As soon as I´ve finished the tower, I´ll put the pictures into the public domain if anyone is interested in recreating this scenario.
HOUSE RULES FOR MYRMADONS:For purposes of activation, the myrmadons count as Individuals. A myrmadon has two actions and may move 3" with each move action. It may not run or charge. The myrmadon must travel in a straight line and may make one 45° turn per activation, at any time during their movement. All moves by the myrmadon are tramples, with the trampled model automatically killed if they fail to dive for cover.
The myrmadon may make a Tusk attack and a Tail mace attack with each attack action spent.
Tusk attack: Place a circular template about the size of the Vortex directly adjacent to the myrmadon within its front 90° arc. All models touched by the template must dive for cover or be hit by a Strength 16 (x2) hit.
Tail mace attack: Place a circular template about the size of the Vortex directly adjacent to the myrmadon within its rear 90° arc. All models touched by the template must dive for cover or be hit by a Strength 13 (x2) hit.
This all boils down to: myrmadons are ponderous and easily outmaneuvered, but try to avoid getting too close!
The myrmadons count as scenery / buildings for purposes of line-of-sight. Simply put, they are too large to be affected by any hand-held weapon. The natural weapons of the larger beasts-of-war (anything from size 2 upwards), spells, fire-based weapons and effects cannot harm them either, but may spook them if they hit a tender spot (test against an armour of 28 – 1st edition. A failed armour save means the myrmadon becomes enraged).
The moment a myrmadon becomes enraged, and every time an enraged myrmadon is activated, every model on any of the platforms must make a leadership check or go prone. Models already prone and in contact with a window or balcony edge must pass a Ld test or fall off, checking for falling damage as normal.
An enraged myrmadon is still activated by its player. Roll on the following table as soon as it is activated:
1-7 | Myrmadon is controlled by its own player this turn. |
8-16 | Myrmadon is controlled by the opponent this turn – if multiple opponents, roll randomly which opponent |
17-18 | Myrmadon stands still |
19-20 | Myrmadon spends all move actions to get closer to other myrmadons on the table (if there are none, see result 15-16) |
Each myrmadon has a Goblin mahout positioned on the platform on the beast´s neck, behind the large bronze shield. He counts as being in hard cover for all attacks from the front and sides (270° arc to the front).
GOBLIN MAHOUTCC | MW | Pw | Ld | Ac | W | St | Mv | A | Def | S |
10 | 10 | - | 12 | 1 | 1 | 0 | - | 17 | 0 | 1 |
The Mahout is armed with a goading spear (polearm, Damage 6). He may use his spear to attack a model within 180° of the Myrmadon´s front.
Structure: INDIVIDUAL
Special rules: When the Mahout is activated, he may spend his action to try and gain control of the myrmadon if it is currently enraged. Roll against his Leadership.
If the Mahout is killed, the myrmadon will automatically become enraged if successfully hit with a weapon that may spook it (see above).
HOUSE RULES FOR HOWDAHS AND TOWERS:All normal rules for fighting in buildings apply. The war howdah and side howdahs are open-topped, with a crenellated wall running along the edge providing hard cover.
Due to the unstable nature of the platforms, a mounted model on any of the levels of the tower or howdahs must make a Leadership test for any move, leap, charge or countercharge action that it takes, or it will slip and go prone.
A model may jump through a window if it successfully makes the distance. It must make a Leadership test to successfully hit the window, however, or it will fall down.
If the window is blocked by a model, this counts as a charge. Resolve the charge normally, including any countercharges. If the model kills its opponent, the enemy model is removed, and the attacking model takes its place. If the enemy model is still alive, the attacking model cannot pass through the window and will fall. Check for falling damage as usual.
Models with polearms may attack models one level higher or lower than they are provided their bases are adjacent.