WarmaZone #10: Greyhound LAFV

Wow, installment 10 already? Man, where did all the time go? Anyway, for my tenth edition of WarmaZone, we have one of the two battle engines available to the Imperial Ministry of War. The Greyhound LAFV, or Light Armored Fighting Vehicle, is a single-man tank developed by the Imperial Feldhausen clan, formerly affiliated with the Bauhaus corporation. Designed to be used alongside line infantry and trencher squads in the battlefield, the Greyhound is less of a battle engine than a heavily-armored artillery piece in a similar vein to other armies’ weapon teams.


  • Unit Composition: 1 Battle Engine
  • Cost: 10 points
  • Force Allocation: 4
  • Stats: SPD-5, STR-8, MAT-6, RAT-8, DEF-12, ARM-19, HP-16
  • Weapons:

-Aggressor Handgun: RNG-8, ROF-2, POW-10

-Chimney Gas Cannon: RNG-9, ROF-1, AOE-3, POW-4

Poison Gas

Toxic Discharge: Models ending their activation within 3” of this model suffer an unboostable POW-2 Poison Gas-type damage roll, unless they have the Alchemical Mask rule.

-Slinger 160mm Mortar: RNG-9, ROF-1, AOE-3, POW-10

Arcing Fire

Recoil: After firing this weapon, move this model backwards D3”. Any model it comes into contact with while moving is affected as though slammed.

-Ram: RNG-1, POW-0, P+S-8

  • Special Rules:

-Alchemical Mask

-Battle Engine



You probably expected something different for a battle engine, but it’s probably closer to a drivable warjack piloted by a Trencher. It’s on a large base instead of a huge 120mm base, and it’s considerably cheaper than the other offerings, meaning it’s more maneuverable than a normal battle engine, though it’s only about as fast as an infantryman on foot. Statwise, it’s got a decent STR to resist being thrown, solid offensive stats for ensuring the driver hits his targets, and really strong DEF and ARM giving it, appropriately enough, the defensive capability of a tank. It’s pretty resilient, but it’s only a battle engine, and will still die against a concentrated warjack assault. For weaponry, it’s got four different options for you to choose from. You’ve got yet another standard-issue Aggressor (yawn), and Ram, letting you bash into your foes at close range, but neither of these is especially powerful or noteworthy. The Greyhound’s worth comes in the form of its main gun, which can be either a Chimney gas cannon or a Slinger heavy mortar, both of which have a good set of pros and cons. The Chimney is an anti-infantry weapon that lays down clouds of choking gas to eliminate lightly-armored troops, assuming they don’t have Alchemical Mask, and even hurt living warbeasts against Hordes. In addition, the Chimney has a special rule called Toxic Discharge, flooding the area around the Greyhound with fumes upon firing to kill off infantry attempting to engage in melee with it. A useful ability for getting the Greyhound out of trouble, but depending on where your’s is located in the field, you could inadvertently poison your own troops while trying to fire at the enemy. Just like everything in WarmaHordes, it has its upsides and downsides. If you want something with a little more kick, you can swap the Chimney for a Slinger 160mm mortar. This weapon is more powerful than the Chimney, making it more effective against undead models and constructs, and it has arcing fire, letting you lob the shells over shield walls or heavy infantry to hit those annoying support solos hiding in the middle. Useful, but it too has a nasty side effect. Recoil is a new rule which states, after firing, you move the Greyhound D3″ inches backwards, slamming into anything behind it. Not as nasty as Toxic Discharge, but you want to make sure that no one is standing behind the Greyhound when it fires, or they are going to get slammed or even squashed. For its special rules, it comes with the standard stack of Battle Engine rules, despite being on a small base, Alchemical Mask (yawn again), and Gunfighter. This is probably its most useful and also crippling ability, as it can make ranged attacks while in melee. This isn’t bad if you’re using the Aggressor, but if you use the Chimney or Slinger while in melee, you could catch your own men in the blast. Then again, if you like to gamble with your dice rolls, by all means go ahead. Since Imperial doesn’t have any weapon crews as of yet, this is their answer, and it’s not a bad piece of equipment. It’s heavily-armored, letting it shrug off the worst of attacks, mobile, good at hitting, and its weapons are very devastating against light infantry and, if using the Slinger, not bad against warjacks. The only problems are that it’s twice as expensive as a standard weapon crew without the Take Up rule, it’s not very good when engaged in melee unless using the Chimney, and it’s weapons aren’t really as powerful as other weapon crews out there. However, it’s still a nice support piece, and when working alongside the Ministry of War, helps to get the job done cleanly and effectively…as long as you keep it away from the Wolfbanes when firing off that gas cannon. If you’re running the MOW army list or a lot of units immune to gas attacks, or simply need more reliable ranged support, the Greyhound is a must. And don’t worry about the Wolfbanes, they have their own large-based battle engine, so they won’t be left in the dust any time soon.

That’s all for this installment of WarmaZone. For next time, we’ll be looking at Imperial’s most adaptable, upgradeable, and possibly expensive unit: the Special Forces. Until next time!

-The Raging Goblin


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