Uruk-Balt (Swamp Orcs) Army List


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[ General Rules

[ Rank and File

[ War Beasts

[ Monstrous

Olog-Balt (Swamp Trolls)















Name

DES

Trp

Base

Type

QUA

STR

RES

WOR

ARM

WEA

MOV

SAV

TCR

BAD

STA

PTS

UPG

MIN

MAX

Olog-Balt (Swamp Trolls)

Mon

Large

1.5x1.5

Fan

Unpred

+4

-5

6

Md

2Hd

8in

2@4

Fr 8"+1/4"

Day

6

124

n/a

1

4

[ Olog units may only contain Leader and Champion Specials.
[ A single Olog may be designated as both Leader and Champion for the appropriate points cost.
[ Olog-Balt are always considered as Swamp Special Terrain Troops.
[ Olog-Balt have Animosity +2 against all other troops.


Dy-Dagul (Swamp Demons)















Name

DES

Trp

Base

Type

QUA

STR

RES

WOR

ARM

WEA

MOV

SAV

TCR

BAD

STA

PTS

UPG

MIN

MAX

Dy-Dagul-Vogal (Swamplings)

Mon

Small

1x1

Disc.

Fan

-1

-1

2

Lt

Nat

4in

6

Fr 2"+1

Day

-

18

n/a

4

30

Dy-Dagul-Zuzar (Swamp Fiends)

Mon

Inf

1x1

Disc.

Unpred

+2

-2

1

Lt

2Hd

6in

4

Ter 6"+1/3"

Day

-

28

n/a

4

20

[ Dy-Dagul-Vogal are Maintained Summoned Creatures with a Maintenance Value of 4.
[ Dy-Dagul-Zuzar are Maintained Summoned Creatures with a Maintenance Value of 5.
[ The number of Maintenance Successes required is increased by 1 for every 10 extra bases after the first in any Dy-Dagul units .
[ Dy-Dagul may be summoned using the Druidic Spell 'Summon Elemental' from Water or Swamp terrain features.
[ All Dy-Dagul troops are not Living but are Elemental, and Sprites.
[ Dy-Dagul may start the battle as Forwards hidden in any Swamp or Water Terrain Feature equal to or larger than 12" square within their army's half of the Battlefield.
[ Dy-Dagul add +1 to their Save target for every full 12" they are from the nearest Water or Swamp Terrain Feature .
[ Dy-Dagul may not move further than 24" from the nearest Water or Swamp Terrain Feature .
[ Dy-Dagul are immune to all Poison and Disease attacks unless specified as being capable of targeting normally immune troops.
[ Dy-Dagul are inflammable -1.
[ Dy-Dagul may move under Water Terrain Features at half their normal Movement Rate. They are unaffected by any hazard from such a feature.
[ Fire Dy-Dagul treat all Swamp and Marsh Terrain Features as clear.
[ Fire Water has no effect on Dy-Dagul.
[ All hits from Dy-Dagul are considered as Diseased.




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