soldiers, men trained in potent if basic magic and the art of fencing with swords. In battle, they are a magical support platform that slings potent spells before engaging the flanks of the enemy to support their spear-brethren in honorable melee combat.

Spell Soldiers on the Table

Since deciding maybe magic was a good idea, I figured that I couldn't get away without spell casters in my army in some fashion. I figured I'd say that accepting magic users to even live was a recent experiment brought on by a war hero and a slightly mad king. To keep with the melee theme of the army, I decided to implement the usual spell-sword trope. They have access to the Lesser Spells I created for this army, which are basic yet lethal cantrips taught to all Academy students. Might also make them unbreakable, perhaps even fanatical, as a side effect of the Academy's brainwashing, which exists to keep them under control and not go rogue against the Kingdom. As they're not technically magic users (not even level 0), they don't get any regular spells and cannot counter spells. I might enhance their swords to be "magic" swords or something.

Leorningcniht (Academy Students)

AC RA CC ST T W CO Cost
Leornestre 8 5 3 4 4 1 7 28
Leorningcild 8 5 3 4 4 1 8 32

Weapons: Any three Lesser Spells; Knife, +3 points per model.
Armor: None.
Special Rules: Dodge, +3 points per model; Level 0 Magic Users. +8 points per model. May not take Dark School spells.
Structure: 3-6, must include a Leorningcild; skirmish or disbursed formation.

Leorningcniht Fluff

Leorningcniht are Academy students who didn't show the physical prowess to make it into the ranks of the Spell Soldiers. Instead of learning to fence, they learn more basic spells and the ability to conjure major ones. Using their training and innate magical ability, they work together to bring forth a single potent super spell that can often spell doom for whole ranks of men.

Leorningcniht on the Table

Making use of the Initiate/Neophyte rules, this unit exists to bring more powerful spells onto the table. They can't last long in close quarters and they don't move very swift, so they're best left near some unit that can properly support them. I'm considering making their knives into some kind of "special" knife mostly for fluff, but then I'd be penalizing a player by giving him an expensive, near useless, magic hand weapon.

Core Troops

Book rule: Core troops are worth somewhere between 9 and 35 points. Any model that costs less than 9 points is automatically raised in cost to 9 points.

Feudal Core Troops

These are lesser household troops that do not yet hold a full title, are common men in service to a house or have yet to complete their training.

Squires (Incniht)

AC RA CC ST T W CO Cost
Incniht 9 2 4 4 4 1 5 17
Árful 9 2 4 4 4 1 7 22

Weapons: May have a sword for +4 points per model; may have Cavalry Spears for +5 points per model.
Armor: Shields for +1 point per model. May have a helmet for +1 point per model; may have an aketon for +1 point per model.
Special Rules: Cavalry move, +6 points per model.
Structure: The number of Incniht deployed is equal to the number of hobilar divided by two plus the number of Nýdgeféra multiplied by two, one of which must be an Árful; any formation.

Squire Fluff

Most Nýdgeféra and some hobilar maintain or have assigned to them an assistant of some kind. This is a man learning the trade of war first by watching and serving. They come from all over, and their "ranks" include young noble boys serving their father or brother as they learn to fight, landless but healthy men who've pledged themselves to serve a noble household or even unrelated men who've yet to finish training to become members of the Nýdgeféra or (more likely) hobilar. They are not often sent into the fray (nor should they!) as their training is incomplete and their minds not yet fully forged for battle. However, when the going gets tough, you sometimes have to send out every man you've got.

Squires on the Table

Traditionally, knights kept squires to assist them in dressing for battle, keep them supplied on the battlefield and take care of their arms and armor otherwise. In return they eventually became knights. That process was eventually derailed when eventually only kings could make knights, but the title remained as a servant to a fighting man. I decided I'd include a unit representing not yet fully trained horsemen that could be taken as a core choice in case someone was representing a conflict in a location where the Herefolc had not yet been dispatched. They're roughly equal in stats to the Garheap, except they have more AC. There is also a hard cap on this unit, in spite of being a core unit, equal to (hobliar/2) + ( Nýdgeféra*2).

Herefolc Professional Core Troops

These are the regular men of the main army.

Iron Spears (Ísengár)

AC RA CC ST T W CO Cost
Ísengárwíga 8 2 5 4 4 1 6 18
Láréow 8 2 5 4 4 1 7 21

Weapons: Spears, +4 points per model; Knives +1 point per model.
Armor: Shields, +1 point per model; Maille armor and helm, +4 points per model.
Special Rules: Wall of Invulnerability, +1 point per model.
Structure: 10+, must include a Láréow; Ranked Formation.

A low shield wall position.
A low shield wall position.

Iron Spear Fluff

The Ísengárwíga (Literally Iron Spearmen) are the core professional soldier of the armies of Gehátland. They are well trained and equipped at the cost of the state. Unlike the militia, a sizable portion of the Herefolc is always on active duty. They are usually seen guarding important trade arteries, garrisoning important forts and watch towers and serving as quick response units near known trouble zones. Unlike the militia, the Iron Spears are armored (hence the iron), dressed in mail and helm at the expense of the state. Their long periods of time together as a unit give them greater morale, and their regular spear drills give them good skill in combat.

The active pay is much higher than that of the militia, and their standing grands them good social prestige; their reputation as quality troops is deserved.

Unit leaders (Láréow) are drawn most generally from trusted individuals who've shown leadership potential. They tend to be particularly intelligent, inspiring or charismatic figures, and receive a higher pay than the rest of the men.


Iron Spears on the Table

Ísengár are intended to be the backbone of the Gehátland army, bringing spear, shield and armor to the fight. The spear lets them fight in two ranks, meaning that a 5 wide unit of 20 men can launch 10 attacks for the low value of 4 AC each. Entrenched in a fight or charged, they can unleash a nice round 20 stabs at the enemy, and still have 1 AC left over. Their good strength means that they'll be hitting with strength 6 attacks, a considerable amount of power for a common core troop. Their armor, shields and Wall of Invulnerability ability mean the get an armor save of 6; given that a roll of 10 on a d10 is an automatic miss, this means only 30% of attacks will even have a chance of wounding these warriors when they're in ranked formation. This armor save is derived from a 1-3 save on the armor (3), plus 1 from the shield, plus 1 for Wall of Invulnerability, and a final +1 for being in ranked or closed formation to begin with. It's a tough unit.

Bowmen (Ýrléode)

AC RA CC ST T W CO Cost
Ýrmann 8 5 3 4 4 1 5 17
Gerád 8 5 3 4 4 1 6 19

Weapons: Bows, +4 points per model; Knives, +1 point per model.
Armor: None.
Special Rules: None.
Structure: 8+, may include a Gerád; Any formation.

An archer.
An archer.

Bowmen Fluff

Ýrléode (literally Bowmen) are not common soldiers in the armies of Gehátland. They are recruited from wilder lands where archery is a required skill for the hunting of game and the killing of predatory animals. They are paid an amount between the Gárheáp and the Ísengár and serve on the same general duty rotation as the latter. Due to their small numbers, you will only see them in locations likely to see combat action; they are far too few to be wasted garrisoning forts that only generally see thieves hanged and roads looked after.

Bowmen on the Table

The archers of the Gehátland state army are not very powerful or well equipped. Their attacks are relatively accurate but do not hit with the force of a sword or a spear. This was done deliberately to kind of show a doctrine focus on heavy infantry, while still allowing for a player to field bowmen if he felt he needed to. They're not very well armed or armored at all; direct missile fire or most melee units will completely destroy this one. This unit may disappear completely in the future. The main missile units were originally the heavy infantry, which bore weak javelin into combat, enabling them to discourage skirmishers from engaging them by being able to "shoot back". Then, for sake of ease in modeling, I decided to utilize light cavalry to back up the heavy infantry as mobile javelin platforms and light harassment troops capable of running off skirmishers; this is currently dropped in favor of heavy cav. units. There was also consideration of a unit of light infantry armed with good ranged and close combat skills representing something like a ranger unit; it may reappear as a unique unit or even a featured unit in this or another army.

Gárgetrum Militia Core Troops

These are part-time fighting men who are only called up when needed.

Spear Militia (Gárheáp)

AC RA CC ST T W CO Cost
Gárwíga 8 2 4 4 4 1 5 14
Ládmann 8 2 4 4 4 1 7 19

Weapons: Spears, +4 points per model.
Armor: Shields, +1 point per model.
Special Rules: Wall of Invulnerability, +1 point per model; Hesitate, -1 points per model.
Structure: 10+, must include a Ládmann; Ranked Formation.

A Ládmann with a helmet.
A Ládmann with a helmet.

Gárheáp Fluff

The Gárheáp are war bands of trained spearmen used to supplement the main army. They are irregular soldiers who enlist, receive training, and then return home to continue life. They are only called up for service when an army operating in their shire needs more men on short notice, or if there is no army present to defend that shire. While not the best fighters, their training in the shield wall does enable them to become capable soldiers. They are unarmored and generally required to furnish their own shield and spear when called to duty. They are paid a stipend upon completing their training (which a wise man spends on his legally required war-gear) and a small salary while on active duty. Their class as soldier carries little social prestige. They are required to attend formal refresher sessions every few months where their gear is inspected and their skills tested. They are organized into shires and cannot legally be deployed outside of it. They have a hard limit of 40 days service; any period longer than this and they are legally allowed to return home on their own accord. This prevents a shire lord from having a ready-made army that can easily be used to suit his own needs. Some shires use these men as something of a police force, guarding roads and various important locations.

The Ládmann of a Gárheáp is a select individual identified during training as a particularly charismatic, intelligent or inspiring figure. Given no special training, they receive a small bi-monthly payment and slightly more activation pay to retain their loyalty.

Gárheáp on the Table

The units codified as Gárheáp don't have the benefit of good armor to protect them. They have a combined armor save of 3, owing to their shield, their ranked formation and their Wall of Invulnerability ability, which raises the AC of a shield-bearing unit by 1. This means that they can only stop 40% of incoming attacks (being that a roll of 10 automatically fails to hit). They are a poor choice of unit to attack anything harder than themselves head on; they have neither the armor, offensive strength or accuracy to prevail over superior units. Their real strength is in their cost; a given militiaman is much cheaper than one of the Iron Spears. They're good for holding a secondary objective or necessary feature, freeing up the more powerful units to engage the enemy. I have also considered allowing them to take helmets or even aketons/gambesons as defense upgrades, but at a certain markup to reflect the rarity of this practice.

Support Weapons

Book rule: Support Weapons are too large for a single model to use. They have a crew between 2-4, and may set up in batteries.


Weapon, Armor and Equipment List

Melee Weapons

Name UC ST
Battle-Axe 5 +2

Special Rules: Two Handed.
Points Cost: 8 points.

Name UC ST
Dagger/Knife 3 +0

Special Rules: Penetration Modifier -1.
Points Cost: 1 point.

Name UC ST
Spear 4 +1

Special Rules: May fight in two ranks.
Points Cost: 4 points.
House Rule: Only spears used in two hands may fight in two ranks when charging. One handed spears may only fight in two ranks when receiving a charge or when stuck in a melee.

Name UC ST
Cavalry Spear 4 +1

Special Rules: Save x2.
Points Cost: 5 points.

Name UC ST
Sword 4 +1

Special Rules: None.
Points Cost: 3 points.

Ranged Weapons

Name UC CR MR LR ST
Bow 4 10/+1 20/+0 30/-1 4

Special Rules: May not be used by cavalry.
Points Cost: 4 points.

Lesser Spells

Name School UC CR MR LR ST Special Rules Cost
Fire Bolt Fire 5 8/0 16/-1 24/-2 5 Save X2, PM -1 6
Forked Bolt Light 5 4/+2 8/+1 12/0 5 Burst x2 7
Bane Dark 5 4/0 8/+1 12/0 5 PM -3 8
Shard Water 5 8/0 16/-1 24/-2 5 PM -2 6
Stone Throw Earth 6 5/+1 10/0 15/-1 6 PM -1 7
Detterus Gust Light 3 12/+1 24/0 36/-1 3 PM -2 8

Armor

I slightly changed up the way armor is represented; no real change except in words compared to the rules. This is just because I have other options in the plastic kits I use. It goes beyond armor save 3 (in fact 4 is plate in my list) but this army doesn't use it.

Armor Value Armor Type Cost
0 No Armor +0
1 Helm or Gambeson +1
2 Gambeson and Helm, or just Maille +2
3 Maille and helm or partial plate +4
+1 Shield +1

Notes from the Creator

The Gehátlander army has grown and evolved from its first induction. In the beginning it was purely about heavy infantry, with no cavalry forces. This changed as I decided some light cavalry for skirmisher busting was necessary. I then decided the fluff needed a redo and I introduced the idea that these guys went from Tribal to Feudal, instead of Tribal to National, and that there are still discreet units of feudally levied men, all of which serve as a form of heavy (melee oriented) cavalry. The focus was -never- on the cavalry, however, and even though there's a "core" cavalry unit, it has a hard cap tied to the number of higher level cavalry you're fielding. Since you need 2 non elite models for every 1 elite, you can only field so many cavalrymen. While the Squires unit and the heavy cavalry technically perpetually reinforce each other, they don't provide any staying power and the heavy cavalry are rather expensive.

Fluff wise, the heavy infantry serve on offense and otherwise defend key locations (or go on defensive campaigns where large amounts of them mobilize from various forts); the militia infantry serve as a supplementary force/secondary defense when the heavy forces are not available. Every medieval fantasy army needs SOME spear fodder! It's tradition.

Also recently added were some spell casters, and a sub-system of spells.

I will also be using this army as a basis for comparison for all the other human armies I personally do.

Changelog

07 Feb 2010:

  • Official release.

27 Feb 2010:

  • Removed "Wall of Invulnerability" from the sword unit and replaced it with "Parry".
  • Fixed various spelling mistakes.
  • Added/changed some fluff and explanations.
  • Added point cost for bows in the bowman unit.

28 Feb 2010:

  • Formatting changes.
  • Removed picture that was unsuitable for thumb-nailing.

5 Mar 2010:

  • Added Hobilar Unit.
  • Added Hobilar Picture.
  • Added Archer Picture.

6 Mar 2010:

  • Edited "Notes from the Creator" section.

15 Mar 2010:

  • Added Incniht Unit.
  • Added Nýdgeféra Unit.
  • Tweaked CO values for Scíldgúþfrica.
    • Leader was 8, now 7; Members were 7, now 6.
  • Tweaked CO values for Ísengár.
    • Leader was 8, now 7.
  • Formatting Changes.
  • Removed Rothgar the Spear Master until I get characters sorted.
  • Edited "Notes from the Creator" section.

16 Mar 2010

  • Updated Introduction.
  • Added Strength/Weakness section.
  • Removed Numolýr Support Weapon.
  • Began removal of Old English for a unit's Primary name.
  • Fluff updates, corrections and re-wordings.

17 Mar 2010:

  • Added Hesitate to the Garheap.

25 Mar 2010:

  • Reduced Iron Spear strength from 5 to 4; seemed a bit "much".

03 July 2010:

  • Removed the Shield-Fighting Men as the unit concept didn't fit in with the army theme.

04 July 2010

  • Added the Spell Soldiers and the Academy Students to the list of Elites. Added Lesser Spells to the armory.