Dogs of War
Unlike other Warmaster armies, the Dogs of War do not
come from a particular place, nor do they comprise
a particular race, although men do feature very strongly
amongst their number. They are bands of warriors who live
by fighting - fighting for pay, fighting for adventure and, most
importantly of all, fighting for the chance to win fabulous
wealth. Some are merely bandits, pirates and cut-throats of the
most untrustworthy kind, but others are gallant Princes and
buccaneers who lead bold warriors to adventure and conquest
in far away lands.
As already explained, not all mercenaries are human, although many are. Amongst the Dogs of War, freebooters from the frozen wastes of Norsca rub shoulders with Corsairs from Araby and mysterious warrior monks from the east. Mercenaries commonly form into itinerant bands under the leadership of a charismatic or especially brutal leader. The most famous of these bands are, more often than not, known by the name of their leader, such as Hagar Whitefang’s Were-Marauders, Khalag’s Sure Shots, and the renowned Golgfag’s Ogres. An entire army of Dogs of War is made up of many of these bands under the overall leadership of a roguish mercenary general.
Mercenary armies of Dogs of War fight all over the world. They are drawn to places where fortunes can be won by ruthless adventurers. The treasure-houses of the Lizardmen in Lustria are a major prize and have attracted many a would- be conqueror, such as the crazed Piaza Pizzaro and the near- legendary Sven Hasselfriesian. Further east the mysterious Dragon Isles and the shadowy lands of Cathay have tempted soldiers of fortune such as Count Egmund Baernhof and the infamous Thorson Grint. South to the Southlands and the legendary treasures of Karak Zorn, eastwards to Cathay, and west to the treasure-houses of Lustria, the world is truly awash with rag-tag armies of sell-swords who nurture wishful dreams of empire!
Although Dogs of War ply their bloody trade to every point of the compass, the most notorious breeding-ground of mercenaries is the land of Tilea in the Old World. From all the kingdoms of the Old World and many lands beyond, sell-swords come to Tilea where they can be assured of ready and profitable employment. The reasons for this are quite obvious. Tilea is an anarchic and largely ungovernable country, where selfserving individuals rule precariously over proudly independent cities. The real power lies with wealthy Merchant Princes who plot and scheme against the tax-gathering authorities and each other with almost equal enthusiasm. Indeed, such is the tradition in Tilea that all armies of any size are mercenary armies - paid for and deployed by a wealthy Prince, a devious merchant or some ambitious tyrant.
Tilea is also a melting-pot to which all kinds of mercenaries come with the notion of joining whatever overseas adventure is flavour of the month. Such ventures are sometimes funded by wealthy merchants keen to open up new trade routes east and south, but often the whole thing is down to some crazed adventurer with a theory that the world is round, cubed, the shape of a very tall floppy hat, or some other such nonsense. No matter what the motivation, bold armies of Dogs of War depart every few weeks from the ports of Tilea and sail off into the sunset. On the whole they are never heard of again, but just occasionally a ship sails back stuffed to the gunnels with treasure, bearing a few jewel-encrusted survivors back to a new life of ease and luxury.

Dogs of War army selector
Troop | Type | Attacks | Hits | Armour | Command | Unit size | Points per unit | Min/max | Special |
---|---|---|---|---|---|---|---|---|---|
Pikemen |
Infantry |
3 |
3 |
6+ |
- |
3 |
50 |
2/- |
*1 |
Crossbowmen |
Infantry |
3/1 |
3 |
- |
- |
3 |
55 |
2/- |
- |
Handgunners |
Infantry |
3/1 |
3 |
- |
- |
3 |
65 |
-/2 |
*2 |
Swordsmen |
Infantry |
3 |
3 |
6+ |
- |
3 |
45 |
-/4 |
- |
Ogres |
Infantry |
4 |
4 |
5+ |
- |
3 |
105 |
-/1 |
*3 |
Dwarfs |
Infantry |
3 |
4 |
4+ |
- |
3 |
110 |
-/2 |
- |
Marauders |
Infantry |
3 |
3 |
5+ |
- |
3 |
60 |
-/2 |
- |
Light Cavalry |
Cavalry |
3/1 |
3 |
6+ |
- |
3 |
75 |
-/4 |
*4 |
Knights |
Cavalry |
3 |
3 |
4+ |
- |
3 |
110 |
-/2 |
- |
Galloper Guns |
Artillery |
1/2+bounce |
2 |
- |
- |
2 |
85 |
-/1 |
*5, *11 |
Giant |
Monster |
8 |
8 |
5+ |
- |
1 |
135 |
-/1 |
*6 |
Birdmen |
Infantry |
2/1 |
3 |
6+ |
- |
3 |
85 |
-/1 |
*7 |
|
|||||||||
General |
General |
+2 |
- |
- |
9 |
1 |
125 |
1 |
- |
Hero |
Hero |
+1 |
- |
- |
8 |
1 |
80 |
-/2 |
- |
Paymaster |
Hero |
+1 |
- |
- |
8 |
1 |
80 |
0–1 |
*8 |
Wizard |
Wizard |
+0 |
- |
- |
7 |
1 |
45 |
-/1 |
*9 |
Griffon |
Monstrous Mount |
+2 |
- |
- |
- |
- |
+80 |
-/1 |
*10 |
Pay Wagon |
Chariot Mount |
+1 |
- |
- |
- |
- |
+20 |
0–1 |
*8 |
Special rules
- 1. Pikemen
-
The pike is the traditional weapon of the mercenaries of Tilea. Twice as long as a spear and even longer than a cavalryman’s lance this is a truly fearsome although rather unwieldy weapon. Due to this Pikemen never benefit from defended or fortified status when in dense terrain (even partially) or on fortress walls etc. They still count as defended on higher ground or behind low obstacles as usual. Pikemen count as defended against cavalry or chariots charging to their front, except when the Pikemen are in dense terrain. This bonus only applies in the first combat round of an engagement.
Pikemen stands may only give or receive support by other infantry or Pikemen stands that are facing the same direction and touching their flank with the whole of their own flank. Any support behind or in front of Pikemen stand is not allowed. In all other respects they count as infantry (movement/pursuit etc.).
Pikemen are based as cavalry - i.e. the models are orientated towards the narrow edge of the base.
- 2. Handgunners
-
A handgun shot can pierce armour far more easily than an arrow or a crossbow bolt. Therefore, count enemy Armour values as one worse (-1) than normal. One unit of Crossbowmen per full 1000 points can be replaced by Handgunners (including the 10 points extra in price) while still counting for the Crossbowmen min/max value. Note that this unit still counts for min/max value of Handgunners.
- 3. Ogres
-
Ogres flock to Dogs of War armies for the chance of a good fight and as much as they can eat. These creatures are notoriously fond of fresh human meat, although they will eat practically anything that was once alive (or still is). To represent this an Ogre unit must use its initiative to charge an enemy unit of humans (humans: men, not dwarfs, elves etc.) if it is within 20cm at the start of the Command phase and the Ogres can reach it.
- 4. Light Cavalry
-
Dogs of War armies make great use of expert light cavalry from all around the world. Empire Pistoliers, Arabian Desert Riders, Hobgoblin Wolf Riders and Kislev Horse Archers are particularly adept at outmanoeuvring an enemy and harrying his flanks. Light cavalry have a shooting range of 15cm and 360° vision - stands in this unit can draw line of sight from all edges for the purpose of evading and shooting, including shooting at charging enemies. Note that this unit still needs Line of Sight from its front edge to charge an enemy.
- 5. Galloper Guns
-
These are lighter artillery than Dwarf or Empire cannons; due to this they are shorter ranged, but can make up for their lighter shot by producing a higher volume of fire. Galloper Guns move 20cm (10cm half-pace). All the normal rules for artillery apply as well as the cannon’s rules for shooting (bounce through, no saves and reduction of cover values). Because they are light guns they have a range of only 40cm. They still may shoot at the charging enemy by firing ‘grapeshot’ as normal.
- 6. Giants
-
Giants must always be given a separate order. They cannot be brigaded with other troops, although several Giants can be brigaded together if you so wish. If you attempt to give an order to a Giant and fail then you must take a test to see what it does. Ignore potential blunders - these are taken into account by the following rules. Roll a dice and consult the Giant Goes Wild chart. Where Giants are brigaded together roll for each separately.
Giants have a great many hits, 8 in fact, which are almost impossible to inflict during even a fairly lengthy combat engagement. Because Giants have so many hits we must consider the possibility of hurting the Giant and reducing its effectiveness in subsequent turns. Therefore, if a Giant has accumulated 5-7 hits by the end of the Shooting phase or Combat phase and is no longer engaged in combat it is deemed to have been badly hurt. Once a Giant is badly hurt all accumulated hits are discounted and its maximum Hits value and Attacks are halved for the rest of the battle (to 4 Hits and 4 Attacks).
A Giant causes terror in its enemies.
- 7. Birdmen
-
Only half-mad nutters like Tileans would try to fly! The Birdmen wear insane contraptions of light wood covered in canvas that are shaped like wings and allow them to glide on the air currents. These ‘wings’ allow the Birdmen to fly and still use their crossbows as normal. Because they are awkward flyers, they can be pursued by any type of enemy troops.
Birdmen are based facing the long edge of the base in the same way as other infantry.
- 8. Paymaster, Pay Wagon
-
There may only ever be one Paymaster in the army. Only the Paymaster may use the Wagon. If the Pay Wagon is used the Paymaster may bribe the units around him to fight harder. He may add +1 to all of his Command checks for a single turn only.
- 9. Griffon
-
Generals, Wizards and Heroes may ride Griffons. The Griffon combines the appearance of a lion and an eagle. These creatures are hatched from stolen eggs and hand reared to serve as mounts for favoured individuals. The Griffon can fly, increasing the rider’s movement to 100cm and it adding +2 Attacks to those of the rider. A unit which includes a Griffon causes terror in its enemies.

Dogs of War spells
Ball of Flame
5+ to cast Range 30cm
A ball of flame shoots form the Wizard‘s outstretched arm burning all in its path.
Draw an imaginary line 30cm long from the Wizard‘s stand in any direction you wish. The line will pass through any intervening units but not beyond terrain that would normally stop a missile shot, e.g. over the crest of a hill, more than 2cm of woodland, and so forth.
Each unit under the line takes three shooting attacks worked out in the usual way. Note that this spell can easily affect several units and will affect all units that fall beneath the line (including your own). Unengaged units can be driven back by a Ball of Flame as with ordinary shooting (even including friends). Engaged units cannot be driven back by the Ball of Flame but carry over any hits scored into the first round of combat; any hits scored count as having been struck in the combat itself.
Voice of Command
5+ to cast Range 30cm
The Wizard‘s voice booms out across the battlefield directing troops above the tumult of combat with the magical Voice of Command.
The spell can be cast on any unengaged friendly unit within range regardless of whether the Wizard can see it or not. The spell affects only a single unit, never a brigade and there is no supporting charge possible.
The unit can be moved just as if it had received an order in the Command phase. Character stands that have joined the unit will not move with it: they remain where they are.
Weird Enchantment
4+ to cast Range 30cm
A weird enchantment forms around the target unit and engulfs it in strange lights, scary nightmares and disorientating special effects.
This spell can be cast on any enemy unit within range regardless of whether the Wizard can see it or not. The spell lasts until the end of the opposing player‘s following turn.
The unit moves at half pace in all situations: even when charging for example. The unit counts all enemies as terrifying (-1 Attack penalty) even when it is otherwise immune to terror. If the unit would normally cause terror then it ceases to do so and counts all enemies as terrifying just like everyone else. However, if the target is Undead or Daemon it will not count enemies as terrifying although all other penalties apply as described (Undead and Daemons are hard to spook).
Teleport
2+ to cast Range N/A
With a swirl of his cloak, a crack of thunder and just a hint of maniacal laughter the Wizard vanishes to reappear anywhere on the battlefield.
The Wizard is moved to a new position anywhere on the table. He can leave or join a unit if he wishes, enabling a Wizard to move into or out of combat for example. Once the Wizard has moved he can cast a second spell, but note this must be a different spell and not a further Teleport! Roll to cast the second spell as normal. A Wizard that Teleports successfully can therefore potentially cast two spells that turn.
