Constructing an Araby Warband

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Mielkith
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Constructing an Araby Warband

Post by Mielkith »

Hello! Once again I have decided to reach out and try something other then Dark Elfs, despite the succes I have with them. I have had my eye on an Arabian Tomb Raider warband for quite some time. Nice theme, easy to paint and quite unique in these parts.

The list so far looks like this:
Sheikh- Hand Gun, Mace, Sword 108 Made from Al Muktar
Champion- Tufenk, Sword, Mace 68
Champion- Great Weapon 55
Nomdic Mystic- Mace 43

2 Bedouins- Short Bow 80
3 Nomad Warriors- Swords 105
2 Slaves- Axes 40

Not a huge amount of forsight going into this list. It is simply what I expect to use as an average warband list. I have never been a fan of armour.
Following the guide I am to use the following models, with conversions where needed.
Dogs of war paymaster Champion alternative or Bedouin
Arabian Merchant Champion alternative or Bedouin
Suliman the Saracen Champion with great weapon
Light Wizard on foot Mage
Desert Dogs Random Henchmen
Al Muktar Sheikh
Desert Dogs Hornblower Champion with Tufenk
Tallarn Desert Raiders Random Henchmen

Now down to the help. Firstly if anyone has any advise on using these fella's I would appreciate it.
If anyone can suggest some suiteble GW models that will work well please tell me (particulary on the slave front), I probably will not purchase outside of GW.
Any modeling suggestions for getting mounted people on foot will be welcome. The last time I tried this it got very messy.
If anyone has tried forming a warband through the same channels as I am, how many did you buy? I am unsure how much redudancy I need in my models.
I am hoping this will not take me over £100, I don't haev a great deal of money but I do want this warband.

There are alot of questions up there, I'm sure someone out there has some answers, I am not expecting all bases to be convered, only hoping.
Thankyou in advance to anyone who can help.
A link to the warband:
http://www.specialist-games.com/mordhei ... hemri5.pdf
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Mielkith
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Posts: 576
Joined: Thu Feb 12, 2004 5:46 pm
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Post by Mielkith »

Some breif fluff for my warband, I can't remember ever writing a fluff peice on here before so feel free to point out any glaring mistakes I have made in its writing.
Still rooting for some advice on playing style. I went and bought myself a HE archer regiment and some militia to comebine into Araby warriors, with added turbans ofcourse. But the problem remains that I have played with/against them before.

It is a rare thing indeed to see men from Araby wonder far into the Empire. It is well known there merchants haunt the streets of its capital towns, you just have to know where to look, but on this occasion it was something quite different.

It was the third Tuesday of five hundred and sixth year, around eight o’clock in the morning when the nomads entered through Mordheim’s city gates. Any fool will stay clear of the gates. Rouges, thieves, highwaymen and many more lurk there, all to eager to lighten your pockets. Still these men passed without incident. That is, if they are indeed men. They have the figure and walk like men do, but there veils may hide any number of in-human qualities. Such things are not un-common in these parts.

They had soon become lost in the twisted labyrinth that makes up Mordheim. The streets themselves can change at will, trapping those who loose its interests. A city, like all things, has a soul, and this soul was corrupted long before the comet struck.

There were nine of them in total, in single file, not a word spoken between them, dressed in white robes with only there eyes and hands showing. The first was a large man, a gem or two could be seen gleeming on the hilt of his sword and the dye in his robes showed him to be of some importance. A strange contraption, its blade was curved forwards, from what I could tell the point may very well point back at its master, impracticle but would atleast have a very keen edge.

The two that followed him seemed wisest of the lot. They never once released there grip on there weapons. One had a device tucked his robes that I had only ever seen in the hands of one of the rat men, it had shot a small projectile into Sam's neck by blowing down one end of the tube. It created a small puncture wound resulting in a quick death for my friend. A vile weapon for a vile creature, it could only add to my mistrust of these Araby folk.

A fourth, a bizarre looking man, his robes were blue on the outside and red on the inside. He held an elaborate staff with its tip pointing forwards accusingly at the ground. He wore a hat that perched on his head much like a bucket might. He carried an abundance of scrolls in his belt, this one clealry possessed qualities that will see him in the cleansing hands of a witch hunter soon enough.

Five more men, two with bows, three with swords. They kept their heads to the ground. A sign of respect to the others I suppose, evidently they were not considered as important as the rest of this band. A question of birthright or skill, the ealier option seems more likely. Though I cannot see how the illusion of nobility survives in the wastes of Araby.

I have heard of great kings with mighty empires in the south, but these are now decayed and in ruin. There past slender looted by men much like these. Some say their dead are risen again, but they say the same about Sylvania.

So it was that these men became lost in the city of Mordheim. Seeking there fortune in the green rocks like every other lost soul in its walls. Few ever make it, but in these times the perils inside the city do not seem too off putting. The empire itself is now a dangerous place, you know when someone with ill intentions may be watching. At least in Mordheim you can be sure.
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