RED ELF
HOSTS OF MEN

This appendix offers players some interesting alternatives to the basic Army list. It must be clear that the lists presented in this appendix are intended to be fun and are in no way as fair and balanced as the main list. Players should therefore agree with their opponent before the game if they can make use of these lists. Of course, should you wish to field a Cult of Ulric army, you can always field an army based on the main list in the book and paint it with the colours of Middenheim; you don`t have to use the Cult of Ulric list from this appendix to represent a regular Middenheim army.

THE EMPEROR`S GUARD

Unless Karl Franz himself is leading it, his Guard will be led by either the Reiksmarshall or by Wizard Lord, no other Lord can be your General.

CORE UNITS

Halberdiers, Spearmen, Swordsmen, Handgunners.

One regiment of State troops in the army can have a magic banner worth up to 50 points.

Archers, Crossbowmen, Free Companies.

Knightly Orders. You must have at least one unit of Reiksguard for every unit of other Knights.

0-2 Greatswords. One regiment is the normal Greatswords of altdorf, the other is the Foot Reiksguard, garrison of the Emperor`s palace and his personal bodyguard.

SPECIAL UNITS

Pistoliers, Cannons, Mortars, Helblasters.

RARE UNITS

0-1 White Wolves, 0-1 Flagellants, Regiments of Renown.

THE ARTILLERY TRAIN OF NULN

The armies of Nuln are renowned for relying on massed artillery fire to blow their enemies to smithereens. Knights disapprove of these tactics and therefore a Grand Master can never be the General of Artillery Train from Nuln.

CORE UNITS

Halberdiers, Spearmen, Swordsmen, Handgunners, Archers, Crossbowmen, Free Companies.

Cannons, Mortars. You must have at least on unit of infantry (Detachments and Flagellants don`t count) for every Cannon/Mortar.

SPECIAL UNITS

0-1 Greatswords, Pistoliers.

RARE UNITS

Knightly Orders, 0-1 White Wolves, Helblasters, 0-1 Flagellants, Regiments of Renown.

SIGMARITE ARMY

This kind of army normally forms around a holy man, priest or monk who roams the Empire following visions and signs and preaching to the people. They proclaim that Sigmar Himself entrusted them with a holy mission, which often consists of the destruction of a particular evil. So the people gather around them and flagellants flock to their army. Even regiments of regular troops may join their crusade if an Elector Count or a Grand Master decides so, out of devotion or, more often, out of convenience. You cannot choose Lords and Engineers at all and a Warrior Priest must be your General (you can take Luthor Huss and he will count as two Hero choices!).

CORE UNITS

Free Companies, Archers (both representing the commoners joining the holy crusade).

Flagellants. You must have at least one unit of Free Companies (Detachments don`t count) for every unit of Flagellants.

SPECIAL UNITS

0-1 Knightly Orders or 0-1 White Wolves.

Halberdiers, Spearmen, Swordsmen, Handgunners, Crossbowmen.

RARE UNITS

Pistoliers, Mortars, Cannons.

MARIENBURGER MERCENARY ARMY

Not strictly part of the Empire, the armies of the rich port of Marienburg are similar to those of their Imperial neighbours, but mainly based on mercenaries coming from all over the known world. Similar armies march through the Empire in times of internal strife. Knights are a rare sight among these mercenary armies, so no Grand Master can be your General. Your Lords must be a Wizard Lord or a Burgomeister/Mercenary General (same stat line and rules as an Elector Count). You also need to change the names of all magic items of strong Imerial inspiration, such as Runefangs, to a different theme (their effect stays the same).

CORE UNITS

Halberdiers, Spearmen, Swordsmen, Handgunners, archers, Crossbowmen, Free Comanies.

Regiments of Renown. You must have at least one unit of infantry (Detachments and Flagellants don`t count) for every Regiment of Renown.

SPECIAL UNITS

Cannons, Mortars, Pistoliers.

RARE UNITS

0-1 Flagellants.

0-1 Greatswords Represents an elite mercenary bodyguard. Unit isn`t Stubborn but costs only 10 points per model.

THE CULT OF ULRIC

At times the armies of Middenheim have been strongly influenced by the cult of Ulric. Its dogmatic favour for close combat as opposed to missile fire, in particular cowardly blackpowder weapons, makes the army old-fashioned by Imperial standards. The only Grand Master that can be your General is the Master of the White Wolves, ferocious Templars of Ulric, and any Warrior Priest will be a priest of Ulric rather than priest of Sigmar. You cannot field engineers. You also need to change the names of all rules and magic items with Sigmarite connotations to an Ulric theme (their effects stay the same).

CORE UNITS

Halberdiers, Spearmen, Swordsmen, Free Companies.

Any number of Knights of the White Wolf (but only one unit of Knights of the Inner Circle).

SPECIAL UNITS

0-2 Greatswords. Representing the grim Teutogen Guard fighting on foot with huge double-handed warhammers.

Archers, Crossbowmen.

RARE UNITS

0-1 Flagellants, Knightly Order, Regiments of Renown.

CRUSADER ARMY

When all the Knights of one Order are called upon by their Grand Master to fight for a very important cause, a crusader army is formed. With few exceptions, the army will be made up entirely by the Knights and their men-at-arms, with a few other units sent by an allied Elector Count. You cannot choose Elector Counts and a Grand Master must be your General.

CORE UNITS

Any number of units of Knights of one Order (could be White wolves, only one unit of Knights of the Inner Circle).

Halberdiers, Spearmen, Swordsmen, Archers.

SPECIAL UNITS

Crossbowmen, Free Companies.

RARE UNITS

Knights of a different order, 0-1 Flagellants.