View Full Version : Warmaster Araby Army

06-08-2005, 17:23
Has anyone seen the picture of the Warmaster Araby stuff on the Chicago Games Day page? Hard to get much detail but they look pretty cool.


Muffin Man
06-08-2005, 20:02
I remember the rumors about it last summer. That they were going to try an Araby army for Warmaster, but that didn't guarantee any Araby in WHFB. That's about all I remember hearing about them, the army looks pretty good but what's the status of Warmaster (well Specialist games in general) these days anyways?

07-08-2005, 15:48
looks nice. the elephants would be fun to field.

However, they should have saved the elephants for an Inde army instead. Much more in character.
but then wth am i thinking with trying to apply correct historical context to GW games? ;)

Rabid Bunny 666
07-08-2005, 16:54
hehe, there was some rules for them in a back issue UK WK

08-08-2005, 15:06
That looks really awesome. It will be nice to see a Warmaster army come out before a Fantasy Battle Army.

08-08-2005, 16:37
That looks really awesome. It will be nice to see a Warmaster army come out before a Fantasy Battle Army.

I doubt there will be a Warhammer Army come out personally. However the models do look nice, and those Elephants remind me of something though.

22-06-2006, 17:14
Does anyone know what happened to the Warmaster Arabians? Have they been cancelled, or is development just slow?

22-06-2006, 18:24
The Arabian Army is due for release in the first half of 2007 probably March. It hasn't been cancelled. Specialist games are only released in March and October each year
The following units have been produced
Spearmen (pictured front)
Archers (pictured rear)
Sultans Guards
Desert Riders (horse archers)
Camel Riders
Carpet Riders
Various characters including a flying carpet mount and a Djinn (Daemon Genie) for sorcerers.

Before anyone asks the Djinn is not a Daemon in the chaos way its more of a nature elemental but their described in the fluff as being the equivalent of a Daemon.

I have the current armylist I'll post it if enough people are interested but it is still a work in progress.

24-06-2006, 01:24
That's nice to hear. I have always missed Araby in the Warhammer World, such a rich source of fluff, yet due to controversity so hard for GW to reach. Well, I'll see about those Arabians in march. Be they nice, they may become my first own army in the Warmaster system. Thanks for the info, anyway.

Math Mathonwy
01-07-2006, 07:41
I have the current armylist I'll post it if enough people are interested but it is still a work in progress.
I, for one, would be immensely interested. I think that I might get Araby as a second (or third) army after I finish my newly gotten Daemons. The minis look good (as always, when it comes to Warmaster) and the list has "everything" in it (except for warmachines). And three sorts of Cavalry! :)

01-07-2006, 11:46
the araby list is for me too similar to my Kislev so i won't get it
after i finish my second army (Dwarves) i'll probably go with either skaven or dark elf

01-07-2006, 20:38
Trial Araby Army List:
A = Attacks, H = Hits, C = Command

Spearmen .Infantry... A 3.... H 3.. Save 6+... C -... Size 3... Pts. 45... Min/Max 2/-... Note -
Bowmen... Infantry... A 3/1. H 3.. Save 0..... C -... Size 3... Pts. 55... Min/Max 2/-... Note -
Guards..... Infantry... A 3.... H 3.. Save 5+... C -... Size 3... Pts. 70... Min/Max -/4... Note *1

Knights............ Cavalry... A 3.... H 3.. Save 4+... C - ... Size 3... Pts. 110.... Min/Max -/-... Note -
Desert Riders.... Cavalry... A 3/1. H 3.. Save 6+... C - ... Size 3... Pts. 80...... Min/Max -/-... Note*2
Camel Riders..... Cavalry... A 3/1. H 3.. Save 5+... C - ... Size 3... Pts. 100.... Min/Max -/2... Note*3
Magic Carpets... Cavalry... A 1/2. H 3.. Save 6+... C - ... Size 3... Pts. 100**. Min/Max -/1... Note*4

Elephants......... Monster.. A 5.... H 4.. Save 5+... C - ... Size 3... Pts. 200.... Min/Max -/1... Note *5

General............ General... A +2.. H -.. Save -..... C 9.... Size 1.... Pts. 125.... Min/Max 1 .... Note -
Hero................ Hero........A +1.. H -.. Save -..... C 8... Size 1 .... Pts. 80...... Min/Max -/2.. Note -
Wizard............. Wizard.....A +0.. H -.. Save -..... C 7... Size 1 .... Pts. 45..... Min/Max -/1.. Note -

Flying Carpet..... Chariot Mount.. A +0....... H -.. Save -.... C -... Size 1.... Pts. +10... Min/Max -/1.. Note *6

Elephant........... Monster Mount. A +1....... H -.. Save -.... C -... Size 1.... Pts. +65... Min/Max -/1.. Note *7
Djinn................ Monster Mount. A +2/+2... H -.. Save -.... C -... Size 1.... Pts. +90... Min/Max -/1.. Note *8

** no Points have been set for Magic carpets yet but the generally accepted value from playtesting is 100 pts.


1. Guards. The Sultan’s Guards ignore distance modifiers when commands are issued to them. This applies only to Guards and not to brigades that include Guards and other units. Remember that characters are still bound by their maximum command ranges and cannot issues orders to units beyond range.

2. Desert Riders. Desert Riders have a shooting range of only 15cm, however they can shoot all round – i.e. behind or to the side as well as to their front. Just measure the range from any stand edge either front, side or rear. Desert Riders can shoot at enemy charging them from any direction.

3. Camel Riders. When issuing an order to a unit of Camel Riders, or to a brigade consisting entirely of Camel Riders, no Command penalty is applied on account of distance. This represents their fierce self-reliance and their mounts’ instinctive sense of direction allowing them to operate effectively far from their own battle lines. Because Camels are such intractable creatures all orders are issued with a Command penalty of –1, this penalty applies to any unit of Camel Riders or to any brigade that contains one or more units of Camel Riders.

4. Magic Carpets. Magic carpets can fly – they have been rated as aerial ‘cavalry’ as this is the closest categorisation to their type. Riders have a shooting range of only 15cm. However, they can shoot from any edge without turning stands to face their target. Just measure the range from any stand edge, front, side or rear. Note that this enables them to shoot at enemies charging them from any direction.

5. Elephants. Elephants cause terror. Elephants cannot be brigaded with cavalry but can be brigaded with other types of troops including other Elephants. If an Elephant unit would otherwise become confused – for whatever reason – then it will stampede instead. It is not confused and none of the normal rules for confusion apply. Stampeding elephants automatically cease to stampede at the end of their Command phase (note that this is in the same way as confused units cease to be confused).

1 Stampeding Elephants cannot be given orders but must use initiative to either charge or evade enemies where possible – the player may chose which.
2 A stampeding Elephant unit that is touching friends and not touching enemies in the combat phase will fight those friends. Fight the combat with the models as positioned (don’t form the Elephants into a battleline). The Elephants count as charging in the first round. If the Elephants win the combat then they must pursue if possible and will continue to do so each round. Should their opponents be destroyed they will not advance but will halt without reforming.

6. Flying Carpet. This is considered to be a flying chariot mount.

7. Elephant. The Elephant is a standard monster mount except that a character mounted on an Elephant cannot join a unit of friendly cavalry. A unit joined by a character riding an Elephant causes terror.

8. Djinn. The Djinn accompanies its master and can transform both of them into a whirlwind enabling the stand to fly as for a normal flying mount. If the sorcerer has a Dyinn he can also cast the Curse of the Djinn spell with a +1 casting bonus (see spells). Note that unusually the Djinn has +2 shooting attacks – these are added to a stand from a unit that the character has joined and can only be used when the character joins a unit.

01-07-2006, 20:38
And the Spells as they wouuldn't fit in the last post.



SAND STORM, 4+ to cast, Range – affects enemy within 30cm
The spell is cast upon the Sorcerer himself and affects all enemy units within 30cm of the stand.

The spell lasts until the end of the opposing player’s following turn.

The spell affects the opposing army’s ability to issue commands. All enemy units within 30cm of the Arabian Sorcerer suffer a –1 Command penalty. This penalty is applied when each order is issued: a unit might therefore be within 30cm of the Sorcerer for one order but not for a second, for example.

MIRAGE, 4+ to, Range: 60cm
The sorcerer creates the illusion of a huge host of fearsome warriors, bearing down inexorably upon his startled foes.

To use this spell the player will need an additional unit chosen from the Araby list – this can be either infantry, cavalry or monsters it does not matter which. This unit becomes the ‘illusion’ and is immediately placed within 60cm of the sorcerer and more than 20cm from any enemy units. The illusionary unit cannot move or fight – for it isn’t really there! – but is treated as if it were real by the enemy up until such time as an enemy unit charges into contact with it, touches it as an incidental contact during combat, advances upon it, or brings it into combat in any other fashion. This means, for example, that enemy characters are displaced, Command penalties are suffered for proximity, and enemy shooters are obliged to target the illusion if it is the closest target – it cannot be harmed of course! The illusionary unit is also dispelled immediately if the Araby player moves it, or moves any of his units or characters through it. As long as Mirage is in play the caster can not cast any other spell, should he cast another spell then Mirage is immediately discarded and the unit taken off the table.

SUNSTRIKE, 5+ to cast, Range: 30cm
Draw an imaginary line 30cm long from the Wizard’s stand in any direction you wish. Each unit under the line takes three shooting attacks worked out in the usual way. Note that this spell can easily affect several units and will affect all units that fall beneath its path (including you own). Unengaged units can be driven back by Sunstrike as with ordinary shooting whether friend or foe. Engaged units cannot be driven back but carry over any hits that are scored into the first round of combat. Hits caused by the Sunstrike count as having been struck in the combat itself.

CURSE OF THE DJINN, 6+ to cast, Range: 30cm
The sorcerer channels the immense power of the Djinn through his own body and lays a terrible curse upon his foes.

The sorcerer may cast this spell on an enemy unit within range. The target unit must re-roll all armour saves for the duration of the following close combat phase.

If the Sorcerer has a Djinn then he adds +1 to his dice roll when casting this spell, and therefore casts successfully on a roll of 5+.

02-07-2006, 18:49
Very nice indeed. I think they've tempted me into the 10mm range at last!

Math Mathonwy
03-07-2006, 09:24
OK, it's settled then. That army will be mine! :) But seriously, it looks extremely fun and has very interesting shootyness. Thank you very much for posting that, dax. Much appreciated.

05-07-2006, 20:02
Ooops just noticed a typo from the original list that I forgot to fix.
Heroes are Min/Max -/2 not -/1 as I originally listed.

Malen Kharn
09-07-2006, 23:08
I play warmaster ancients, and i have just about got the models to field this army from my historical ranges (more money for different armies :p ).

On a side note, i'm converting this into a fantasy army (just as a word document, no work of production genius:D ) to use my 25mm moorish minis with. I'm only using units mentioned in the warmaster lists (i have the development list, with fluff in it) and in official GW books. I have a week off work, so it should be useable by next weekend and i can playtest at my club on monday).