Of late I've been playing a lot of Midgard using what could be considered Classic WFB armies in 10mm using the lovely Forest Dragon 3d prints.
Midgard is a very flexible system that allows you to take standard units and add flavour to them with upgrades and traits.
I wanted to put down some of my favourite options for list building along with my thoughts.
Characters
For characters I think that for the Imperialists they should be sturdy and stoic, but not over powered, here are a few examples that I've used in recent games:
| Elector Klaus Hoffmeister |
| Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| Major Hero (Level 3) |
29 |
3 |
1 |
3 |
2 |
4 |
None |
| Army Commander |
Can influence any friendly Unit within 2 ST; +1 Reputation [pg71] |
| With Me |
Once per game, may expend 1 Mighty Deed at the start of own Movement Phase; all friendly Units within 2 ST under the Hero’s command automatically pass any Command Tests for movement [pg74] |
A fairly innocuous army commander, "With Me" allows a degree of certainty at a crunch point in the battle. The commander will lead a central infantry contingent.
| Baron Heinrich Junker |
| Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| Minor Hero (Level 2) |
21 |
2 |
1 |
3 |
2 |
2 |
None |
| Big |
+1 Combat Dice in Melee Combat but +1 Shooting Dice to enemy when targeted [pg66] |
| Mounted |
May move 2 ST per Movement Action [pg73] |
| Hold Fast |
Once per game, may attempt to restore 1 Stamina to a damaged friendly Unit within 2 ST upon passing a Command Test and expending 1 Mighty Deed [pg72] |
This is the chap on the Demi-Griffon in the accompanying photo, hence "Big" he is usually leading the heavy cavalry contingent, "Hold Fast" represents him recalling scattered groups of the Gendarmes.
| Karl van Helsing: Witchunter |
| Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| Minor Hero (Level 2) |
23 |
2 |
0 |
3 |
2 |
2 |
None |
| Battle Smiter |
+1 Combat Dice in single combats [pg71] |
| Proud |
May never refuse a challenge to single combat. Gains +1 Reputation if kills an enemy Hero in single combat [pg74] |
| Today We Fight to Win |
Once per game, may expend 1 Mighty Deed when attached to a Unit in Melee Combat; Unit gains +d6 Combat Dice [pg74] |
I like to have a Witchunter leading one of my infantry contingents, especially against the forces of evil! "Proud" and "Battle Smiter" reflect his beliefs and training, while "Today We Fight to Win" are his exhortations to the troops.
| Stephan Dietricht |
| Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| Champion (Level 1) |
14 |
1 |
0 |
3 |
1 |
1 |
None |
| Mounted |
May move 2 ST per Movement Action [pg73] |
| Battle Smiter |
+1 Combat Dice in single combats [pg71] |
A sub-commander for the heavy cavalry contingent.
| Frederich Haas, Master of Crossbows |
| Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| Champion (Level 1) |
19 |
1 |
1 |
3 |
1 |
2 |
Elf Bow / Crossbow / Longbow |
| On My Command, Unleash Hell |
Once per game, may expend 1 Mighty Deed when attached to a missile-armed Unit armed with bows; Unit gains +d6 Shooting Dice [pg74] |
A sub-commander for one of the infantry contingents. Master of Crossbows is a role that historically originated with King Louis IX and continued through the Medieval and Renaissance periods in history.
| Leonard and the Gonne |
| Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| Champion (Level 1) |
20 |
1 |
1 |
3 |
1 |
2 |
Elf Bow / Crossbow / Longbow |
| Marksman |
+1 Shooting Dice (can be added as a Combat Dice bonus in a charge situation) [pg67] |
| Artillerist |
May attach to a friendly Monstrosity (Artillery) Unit and influence it using Mighty Deeds [pg71] |
If I'm fielding a battery of artillery then the engineer will support them. If I'm feeling spicy he could also have a Legendary weapon!
| Karl Rittermeister |
| Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| Champion (Level 1) |
16 |
1 |
1 |
3 |
1 |
2 |
Javelins |
| Mounted |
May move 2 ST per Movement Action [pg73] |
| Marksman |
+1 Shooting Dice (can be added as a Combat Dice bonus in a charge situation) [pg67] |
This character will often be a sub-commander of a cavalry contingent if using a force of Ritter.
| Lukas Strang |
| Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| Champion (Level 1) |
10 |
1 |
0 |
3 |
1 |
1 |
None |
I'll often include many lesser characters with no traits at all like this one. These represent lower level local commanders.
| Thud Orkbiter |
| Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| Champion (Level 1) |
10 |
1 |
0 |
3 |
1 |
1 |
None |
| Big |
+1 Combat Dice in Melee Combat but +1 Shooting Dice to enemy when targeted [pg66] |
I have been known to field a unit of Mercenary Ogres led by this chap.
Troops
These are the sort of units I'll regularly field:
Mounted
| Griffonknechts |
| Qty |
Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| 1 |
Heavy Riders (Knights) |
29 |
10 |
0 |
4 |
3 |
3 |
None |
| Counter Charge |
If charged to the front in open terrain, Unit may take a Command Test to counter charge. Unit is given a Charging or Winning marker but is not moved. Counter charging Unit may not use missiles; counter charging units do not gain Reputation [pg68] |
| Disengage |
After Melee Combat, Unit may disengage if in combat with enemy Warrior, Skirmisher or Monstrosity Units. Unit must pass a Command Test; if passed, may move back 1 ST [pg68] |
| Fearsome |
Enemy will retreat 1 ST in Melee Combat unless also fearsome. Fearsome troops and supports may pursue defeated enemy 1 ST [pg66] |
| Thunderous Charge |
Hits on 4+ in its first round of Melee Combat during the game if fighting to the front in open terrain [pg71] |
| Spears as Tribute |
Add +2 Combat Dice while at full Stamina [pg70] |
The elite Gendarmes mounted on Demi-Griffons, they don't actually have a different stat line to the Gendarmes, but I do like to differentiate by name.
| Gendarmes |
| Qty |
Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| 1 |
Heavy Riders (Knights) |
29 |
10 |
0 |
4 |
3 |
3 |
None |
| Counter Charge |
If charged to the front in open terrain, Unit may take a Command Test to counter charge. Unit is given a Charging or Winning marker but is not moved. Counter charging Unit may not use missiles; counter charging units do not gain Reputation [pg68] |
| Disengage |
After Melee Combat, Unit may disengage if in combat with enemy Warrior, Skirmisher or Monstrosity Units. Unit must pass a Command Test; if passed, may move back 1 ST [pg68] |
| Fearsome |
Enemy will retreat 1 ST in Melee Combat unless also fearsome. Fearsome troops and supports may pursue defeated enemy 1 ST [pg66] |
| Thunderous Charge |
Hits on 4+ in its first round of Melee Combat during the game if fighting to the front in open terrain [pg71] |
| Spears as Tribute |
Add +2 Combat Dice while at full Stamina [pg70] |
Heavy mounted Knights with Spears as Tribute, hard hitting, but can be very brittle.
| Ritter |
| Qty |
Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| 1 |
Light Riders (Noble Riders & Light Chariots) |
20 |
8 |
4 |
3 |
2 |
2 |
Javelins |
| Counter Charge |
If charged to the front in open terrain, Unit may take a Command Test to counter charge. Unit is given a Charging or Winning marker but is not moved. Counter charging Unit may not use missiles; counter charging units do not gain Reputation [pg68] |
| Disengage |
After Melee Combat, Unit may disengage if in combat with enemy Warrior, Skirmisher or Monstrosity Units. Unit must pass a Command Test; if passed, may move back 1 ST [pg68] |
| Evade |
If charged, Unit may take a Command Test to Evade. If passed, evading Unit is moved 1 Movement Action away from chargers [pg68] |
| Marksman |
+1 Shooting Dice (can be added as a Combat Dice bonus in a charge situation) [pg67] |
Lighter cavalry armed with swords and pistols.
Infantry
| Swordsmen |
| Qty |
Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| 1 |
Warriors (Heavy Infantry) |
21 |
12 |
0 |
3 |
4 |
2 |
None |
| Halberdiers |
| Qty |
Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| 1 |
Warriors (Heavy Infantry) |
21 |
12 |
0 |
3 |
4 |
2 |
None |
| Spearmen |
| Qty |
Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| 1 |
Warriors (Heavy Infantry) |
21 |
12 |
0 |
3 |
4 |
2 |
None |
All actually the same "vanilla" stat line. More veteran troops could be represented with "Spears as Tribute" while Imperial levies could be made "Reluctant. You may also want to consider "Drilled" and/or "Replacements" for the better class warriors.
| Crossbowmen |
| Qty |
Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| 1 |
Warriors (Formed Archers) |
22 |
8 |
8 |
2 |
4 |
2 |
Elf Bow / Crossbow / Longbow |
Solid missile troops armed with crossbows.
| Arquebusiers |
| Qty |
Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| 1 |
Warriors (Formed Archers) |
23 |
8 |
8 |
2 |
4 |
2 |
Bow / Mounted Elf Bow |
| Hel’s Breath |
An enemy Unit hit by shooting must roll 2d6 for its Command Test, using the lower score [pg68] |
Missile troops armed with Arquebus and Handguns, Hels Breath represents the effective fire of these weapons.
| Tercio |
| Qty |
Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| 1 |
Warriors (Heavy Infantry with Missiles) |
24 |
10 |
5 |
3 |
4 |
2 |
Bow / Mounted Elf Bow |
| Big |
+1 Combat Dice in Melee Combat but +1 Shooting Dice to enemy when targeted [pg66] |
| Steadfast |
Does not take a Command Test if retreated into by friendly Units [pg70] |
Large blocks of infantry with a core of spearmen or pikemen, supported by integral skirmishers, arquebusiers and crossbowmen. "Big" and "Steadfast" just for the sheer size of the units.
| Mercenary Ogres |
| Qty |
Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| 1 |
Warriors (Heavy Infantry) |
26 |
12 |
0 |
4 |
4 |
3 |
None |
| Big |
+1 Combat Dice in Melee Combat but +1 Shooting Dice to enemy when targeted [pg66] |
If I want to field a unit of Ogres I'll use this profile.
Skirmishers
| Forlorn Hope |
| Qty |
Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| 1 |
Skirmishers (Light Infantry) |
14 |
8 |
4 |
3 |
2 |
1 |
Javelins |
| Agile |
No penalties in Rough Terrain [pg67] |
| Evade |
If charged, Unit may take a Command Test to Evade. If passed, evading Unit is moved 1 Movement Action away from chargers [pg68] |
Solid light infantry armed with swords and pistols.
| Crossbowmen |
| Qty |
Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| 1 |
Skirmishers (Shooters) |
13 |
6 |
6 |
2 (3) |
2 |
1 |
Elf Bow / Crossbow / Longbow |
| Agile |
No penalties in Rough Terrain [pg67] |
| Evade |
If charged, Unit may take a Command Test to Evade. If passed, evading Unit is moved 1 Movement Action away from chargers [pg68] |
Skirmishers with Crossbows
| Arquebusiers |
| Qty |
Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| 1 |
Skirmishers (Shooters) |
14 |
6 |
6 |
2 (3) |
2 |
1 |
Bow or Sling |
| Agile |
No penalties in Rough Terrain [pg67] |
| Evade |
If charged, Unit may take a Command Test to Evade. If passed, evading Unit is moved 1 Movement Action away from chargers [pg68] |
| Hel’s Breath |
An enemy Unit hit by shooting must roll 2d6 for its Command Test, using the lower score [pg68] |
Skirmishers with Arquebus and Handgun.
Other
| Margareth and Helga |
| Qty |
Type |
Points |
Combat |
Shooting |
Armour |
Stamina |
Reputation |
Missiles |
| 1 |
Monstrosities (Artillery) |
28 |
8 |
8 |
3 |
2 |
3 |
Heavy Artillery |
| Aloof |
Cannot be influenced by friendly units (unless attached to the Unit with the Artillerist or Beast Master trait, as appropriate) [pg67] |
| Blast |
Does not halve Shooting Dice at targets in 1 ST wide corridor to the front. Does not halve Shooting Dice when a target is obscured by cover. May not be used in a charge situation [pg67] |
| Fixed |
If hit by shooting and fails Command Test, Unit must take Shot marker instead of retreating. Unit can not charge. Destroyed if Unit loses a Melee Combat [pg68] |
| Hel’s Breath |
An enemy Unit hit by shooting must roll 2d6 for its Command Test, using the lower score [pg68] |
| Reluctant |
Must pass a Command Test for every Movement Action [pg69] |
| Slow |
May only move once per Movement Phase [pg70] |
I've painted a couple of batteries of guns and a battery of Hellblasters, only used once but this is the profile I used for them.