I've been thinking about some armies that need to be fleshed out more, and I have started to develop a full-functioning Dale list. In the profiles for their troops, it says that Dale's troops were always away sailing to distant wars. I can only guess at who they were warring against, though both the Wiki page and scenarios from the RotK journey book suggest Rhun is a traditional enemy, though I suspect Orc and Goblin bands were probably trouble too.
I doubt Dale's army consisted purely of basic infantry, and while I think that the current troops aren't bad, they seem too limited to build an actual army.
Infantry Dale I see having some specialized divisions and recruited Men to bolster their standard force.
Man of Rhovanion On the Wiki, it noted men from nearby settlements were recruited by Dale. My idea of these troops looks towards the Auxiliaries of Rome, who were poorer equipped, not actually Roman, and bore a great portion of fighting. Basically a cheaper but less powerful soldier.
Around the kingdom of Dale, many villages and towns reside under the protection of Dale's armies and wealth of its trade. In return, Dale recruits Auxiliaries from these townships to support their military. F 3/4+ S 3 D 4 A 1 C 2 Pts: ? Wargear Options: Shield, two-handed weapon, throwing weapons Includes armor and hand weapon
Trade Guard As Dale is an important trade city, I imagine a special division of warriors tasked with escorting and defending cargo ships and caravans, who are averagely armed but have some unique abilities.
Those selected for Trade duty are a special breed. They have to be watchful, accommodating of merchants and traders, efficient in packing and camping, willing to march and travel to new places, and of course know how to fight. This brigade is comprised of adventurers and explorers as much as soldiers, but never underestimate their resilience to an ambush or attack.
F 3/4+ S 3 D 5 A 1 C 3 Pts: ? Defend the Cargo Special Rule: When playing an objective-based match, Trade Guards get +1 FV when in range of an objective. Trade Guards are trained to defend the goods (and sellers) at all costs. Alert Special Rule: Trade Guards always have Movement Priority (not Shooting). Wandering the trails and forests abroad leaves ample priority to sudden attacks from animals and more sinister. Trade Guards are always frosty and ready to explode into action. Wargear Options: Short Bow (Dwarf Bow), Shield Includes heavy armor and hand weapon
Marine Dale being very close to bodies of water, I could see them pioneering water-borne assault tactics, creating what is akin to a 'Marine' in our world. Fighting in both boarding actions and in landing maneuvers, Marines would be a rapid-attack fighting force.
Although it's rare, Dale's warships board and be defended from boarding through the Marine Corps of the Kingdom of Dale, simply called the Marines. More common are riverine assault operations, where contingents of these aggressive troops are deployed from boats and tasked with supporting an army or leading an assault; they can lead landings at enemy footholds on the beaches or strike deep inland, like an arrow fired from Dale's Navy. F 3/4+ S 3 D 4 A 2 C 3 Pts: ? Rapid Attack Special Rule: When they have priority, Marines have Movement of 8". A Marine charge is a sight to see. The most aggressive Warriors in Dale are recruited, and oft they sprint headlong into the enemy. Wargear options: Short Bow (Dwarf Bow), Boarding Pike (spear), Shield, Two-Handed Weapon Includes Armor and Hand-Weapon
Elite Being an influential city-state, I think Dale would have a contingent of above-ordinary warriors.
Silken Warrior Importing both fine Elven cloth and Dwarf arms and armor, I imagine these troops essentially being the most wealthy and heavily trained warriors in Dale. They'd be the top soldier, being best suited against enemy Captains.
Born of nobility, and being taught swordsmanship from an early age, Silken Warriors must prove themselves with years of service before they can don the Red Cloak. However, when they make it, their attack is a mesmerizing display of red silk swirling and blade spinning. F 4/- S 4 D 5 A 2 C 4 Pts: ? Swordplay Special Rule: When engaging an enemy Captain or Hero, match their number of Attacks. If facing multiple Heroes at once, pick the highest. This does not apply to Monsters. They are extensively knowledgeable in the way of blades. They can match and mirror almost any swordsman in all of Middle-Earth. Wargear includes Heavy Armor and Hand-Weapon
Foot Knight of Dale On the Wiki, it mentions Dale having Knights. I see sort of a blend between a Landsknecht, with the garish dress and swaggering attitude, with the armor and weaponry of a European Knight, all in Dale style and imagery. These troops would be their shock force, not as strong as a Silken Warrior but easier to mass.
Sons of the upper echelons of Dalish society are selected to become Knights. Following training in combat, horse-riding, and chivalry, they are fielded by Dale's kings to be proud, inspirational, and deadly warriors. F 4/- S 4 D 5 A 2 C 4 Pts: ? Wargear options: Two-Handed Weapon, Halberd (Axe of Lossanarch, spear+two-handed cost), Shield Wargear includes Heavy Armor and Hand Weapon
Ribboniers Dale was noted for it's archery, something the regular soldier profile doesn't note. To give them a fluffy but viable ranged option I came up with Ribboniers, elite missile troops of Dale.
Archers in Dale's regular ranks who are notable will be selected for the Ribbonier Battalia. Impressively dressed marksman, they are accurate and disciplined. Their defining feature, however, is their arrows. Every arrow has a red ribbon tied to it, which leads to showers of fluttering and beautiful darts raining across the sky. F 2/3+ S 3 D 4 A 1 C 3 Pts: ? Heavy Volley Special Rule: Gives them the Volley ability from RoTK, except needing to hit on a 5+. Developed to combat the formations of Rhun, Ribonniers are trained to fire massive volleys against clusters of enemy troops. Wargear includes Armor and Bow
Cavalry I see Dale as wielding an elite but small Cavalry army.
Knight of Dale Continuing with the Foot Knights, I imagine mounted Knights leading charges against Dale's enemies. Game-wise, they'd be Dale's best offensive weapon.
Knights are at their most effective gallantly charging across the field, smashing into enemy lines to kill for their country or die trying.
Same profile as above, except the addition of an Armored Horse and Shield, and the option for a Lance.
Uhlan Fighting the Easterlings and their Kataphracts, the Ulhan is meant to be an anti-Cavalry troop. Although they could be used in charges against infantry like regular Cavalry, their points are better spent knocking out enemy Cavalry.
The Kataphracts of the Easterling army are one of the banes of Dale's army. Their counter are Uhlans; lance-armed horsemen trained in the goring of enemy Cavalry. Through many jousting sessions, being taught many techniques, and being equipped for the job, Uhlans are the supreme anti-cavalry unit.
F 4/- S 4 D 5 A 1 C 4 Lancer Special Rule: Uhlans get the 1+ Attack bonus for a Lance when charging Cavalry, along with the double Attack bonus. They do not get the knock-down however. Learning where to hit an enemy horseman, Uhlans know how to deal with mounted counterparts. Wargear includes Heavy Armor, Horse, and Lance.
Heroes and Captains Not sure on named Heroes, but some other Captains are in order.
Commissar Basically a supporting Captain, Commissars are Dale's discipline and morale keepers, specifically in formations of Auxiliaries and special divisions.
Highly devoted to the defense of Dale, Commissars make certain, through rallying speeches or methods more sinister, that their comrades share the same attitude; at least when the Commissar is looking. F 4/- S 4 D 5 A 2 C 5 M 2 W 1 F 1 Pts: ? Will of the State Special Rule: The Commissar is essentially armed with a Banner. Wargear includes Heavy Armor and Hand Weapon.
Commander of Dale These guys are meant to be the 'elite' Captains, either mounted leading Cavalry or on ground leading foot troops.
Captains who show both skill and tactical ability rise to Commanders, adept strategists and fearsome warriors.
F 5/- S 4 D 6 A 3 C 4 M 3 W 2 F 1 Pts: ? Wargear Options: Armored Horse, Lance, Halberd, Two-Handed Weapon Wargear includes Hand Weapon and Heavy Armor
Mercenary Like how the King's Huntsman is an independent hero, these guys would come as part of the theoretical 'Commanders' pack. They are an elite fighter and skirmisher that acts mostly apart from the rest of the army.
Their only allegiance to their state is that of wealth. Only the best Mercenaries are recruited, and only the highest price is accepted. What is certain is that despite their solitary approach to battle, they are extremely effective at harrying and destroying enemy platoons with Wristbows and blade.
F 4/3+ S 4 D 5 A 3 C 4 M 3 W 2 F 2 Pts: Wargear includes Wristbow and Hand Weapon. Wristbow- A Throwing Weapon with range 14"
Siege I don't think Dale would be much for attacking fortresses, so more anti-infantry and defensive war-machines seem suited to them.
Windspear I have a hard time imagining that the Windlance used by Girion was the only one of its kind ever manufactured by Dale. The Windspear is essentially a miniature version, portable fire-support for its armies.
A sleek and light weapon, the Windspear gracefully hurls bolts straight through ranks of Dale's foes and is used both on the field and emplaced on defenses.
Follows points and rules for Mordor Siege Bow, except with Superior Construction.
Hwacha Going with the somewhat Eastern theme Dale presents, and along with the Easterlings fondness for massed formations, the Hwacha seems perfect for Dale. A large area-effect weapon, the Hwacha would be offset by its weakness to fast and spread out troops, along with its reload time taking two turns.
An intriguing contraption, the Hwacha hurls a storm of bolts that even puts Ribboniers to shame. Decimating phalanxes and hordes with ease, the Hwacha was crafted in response to the Easterling's regiments of tightly-packed warriors. However, it's a pain to reload even for a whole crew, and relies on volume and density in a concentrated area rather than pinpointing shots.
Not sure on the rules for these yet, need some help on that.
_________________ Forlorn, I remove my Iron Guard from the pile of Goblins; just staring at that 6 with disbelief.
|