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The Hobgoblin Empire **Army List Now Included**

original thread ↗

Here is an army list I'm working on. I have always been fascinated by the hobgoblins and their mongolian type theme. A while back on a different site I posted a hobgoblin army list, but it turned out to be too much a a historical-type army list than a fantasy one. Here is a new army list I am developing (and would love help on!) that is more fantasy and less historical mongolia.

As a quick note, the fluff is pretty crappy as is and I plan on cleaning it up over time. After the army list I will have a list of stuff I am still working on.

The Hobgoblin Empire
By Ogodei

Rules
Cowardly- Any unit that is cowardly automatically fails any Panic or Break test it is required to make.
Hobgoblins by nature are extremely cowardly creatures, despite their ruthlessness and love for battle.

Brand Prowess- Any model with a brand (including magical Brands) that joins a unit that is “Cowardly” allows the unit to take Panic and Break tests, but with a -1 penalty.
Brands signify a hobgoblin’s fearlessness, and that being said will inspire nearby hobgoblins.

Cunning- If a unit with cunning comes into contact with an enemy warmachine void of crew, it may permanently attach three of its own members to the warmachine and operate it as if it were owned by the hobgoblin player. Units with three or less models remaining may not employ “Cunning.”
During the mighty Hobgoblin Empire of Hobgobla Khan, the hobgoblins showed an aptitude for employing enemy warmachines against them. This imbedded ability to operate warmachines shows a deep cunning, but does not gift hobgoblins with the wisdom to build machines themselves.

Expert Rider- Any model with Expert Rider who is using a Hobgoblin bow may fire the first shot before moving and the second shot after moving, with no movement penalty to the shot. Any model who is mounted is Fast Cavalry, if the usual Fast Cavalry conditions are met.
Hobgoblins are some of the best mounted archers in the world. They are able to shoot a steady shot even while their giant wolf is bounding across the plains.

Items
Lariats- A model with a Lariat strikes first in combat, unless its opponent has the ability to strike first in which case it goes by initiative. If the model with the Lariat hits its target, that target may only get only attack this combat round.
Lassoing is common of the Steppe. Used to bring down large creatures and also in games, hobgoblins have mastered the ability of limiting a target’s mobility with the snaring of the lariat.

Hobgoblin Bow- Shortbow, Multifire (x2)
Hobgoblins are world-renowned archers who wield composite bows which are light and easy to fire in rapid succession.

Lords
Khanite
The Khanites of the Steppe are the Khan’s hand-picked generals, each chosen for their battle prowess, ruthlessness, and bravery. While many hobgoblins are both battle-proven and ruthless, few have the resolve to fight in the face of fear and destruction as do the Khanites. Each Khanite rules over a clan on the Steppe. Khanites always have brands as well as tattoos, to show their fearlessness and to dissolve that confidence among their troops.
   M   WS   BS   S   T   W   I   A   LD
Khanite   4   6   5   4   4   3   4   4   8

Special Rules: Proof of Rule, Expert Rider

Proof of Rule- A Khanite must always take a brand, and as such always counts as branded.

Dreggiss
The oldest of the magic-wielding female Dregs, the Dreggisses have near complete control over the raw winds of magic that make their way to the Steppe.
   M   WS   BS   S   T   W   I   A   LD
Dreggiss   4   3   3   3   4   3   3   1   7

A Dreggiss is a level 3 wizard who may use the Lores of Beast, Fire, and Life.


Heroes
Chief
Under the Khanites are the chiefs. A chief is a warrior picked by the Khanite for his own aptitude in battle. The chiefs of the Steppe typically do not have the resolve that the Khan or Khanites have, but have the skill and cunning required to lead their brethren. It is common for a chief to be branded.

   M   WS   BS   S   T   W   I   A   LD
Chief   4   5   4   4   4   2   3   3   7
                           
Special Rules: Expert Rider

Dreg
Hobgoblin females are prone to feel the touch of the winds of magic that blow through the endless blue skies of the step. This constant tap into such raw power drains the females, slowly withering them into leathered and wrinkled beings. But this transformation comes with power. The longer and more willing a female attunes herself to these powers through the shamanistic rituals of the hobgoblins, the more apt she becomes to wield them against foes.
   M   WS   BS   S   T   W   I   A   LD
Dreg   4   3   3   3   3   2   3   1   6

A Dreg is a level 1 wizard who may use the Lore of Life, Beasts, or Fire.

Brandah (Brander)
Within hobgoblin society, courage is a favored characteristic. Being said, a ritualistic practice as old as the race is that of being branded. A brand is a painful and frightening experience, involving the searing hot metal of the brand being pressed nearly to the bone within a hobgoblins flesh. Some brands are given using a brand with magical properties either imbedded in it or within the flames of the fire. This ceremony and tradition is symbolic and has an effect on status within hobgoblin society. A brand represents fearlessness, and puts a hobgoblin within the upper tiers of its community. It is the Branda’s, the hobgoblins with a fetish for fire, metal, and the smell of searing flesh, that are trusted to administer these brands. In battle, Branda’s have been known to perform complex rituals passed down for generations to bestow mystic powers upon any branded members of the army.
   M   WS   BS   S   T   W   I   A   LD
Brandah   4   4   4   3   3   2   3   2   6
Special Rules: Cowardly

Core
Hobgoblins
Hobgoblins of the Steppe by their nature are warriors, cunning and ruthless. They are also cowards. While loving battle, they only love battle when they have the upperhand. At a moments notice a hobgoblin will run when he suspects his advantage is gone. Due to this aspect of their nature, hobgoblins have an almost chivalric respect for courage. Only the courageous ascend to lead the hobgoblins to battle, and only the courageous can keep the hobgoblins from running at the first sign of trouble. Many a tale tell of Brettonian questing knights gaining feast and festival among hobgoblin villages on account of their fearlessness.
   M   WS   BS   S   T   W   I   A   LD
Hobgoblin   4   3   3   3   3   1   3   1   6
Giant Wolf   9   3   0   3   3   1   3   1   3

Special Rules: Cowardly, Expert Riders, Cunning

Nomads
Unlike the warrior hobgoblins of the armies of the Khan, the nomads are the “peasants” of the Steppe. Unlike typical peasants of other regions, nomads are hardened into warriors of nearly the same right as those trained in the armies by harsh life on the Steppe. They are hunters, gatherers, guards and leaders of their small communities and this being said are more apt for attacking with cunning then the amassed warriors.
   M   WS   BS   S   T   W   I   A   LD
Nomad   4   3   4   3   3   1   3   1   6
Giant Wolf   9   3   0   3   3   1   3   1   3

Special Rules: Cowardly, Migrant Fighters, Expert Riders

Migrant Fighters- Once before the game begins you may move the Nomads.

Special
Snarlahs (Snarlers)
Named after the snarling wolves of the Steppe, these hobgoblins are those who are the bravest of all hobgoblins. Through certain acts, they have earned the right to be given the Fang brand, a brand around the mouth that signifies the epitome of hobgoblin fortitude. They have received this honor by traveling to the great maw down south, the very maw that made the ogres flee and gave the Steppe to the hobgoblins, a place to terrifying for all but the most brave hobgoblins to venture. Others gained the right after fighting in the face of overwhelming horror in defense of Hobgoblia, the capital of the Steppe in the Dragon’s Teeth valley.
   M   WS   BS   S   T   W   I   A   LD
Snarler   4   4   3   3   3   1   4   1   6
Giant Wolf   9   3   0   3   3   1   3   1   6

Special Rules: All Snarlers count as being branded. Immune to Psychology, Cunning

Undahhands (Underhands)
Many many generations ago, the Hobgoblins held an empire spanning from Cathay in the east to the world’s edge mountains in the west. This empire was built within a single generation under the first Khan, Hobgobla Khan. With the power to inspire his fellow hobgoblins to bravery unseen before or since, the hobgoblins fought back the trained armies of Cathay, the tribes of brutal ogres in the southern steppe, the beasts of the mountains of mourn, the sturdy ranks of the chaos dwarves in the dark lands, and the countless tribes of greenskins in the west. But with the passing of Hobgobla in one of the largest battles in history to the hands of the Cathayans, the empire crumbled due to treachery among the Khanites. The hobgoblin empire was cut into pieces, with the hobgoblins to the west allieing with their greenskin cousins, and the hobgoblins to the south in constant war with the ogre tribes. Cathay built a tremendous wall that would forever keep the hobgoblins from entering their lands.
Since then, the western hobgoblins have changed alliances to that of the Chaos Dwarves. Some however prefer not to be servants to the stunties, and have managed through near-heroic acts to not only escape from servitude but steal many weapons and items from their former masters. These unda’hands are respected for their daring and their treachery, and using their dwarven weapons are able to deliver destruction in battle. They are prone to treachery though, and a restock of ammunition or a promise of wealth will have them attacking their own troops without hesitation.

   M   WS   BS   S   T   W   I   A   LD
Underhand   4   3   3   3   3   1   3   1   6

Special Rules: Cowardly, Cunning, Treacherous, Stolen Gadgets

Treacherous- Roll at the beginning of your turn. On a 1, the Underhands give in to a bribe by the enemy and fire at any eligible target your opponent chooses. If one is not in range, they do nothing.

Stolen Gadgets-

Wretches
Hobgoblin armies move in huge packs, with the families of the warriors moving with the armies. This movement will many times attract the nomadic clans who will join forces with the Khanite’s army. The females will often band together and head to battle to sing their eerie throat-song. This song has the power to chill even strong-willed warriors to the bone and break their spirit, while hobgoblins in fact love the sound of it.
   M   WS   BS   S   T   W   I   A   LD
Wretch   4   3   3   3   3   1   3   1   6

Special Rules: Cowardly, Throat-Song

Throat-Song- During the shooting phase, choose an enemy unit within 12”. This unit must now past a leadership test at -1. If the unit fails, it immediately breaks. If the unit is in combat, instead of breaking, they get -1 to hit if they fail. May do Throat-Song while in combat.

Trackahs (Trackers)
Trackers are the nomads whose job it is to track down and capture or slay the huge beasts of the Steppe. Working in large packs (when fighting monsters, it takes lots of hobgoblins to keep their confidence), they are able to capture and “tame” many of the Steppe beasts, then goad them into battle for a local Chief or a Khanite.
   M   WS   BS   S   T   W   I   A   LD
Tracker   4   3   3   3   3   1   3   1   6

Special Rules: Cowardly, Beast Chasers, Scout, Skirmish, Captured Beast

Beast Chasers- As long as the unit has over a Unit Strength of 10, it is not subject to the Cowardly rule.

Captured Beast- The unit may be accompanied by a beast it has captured. When accompanied by a yakkhan, the unit becomes a Rare choice. When accompanying a beast, the unit loses the ability to Scout. They are deployed as a normal unit, with a monster placed within the unit. If the unit is completely destroyed except the monster, roll on the Monster Reaction table.
Shooting at the Trackahs when they have a Captured beast is randomised as such:
Bonnacon1-2
Hobgoblins 3-6

Death Worms 1
Hobgoblins 2-6

Yakkhan 1-3
Trackahs 4-6

Rare
Tengri
The endless ocean of sky over the Steppe is home to vultures the size of dragons, a blaring sun, and the Tengri. These sky spirits make their homes here, where the flat land offers them comfort, a visual parallel of their own airborn home. The Tengri are worshipped by the hobgoblins, who fear them. Often, the devious and mischief-loving Tengri will come down to help a hobgoblin army defeat their enemy. Tengri appear as large-rounded blue humanoids, with an almost mirage-like visage. They never touch the ground, but instead float as if in water, and have long fangs, claws, and wild hair.
   M   WS   BS   S   T   W   I   A   LD
Tengri   3   4   0   4   4   3   6   2   8

Special Rules: Mirage, Fly, Mischievous

Mirage- Sometimes weapons will pass straight through a Tengri, othertimes they will induce mortal harm. A Tengri has a 5+ ward save against mundane weaponry.

Mischievous- Tengri love to play with their enemies, using their simple magic to confuse or disarm their opponents. All mundane weapons count as a single hand weapon against Tengri. (Note this does allow foot units to use hand weapons in conjunction with shields)

Beasts
Bonnacon
Among the beasts captured by the trackers is the Bonnacon. At first seeming to be a black bull, at closer inspection one notices differences, such as the lack of tail and the horse-like mane. A Bonnacon is a creature of fiery temper, and as such not only can breath fire but produces flaming wastes (which are often the prize of nomadic tribes, the Bonnacon essentially produces never-ending fire from which to cook and stay warm).
   M   WS   BS   S   T   W   I   A   LD
Bonnacon   7   3   0   5   4   3   4   3   5

Special Rules: Causes Fear, has a S3 breath weapon, is Frenzied, and has Flaming Wastes.

Flaming Wastes- If a Bonnacon and his trackers are broken in combat and pursued, the pursuers take D6 S4 hits which count as flame attacks.

Death Worms
Trackers who head south, towards the desolate wastes that surround the Great Maw often find Death Worms. These appear to be spawn of the Great Maw itself, being plump, 2 meter long worms with huge razor filled maws and no visible eyes, but in reality are horrendously mutated Steppe worms, burrowing creatures which are poisonous to eat. Their larger counterparts have mutated to spit venomous goo, and are captured due to their easy ability to control.
   M   WS   BS   S   T   W   I   A   LD
Death Worm   5   2   0   4   3   1   1   2   4

Special rules: Immune to Psychology, Spit, Gnashing Teeth

Spit- Death Worms may Spit during the Shooting phase, even if they have moved. Spit has a range of 12”, and inflicts D6 S4 hits with no armor saves allowed.

Gnashing teeth- Attacks made by a Death Worm count as armor piercing.

Yakkhan
Named after the hobgoblin rank of khan, a yakkhan is a Steppe yak of immense size and power. These creatures can pummel entire villages into dust by themselves. It is rare a yakkhan is tamed, usually they are killed and can feed a clan for weeks, and the hide can make dozens of yurts. When one is tamed however, its owner is able to crush any who stand in his way.
   M   WS   BS   S   T   W   I   A   LD
Yakkhan   8   4   0   6   5   5   3   4   5

Special rules: Causes Terror, Pummel, Large Target, Thick Pelt

Pummel- When a Yakkhan charges, it causes D6 S6 impact hits.

Thick Pelt- The thick and coarse pelt and furs on a Yakkhan give it a 5+ armor save.
Lords

Khanite   Points/model: 85
   M   WS   BS   S   T   W   I   A   LD
Khanite   4   6   5   4   4   3   4   4   8
Giant Wolf   9   3   0   3   3   1   3   1   3

Weapons & Armor: Hand weapon and Hobgoblin bow
Options:
•   May either choose an additional hand weapon (+6 points), a spear (+3 points) or a great weapon (+6 points).
•   May wear light armor (+3 points) and/or have a shield (+3 points).
•   May ride a Giant Wolf (+15 points) which may have barding (+6 points).
•   May choose brands and/or magic items from the Common or Hobgoblin magic items list to a maximum total value of 100 points.
Special Rules: Proof of Rule, Expert Rider


Dreggiss   Points/model: 175
   M   WS   BS   S   T   W   I   A   LD
Dreggiss   4   3   3   3   4   3   3   2   7
Giant Wolf   9   3   0   3   3   1   3   1   3

Weapons & Armor: Hand weapon
Magic: A Dreggiss is a level 3 magic-user and may use the Lores of Life, Beasts, or Fire.
Options:
•   May be upgraded to a level 4 magic-user for 35 points.
•   May ride a Giant Wolf (+5 points).
•   May choose magic items from the Common or Hobgoblin magic items list to a maximum total value of 100 points.
Special Rules: Cowardly, Throat Song


Heroes

Chief   Points/model: 50
   M   WS   BS   S   T   W   I   A   LD
Chief   4   5   4   4   4   2   3   3   7
Giant Wolf   9   3   0   3   3   1   3   1   3

Weapons & Armor: Hand weapon and Hobgoblin bow
Options:
•   May either choose an additional hand weapon (+4 points), a spear (+2 points) or a great weapon (+4 points).
•   May wear light armor (+2 points) and/or have a shield (+2 points).
•   May ride a Giant Wolf (+10 points) which may have barding (+4 points).
•   May choose brands and/or magic items from the Common or Hobgoblin magic items list to a maximum total value of 50 points.
Special Rules: Expert Rider


Dreg   Points/model: 60
   M   WS   BS   S   T   W   I   A   LD
Dreg   4   3   3   3   3   2   3   1   6
Giant Wolf   9   3   0   3   3   1   3   1   3

Weapons & Armor: Hand weapon
Magic: A Dreg is a level 1 magic-user and may use the Lores of Life, Beasts, or Fire.
Options:
•   May be upgraded to a level 2 magic-user for 35 points.
•   May ride a Giant Wolf (+10 points).
•   May choose magic items from the Common or Hobgoblin magic items list to a maximum total value of 50 points.
Special Rules: Cowardly, Throat Song


Brandah   Points/model:
   M   WS   BS   S   T   W   I   A   LD
Brandah   4   4   3   3   3   2   3   2   6

Weapons & Armor: Hand weapon and brandah (great weapon)
Options:
•   May wear light armor.
•   May choose brand and/or magic items from the Common or Hobgoblin magic items list to a maximum total of 50 points.
Special Rules: Cowardly.


Core Units

Keshik   Points/model: 13
   M   WS   BS   S   T   W   I   A   LD
Keshik   4   3   3   3   3   1   3   1   6
Arban   4   3   4   3   3   1   3   1   6
Giant Wolf   9   3   0   3   3   1   3   1   3

Unit Size: 10+
Weapons & Armor: Hobgoblin bow and hand weapon
Mount: Keshiks ride Giant Wolves.
Options:
•   Any unit may be equipped with shields (+1 points/model) and/or light armor (+1 points/model).
•   One model per unit may be given a lariat (+15 points).
•   Any unit may upgrade one Keshik to an Arban at +10 points who may be branded (+25 points).
•   Any unit may upgrade one Keshik to a Musician at +5 points.
•   Any unit may upgrade one Keshik to a Standard Bearer at +10 points.
•   One unit may carry a magic standard worth up to 50 points.
Special Rules: Expert Riders, Cunning, Cowardly


Nomads   Points/model: 11
   M   WS   BS   S   T   W   I   A   LD
Nomad   4   3   3   3   3   1   3   1   6
Wayfarer   4   3   4   3   3   1   3   1   6
Giant Wolf   9   3   0   3   3   1   3   1   3

You cannot have more Nomad units than Keshik units in an Hobgoblin Empire army.

Unit Size: 5-20
Weapons & Armor: Hobgoblin bow and hand weapon
Mount: Nomads ride Giant Wolves.
Options:
•   Any unit may upgrade one Nomad to a Wayfarer at +10 points.
•   One model per unit may be given a lariat (+15 points).
Special Rules: Cowardly, Migrant Fighters, Expert Riders


Special Units

Snarlahs   Points/model: 17
   M   WS   BS   S   T   W   I   A   LD
Snarlah   4   4   3   3   3   1   3   1   6
Fangite   4   4   3   3   3   1   3   2   6
Giant Wolf   9   3   0   3   3   1   3   1   3

Unit Size: 5+
Weapons & Armor: Spear and shield
Mount: Snarla’s ride Giant Wolves.
Options:
•   Any unit may be equipped with Hobgoblin bows (+6 points/model) which makes the unit Expert Riders.
•   Any unit may be equipped with barding (+2 points/model)
•   Any unit may upgrade one Snarlah to a Fangite at +20 points.
•   Any unit may upgrade one Snarlah to a Musician at +6 points.
•   Any unit may upgrade one Snarlah to a Standard Bearer at +12 points.
•   Any unit may carry a magic standard worth up to 50 points.
Special Rules: Immune to Psychology, Branded, Cunning


Undahhands   Points/model:
   M   WS   BS   S   T   W   I   A   LD
Undahhand   4   3   3   3   3   1   3   1   6
Blackhand   4   3   3   3   3   1   3   2   6

Unit Size: 10+
Weapons & Armor: Hand weapon, Chaos Dwarf gadgets and light armor
Options:
•   Any unit may upgrade one Snarla’ to a Fangite at +XX points who may be branded (+25 points)
Special Rules: Stolen Gadgets, Treacherous, Cunning, Cowardly


0-1 Wretches   Points/model: 10
   M   WS   BS   S   T   W   I   A   LD
Wretch   4   3   3   3   3   1   3   1   6
Wretchiss   4   3   3   3   3   1   3   2   6

Unit Size: 20+
Weapons & Armor: Hand weapon
Options:
•   Any unit may upgrade one Wretch to a Wretch at +10 points.
•   Any unit may upgrade one Wretch to a Musician at +5 points.
•   Any unit may upgrade one Wretch to a Standard Bearer at +10 points.
Special Rules: Throat Song, Cowardly


Trackahs   Points/model: 6
   M   WS   BS   S   T   W   I   A   LD
Trackah   4   3   3   3   3   1   3   1   6
Beastseekah   4   3   3   3   3   1   3   2   6
Bonnacon   7   3   0   5   4   3   4   3   5
Death Worm   5   2   0   4   3   1   1   2   4
Yakkhan   8   4   0   6   5   4   3   4   5

Unit Size: 10+
Weapons & Armor: Hand weapon
Options:
•   Any unit may be equipped with additional hand weapons (+1 points/model), Hobgoblin Bows (+3 points/model) or prodders (halberds at +1 points/model).
•   Any unit may be equipped with light armor (+1 points/model).
•   Up to three models may be given lariats (+15 points/model).
•   Any unit may upgrade one Trackah to a Beastseekah at +12 points.
•   Any unit may be accompanied by a Bonnacon (+60 points), up to 3 Death Worms (+20 points/model), or a Yakkhan (+120 points). A Bonnacon counts as an additional Special choice. A Yakkhan counts as a Rare choice. If accompanied, the unit looses Scout.
Special Rules: Scout, Skirmish, Beast Chasers, Captured Beast, Cowardly


Rare Units

Tengri   Points/model: 90
   M   WS   BS   S   T   W   I   A   LD
Tengri   3   4   1   4   4   3   6   2   8

Unit Size: 3+
Weapons & Armor: Claws
Special Rules: Fly, Mirage, Mischievous




-----------------------------------------------------------

Here is what I would love some help with:

Better names on any and all: units, champions, items, rules, etc.

Point values

Undahhands- The Chaos Dwarf Gadgets

Are Tegri overpowered??

Should there be monster mounts for the heroes and/or lords?

Should characters be able to join trackahs and/or nomads?

Should I drop the barding and just go for heavy armor upgrades? I wanted to slow the army down if they wanted more armor, but that may be too much of a drawback.

Should Dregs have access to Lore of Light? Should there be a Hobgoblin Lore?

Rules for the Brandah are coming, and after I post them maybe I can get some feedback.

Also, I am considering making an additional rule for Wretches- Any Hobgoblin unit within 12" automatically rallies if broken.

I'll have magic items up at some point.

------------------------------------------------------

Army Comments: Intent

The idea for this army, which sets it apart from other armies, is to be a mounted archer force primarilly, and a monster force secondly. The army is going to be very fast, and going to be able to shower targeted units with missile fire as need be. Granted it will be hard for the hobgoblins to hit, but they WILL be firing quite a few shots. It does help, I'll mention, that they can use enemy war machines. I'll take a moment to explain this ability:
The Mongols, during the rise of the mongol empire, actually were amazingly skilled at copying enemy seige weapons such as trebuchets to use against them. This ability was so important to their conquest of much of asia that I wanted to represent it within the Hobgoblin Empire as well.
Most of the Hobgoblin army just lacks the punch needed to hurt much of anything past your typical infantry. They do however have numbers, and nearly all of those numbers are highly fast moving. The drawback is they are all cowardly. Now, cowardly can be gotten around (brands, magic items to come), but at a cost. To do any real damage, the Hobgoblins need to bring in Trackahs with some captured beasts. The lariats, which are based off the amazing skill mongols have with lassos and the relevance they have to mongol life, allow hobgoblins to attempt to contain powerful enemy units and characters, to allow beasts and/or characters the chance to pack a much needed punch in combat.

So, in summary, we have a HIGHLY mobile and highly ballistic force, which has a reserve of monsters to draw from to allow more intense fighting.


Have fun,

Ogodei
The cowardly thing is a killer to this army.  Ogres or undead, the 2 groups they are most likely to have dealings with, cause fear.  I can't see how hobgobla armies that are cowardly by nature could ever establish an empire.  Perhaps they need to be within sight of a lord or a banner or something to avoid being cowardly.

edit:  I've come up with a few ways to preserve the mongol feel.  Remember, Mongols always relied on superior numbers and terror to cow their opponents.

1.  Hobgoblins are only cowardly when facing a unit of superior numbers.
2.  Hobgoblin cavalry can under some circumstances make a "frenzied charge" similar to the Kislev Glorious charge.
3.  When determining combat resolution, a hobgoblin unit counts its unit strength and 50% of the unit strength of all allies within 6 inches (Horde Mentality).
Mongols always relied on superior numbers and terror to cow their opponents.


This is a myth. The Mongols relied upon the skill and discipline to win. They used psychology as well, such as terror and the appearance of superior numbers.

Oh, like the list. I don't know about that Cowardly rule though. A single Screaming Skull Catapult, let alone two, would ruin this army's day quite quickly.
The Blood I Bleed is Black Indeed - High on Fire
Love the list! I actually registered just to say how much I loved it! You should post this at a couple of different sites where you will get a lot of feedback. Try these

http://merchantprince.homestead.com/frontpage.html

http://warhammer.org.uk/PhP/

Time of Madness
The lions sing and the hills take flight.
The moon by day, and the sun by night.
Blind woman, deaf man, jackdaw fool.
Let the Lord of Chaos rule.
- Robert Jordan
Time of Madness,

I would love to jump into that second link you gave me, and I tried to register for the forum but I have not recieved an email verification yet.

Hrmmm...

As for the list, I have done a major overhaul of the fluff and am reworking the list accordingly.

Here is what I have got going on for anyone interested. This fluff goes in chronological time going from WAYYY back to near present warhammer day. I have yet to write some fluff about the current Great Khan, Ogodeh, and how he is trying to revitalize the empire.

This is a long read, PS. Also, I am not great at writing, so some of the fluff isn't as awesome and poetic as I wish it could be. I did try though, so give me some credit :P

The Battle of Sholmohs

The Hobgoblins, or Hobgolmohs as they call each other, speak in their raspy and harsh voices of an ancient battle, where the fate of their race was determined. An epic clash between the Hobgobs and the tiny demonic Sholmohs, the battle is known as the Battle of Sholmohs. The wrinkled dregs and wretches of the plains tribes often tell the saga to the violent Keshiks to entertain them during times of relative peace.

The myth talks of two armies pouring over the steppe towards each other like two gigantic waves, ready to crash and spray dark red and black blood into the air. One host contains all the remaining hobgobs of the world, ready to repulse the demonic sholmoh cohort and save themselves from a bloody and horrific destruction. These sholmohs, as the legend goes, were actually the darker side of the hobgobs, and they were in this world instead of their fiery otherworld to take the hobgobs’ place as a race of the world instead of being their mere shadows reflected in another place.

With the cunning of their great sun-branded god, Gormustah, behind them, the hobgobs slew all the sholmohs and claimed the steppe as their own.

This tale which is barked among nomads and khans alike only reflects the truth of the myth, which is indeed a far more powerful story.

Origin of the Hobgoblins


Long ago, when the Old World was in its infancy, and the race of man had only just spread, a mighty warlike nomadic people covered the eastern steppe, a people known as the Hob. They battled for generations with the goblins of the plains, who rode atop giant wolves. Neither the inherently treacherous and bow-wielding hob nor the cowardly but cunning goblins could defeat the other.

After dozens of wars, both races mustered each one last legion, two hordes containing hundreds of thousands of warriors. The goblin god, Gork, was reckless and ready to begin a Waggghhhhhh! against the powerful human army.

In contrast, the backstabbing deity Mustak, the sun god of the hob, knew that only a treacherous plan would save his people.

On one dark clouded day, the flat steppe was covered from horizon to horizon with the two armies. In one fateful charge, possibly the largest armies ever mustered crashed together. In the heavens somewhere, two gods clashed as well, and lightning laced the skies giving the battle an eerie supernatural feel.

Hob horse archers shot down hordes of goblins, and giant wolves tore faces off of hob and horse alike. Male and female hob fought side by side, reveling in the battle. But their resolve was not enough, and the goblin ocean began to swamp their morale.

The rage of Gork and Mustak could be felt across the world, and in one tremendous blow Gork seemingly knocked Mustak into the very sun from whence he was said to be born. But Mustak used the last of his power to explode himself out, and with a ring of fire around him stabbed Gork in the back with such force that an aspect of Gork ripped from the his seams and within the heat of the sun’s fire fused with Mustak.

Below, the warriors looked up to see the dark clouds flare with fires from within, and then a torrent of energy poured down and merged the hob and the goblins, creating the race of the hobgoblins.

Gork left the steppe, his eastern aspect being melded within the deity Gormustah.

Rise of the Khans

From that time the hobgobs became nomads, wandering tribes constantly in search of yak and bonnacon to sustain their way of life. In this time war began with the southern ogres, known as kupigrob, literally hungry border monsters. These steppe ogres were malicious and ravenous, and in short time devoured all the remaining steppe horses, leaving the giant wolves to roam uncontested.

The ogres proved indeed to be a southern border for the hobgobs. Many a tribal battle was fought, and many a hobgobs was snacked upon. With the senjuruh to the east, translating as eastern man-things, rapidly advancing their society, the hobgobs made enemies to the east and south. From the north a slow trickle of chaotic beasts drizzled down, and the reclusive yakkans would every so often roar south from the tundra to engage in a ritualistic warpath, to cleanse the herds of the weak.

With foes lurking at all sides, the cowardly hobgoblins desperately needed some source of strength to keep from collapsing. The wayward and disparate tribes were saved when but one hobgob stepped forth from each clan, seemingly touched by Gormustah himself. These powerful warriors were each branded, some said by the mighty sun, home of Gormustah. These dozen or so hobgobs had a fearlessness that surpassed even the bravest of hobgoblins, and immediately rallied and commanded the nomadic hobgobs leading them to victory or at worst stalemate against their foes.

The Khans as they were called became the leaders of the hobgolmohs and with them leading, the hobgoblins secured the steppe as their own. At this time, the now ancient tradition of branding particularly reckless or powerful hobgobs came into being, and to this day the sight of a deep and symbolic brand strengthens the resolve of all hobgobs.

Guhlamgobaar

Some time after the emergence of Khans as the clan-kings of the hobgolmoh came Guhlam Khan. Known for his fearlessness and his strong spear arm, the Khan set his eyes upon the last unclaimed region of the steppe, the dark and wild Dragon Tooth Valley. A lush and menacing jungle, shrouded in a whirling cool mist, the valley had dozens of giant protruding rocks that jut hundreds of feet into the air, in the shape each of a dragon’s tooth. This eerie valley had been settled by traveling Cathayans, and had since become a powerful military outpost. Its settlement had been the Cathayan’s most costly expedition, and was soon to be their last expedition for many generations.

Guhlam Khan wanted this valley for his home, and taking it would be a sign to all that he was indeed the most powerful being on the steppe. He amassed an army, trained many of the more determined hobgoblins into steppe knights, known now as the Keshiks. A later Khan, the infamous Genglah, would be the one to formally train an army and introduce the term Keshik to the hobgolmoh race.

With an army unseen since the mythical Battle of Sholmohs, Guhlam Khan invaded the Cathayan fort within the valley. The Cathayans held out in a tragic but valiant stand, using the dark powders kept for celebratory explosion to launch rockets at the wolf riders. After a year long siege, the fort fell, and with it did any Cathayan desire to expand or explore beyond their borders. Guhlam Khan named the valley Guhlamgobaar, translated as Guhlam’s Goblin City.

This Guhlamgobaar then grew into a prosperous and gigantic city of hobgoblins. Torch fires are seen covering the valley day and night, and long and swinging rope bridges have been made to span the gaps of the Teeth. At night you can hear the eerie throat-song sung by the wretches, those curious hobgoblins who are female in appearance but in psyche little different from their more masculine counterparts.

The Hobgolmoh Empire

During the next few hundred years, the tribes of the steppe became situated and stable, and the domain of the hobgoblins was secure. Though these tribes contained many smaller clans which roamed from one place to the next, the hobgobs were able to protect their borders from all sorts of menace. The ogres to the south proved to be the most troublesome, and often a treacherous Khan would send a hundred hobgoblins down to be devoured to keep some semblance of peace.

As these tribes were all established under fearless and treacherous Khans, the leaders often desired more land and more power. Small skirmishes would break out between clans, and local heroes were often branded for either betraying their kin to allow the other clan to win, or for acting bravely.

Then, in one generation, rose the great Genglah Khan. Beginning his life as a nomad on the plains, he earned a reputation of ruthless cunning and physical presence so strong that he was said to be Gormustah incarnate. He single-handedly slew many large plains creatures, and was the first hobgob to ever tame an alpha male wolf, the oldest and most vicious of the steppe wolves.

Hobgolmoh society respects this violent kind of bravery, and though hobgobs are prone to treachery they are also more prone to admiration of the qualities most lack. Indeed, it is rare a Khan is betrayed, while perhaps a plains chief or friend may be readily stabbed in the back with an arrow.

This reverence allowed Genglah to summon all the Khans to Guhlamgobaar, to meet in conference about the borders and tribes of the hobgoblins. Though Genglah was not a Khan, his fierceness commanded their obedience. At Guhlamgobaar, a curious seeming and mysterious hobgob stepped forward with a brand, like the traditional ones used to brand heroes and leaders. This brand, however, burned with a fire so hot that it was said to be a child of the sun itself. The peculiar brander asked if any Khan were brave enough to indeed be scolded by the flaming hand of Gormustah, and become the ruler of the hobgobs. None of the Khans had the courage, for as they neared the pain was so strong that blood ran from their nose and ears.

Genglah however stood and walked to the strange thing, and without wavering allowed himself to be branded. A dark light shone and the air became thick with red haze as the brand was pushed deep into Genglah’s face. When it was removed, Genglah turned to be met with terrified and reverent eyes. He had indeed become a living manifestation of Gormustah, and in that instant gained the allegiance of all Khans of the steppe. Genglah had become the first of the great Khans.

Genglah the Great Khan mustered forth many tribes and many warriors to Guhlamgobaar, the new capital of a Hobgolmoh Empire, whom he trained under the command of the lesser Khans, to form into the now mighty Keshik wolf knights. Armed with the Hob bows of their ancestors, these fighters became the best mounted archers in the entire world.

With flaming eyes, Genglah looked upon Cathay and unleashed his hordes of wolf riders, his own armies combined with the nomadic hobgobs of the neighboring tribes who feared the Khans wrath lest they move with the army. In five short years nearly half of the Cathayan lands were subdued and assimilated into the now rapidly expanding Hobgolmoh Empire. Any Cathayan peasant who protested was slain, but all who showed the proper respect born of fear were shown mercy, and allowed to live as they had.

To aid this expansion, a terrible comet descended upon the southern ogres, forcing them to flee and ultimately leaving the steppe to the hobgobs alone. This comet brought with it new fears and new monstrosities which were captured, slayed, and emulated within the clans.

With Cathay subjugated, Genglah turned west and pushed across the Mountains of Mourn and into the dark lands, where they battle against dwarf and greenskin. Unaccustomed to the speed, size and tactics of the Keshik riders, both dwarf and orc fell readily under bow and Genglah himself slew tens of thousands of enemies. The Keshiks continued moving west, until they reached the might World’s Edge Mountains, where they set up camps and began recruiting and orc and goblin who would give them allegiance, preparing to make a push into what they had learned to be the heart of many civilizations.
At its peak, the Hobgolmoh Empire was the largest land empire ever seen in the world, spanning from Cathay in the east to the World’s Edge Mountains in the west. Under the command of the Khans, whose power was sapped directly from Genglah and Gormustah, hundreds upon hundreds of thousands of men, dwarf, ogre, beast, and greenskin were overcome and integrated into the Empire.

The Fall of the Hobgolmoh Empire

The Hobgolmoh existed in this state for nearly a decade, covering much of the eastern world. But such things are not meant to last. A renowned Cathayan general began to wage the first successful campaign against the oppressors, and victory after victory was won by the deft Cathayan swordsman.

Genglah Khan left the edge of the Old World to end the general’s campaign in the east. He told his troops to wait until his return to enter the Old World. But betrayal was high in the hobgobs minds, and they began an invasion into the World’s Edge Mountains. The Dwarves, thinking these hobgobs to just be mere goblins, fought them back just as their ancestors had fought the goblins for ages. Without the presence of Genglah, the lines crumbled across the mountain range and the hobgobs were repulsed.

In the east, Genglah raised a giant army of his best Keshiks and engaged the Cathayan army at the Battle of the Empire’s Fall. During the cataclysmic battle, Gormustah cheated Genglah and he was cut down by the Cathayan general in a mighty duel. The hobgobs were so shaken by this, they fled, and in a matter of weeks the Empire collapsed.

With the loss of Genglah, a new great Khan was to be chosen out of the remaining Khans. The Khans in the west and east all left their positions and troops behind and returned to Guhlamgobaar for the ceremony. The Khans gathered, and a great series of betrayals and conflicts occurred between the clan-kings, each wanting the supreme power of the Great Khan. This exact ritual, that of betrayal within the echelons of hobgoblin military command at the loss of a Great Khan, became regular, and are now referred to as the Jingupek Genglah, or the Cheating Games of Genglah. The name is the name of the previous Great Khan, and shows that these betrayals are occurring on that dead heroes behalf, just as Gormustah had betrayed the first Great Khan leading to his demise.

The hobgobs remaining in the west eventually assimilated into greenskin culture, and without the powerful winds of magic constantly blowing as they did over the steppe, all the feminine hobgobs died, their physiologies unable to remain intact without the power of magic to aid them.

In the east, all the hobgobs were routed from Cathay and a great wall was built to stop further invasions. To this day, the wall has stood and no hobgoblin has stepped foot on Cathayan soil.

The Empire waits to be rebuilt by a new Great Khan.
I'll say again, I really like this army concept, but I would never play it.  Any race which forces a panic check would annihilate them.  These guys regularly run into Tomb Kings, they can't be cowardly.

If you didn't have cowardly, it'd be alot better.
What if Cowardly made the hobgoblin's fear any unit they did not outnumber?
Cowardly makes them useless
The suggestion to make them fear any unit they don't outnumber isn't bad actually.
The Blood I Bleed is Black Indeed - High on Fire
From what I've seen, this army is pretty legit. The Cowardly will ruin this army. This army is based off the Mongol horde, so here's a few suggestions.
1: The Mongol Horde specialized in cavalry; both light and heavy. They possessed very few non-mounted corps.
2: The Mongol Horde was known for it's blitz strategy, terror tactics, and powerful composite longbows. These features should be represented.
2: Cowardly would work better if it was against armies that were larger. Hobgoblins are cowardly at heart, like a majority of the Goblin based races; but led by their Khan, they wouldn't be as cowardly, perhaps?
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