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Minions are the Hordes equivalent of Mercenaries. They're an eclectic collection of scavengers, monsters, and savage warriors from the wilds of Immoren.

Want to eat lots of lots of bacon? Then this faction is for you. Regardless if you play as the Gatormen (canny alligators who extort fishpeople to hunt tasty bacon for them) or as the Farrow (pig-people with a lust for war and bacon (everybody loves bacon!)) you are sure to field the bacon-hunting army always in your dreams.

In previous editions of the game the armies of the Gatormen and the Farrow were strictly separated into two "sub-factions". This is no longer true, although many of the interactions are still present - a Gatorman warlock can still only control Gatorman/Amphibious warbeasts, and a Farrow warlock can still only control Farrow warbeasts. Also, the separation is reinforced in two of the three theme forces available to Minions (see below). However, units and solos from the two different "sub-factions" can be more freely mixed in the current edition of the rules.

You can read the developer's thoughts on the Minion faction in this Insider article from 2016.05

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Tip !
New players often misunderstand how they can include Minion models in their army, especially warlocks & warbeasts.

  • Minion units, solos, and battle engines can be included in any Faction listed on their card.
  • Minion warbeasts can only be controlled by a Minion model.
    In a normal game, this means other Factions need to hire a Lesser Warlock.
  • A Minion warlock can only be put in a non-Minion army if you're playing a 2+ warlock game.
    If you're only playing with 1 warlock, and that caster is a Minion warlock, then by definition you're playing a Minion force.

Alternatively you should simply become a Minion player, in which case your entire army must be Minion models (warlock, warbeasts, units, etc).

Minions for beginners

Hiring Minions for your Faction

So you want to know whats hot? You want to add to your humble little crew of murder monsters with the minion solo and unit slot allowed by your theme? Well, what you want to know is:

  • Minion units are typically a bit weaker than their counterparts in your own Faction.
  • If your warlock has any "friendly Faction" abilities/spells/feat, then that's a no-go for Minions.

That being said, Minions are usually a little cheaper than in-Faction equivalents, and certain units/solos can do things that no other Faction can.

Minion units

  • Croak Raiders are one of a kind. They will work really well with anything that has Damage Type: Fire.
  • Swamp Gobber Bellows Crew are owned by almost every player they're so useful. These sneaky gobbos can keep a unit safe from shooting, for just two points. In the current meta this is a big deal.
  • Farrow Valkyries are durable shield guards at a bargain price.

Minion solos

  • Gremlin Swarm and/or Feralgeist bring a cheap Incorporeal model to your army. This can be a huge problem for your opponent if he doesn't have a way to hand out magic weapons.
    • The Feralgeist can also possess a dying warbeast (which sounds way cooler than it tends to be).
  • Saxon Orrik will give a nearby warrior model or unit "Pathfinder". Also super useful.

Playing Minions as your main Faction

So, you want to join the glorious ranks of Minion players? Welcome, let's start with a few pointers:

  • Minions don't have a small "battlebox starter set" which means there is no easy "get this it's good bang for your buck" option when starting your force.
    • However, there is a medium-sized "army theme set" available for the Gatorman (but not Farrow) which is a good deal. See the Blindwater Congregation article for more info.
  • The second thing that makes starting with Minions rather annoying is that different warlocks use different warbeasts, so you have to essentially choose between being a Gator player or a Farrow player (at least to begin with).
  • All the troops can be freely mixed-and-matched though (with some restrictions when playing in a theme).
  • There are three theme forces; one for gators, one for pigs, and one theme that allows both kinds of warlocks and all the solos, but has very restrictive infantry options.

There is a golden rule in wargaming, that you should always pick your Faction based on aesthetics because you'll enjoy playing with something you like looking at (and a little bit on price).

Starting with Gators

  • Gatormen are part of the the The Blindwater Congregation theme force, so you'll want to look into that.
  • If you want to start with the Gatormen take a look at Barnabas1. He is possibly the best choice for new players because of his high ARM value and very forgiving feat.
  • Rask is also a good pick for new players because of his very flexible listbuilding. With the ability to deliver most anything into melee with his feat then make them hit hard when they get there with fury there's little he doesn't work well with.
  • You will want to pick up at least one Blackhide Wrastler. Their Rage Animus is simply amazing. In bigger lists you will often find yourself playing two of them.
  • A less common warbeast is the Ironback Spitter. It is a ranged heavy that synergizes very well with Barnabas.
  • You'll also probably want a Bull Snapper, since they can potentially be taken for free in the Congregation.
  • For units, you'll want at least one unit of Gatorman Posse who are the heart and soul of the Congregation.
  • Gatorman Bokor & Bog Trog Swamp Shamblers are a nice cannonfodder unit that can act as a sponge for enemy attacks.
  • Swamp Gobber Bellows Crew provide protection from getting shot.
  • Gatorman Soul Slave is useful if you have an upkeep and a spell he can cast.
  • Gatorman Witch Doctor can give you easy access to ghostly to ignore terrain and free strikes.

Starting with Farrow

  • Farrow are part of the The Thornfall Alliance theme force, so you'll want to look into that.
  • Lord Carver, BMMD, Esq. III is a good warlock to start with. Similar to Barnabas, Carver makes everything hit harder with his feat and will provide you with enough ARM to survive an attack or two if things start getting south.
  • Carver's battlegroup will usually start with a Battle Boar for its animus to make your beasts hit harder and more accurately although at the cost of auto-frenzying the next turn.
    • This animus is a fundamental part of the subfaction, Farrow warlocks let their beasts frenzy more than any other faction, but you still need to be careful about when to use it.
  • For a heavy you either go for a War Hog if you want something crazy hard hitting, or a Road Hog which will show you how useful it is to set things (the enemies Warlock) on fire.
  • For units you can't really go wrong with the Farrow Brigands with their Command Attachment.
  • Targ is useful if you decided to bring a ranged warbeast.

Starting with Both

  • You can either play themeless, or look into the Will Work for Food theme force.
  • A Swamp Gobber Chef solo is available to both Gators and Farrow and provides fury management.
  • Orin Midwinter can't be taken in Thornfall or Congregation, but can in Will Work for Food. He is useful for infantry removal and spell negation.
  • Barnabas likes Farrow Razorback Crew when not in the Farrow theme.
  • The Lesser Warlocks are also valuable.

Enslaving Minions with your Skorne

There is a Skorne theme force, Disciples of Agony, that is all about the Skorne who have enslaved Minion warbeasts and Minion units. It gets around the "Farrow/Gator warbeasts must be taken by Farrow/Gator warlocks" rule. It's not much use if you want to play as a Minion player, but it is good if you simply want access to all the different beasts.

This theme has to be led by one of five Skorne warlocks (Morghoul 1, 2, & 3, Beast Master Xekaar, or Master Ascetic Naaresh). If you want to expand your Minion collection into Skorne via this theme, you'll only need to pick up one of those warlocks, a unit of Paingiver Beast Handlers, a couple of Paingiver Task Masters (seriously, look those things up and see what they do for your units), and maybe a Bloodrunner Master Tormentor if you plan on 60 points of units (on the grounds "free is a good price for anything"). Possibly also a Basilisk Krea and maybe a Cyclops Shaman (on the grounds that if you're playing Skorne why not?) Also Paingiver Bloodrunners are excellent with or without ambush.

Disciples is not a necessary option, nor an option for people playing Minions for the Minion themes, but an excellent choice for people mixing things up or who want variety on the cheap.

Faction Aesthetic & Playstyle

As you'd expect from an ecletic bunch of barbaric thugs-for-hire, the aesthetic and playstyle varies greatly. However, the two main 'sub factions' do have some common aspects.

Important: The descriptions below are very generalised. Minions are broad enough in their options that they can put together a melee force, a ranged force, or magic force. They can spam cannot fodder, or have a few elite troops.


They're a mix of Aztec blood sacrifice and voodoo dark magic. Witch Doctors, Altars of Sacrifice, lots of bones and entrails. Real Baron Samedi stuff.

In terms of playstyle they have strong magic and decent debuffing. Punches pretty hard in melee, but can struggle with accuracy.


They're almost a joke; similar to Orks in Warhammer 40,000. They have lots of secondhand weapons and scrounged/homemade equipment, and they are trying really hard to be a serious military force. Hey they're doing their best ok!?

They're considered a "combined arms" army. Many of their models have both ranged and melee options but work best when supporting each other. Most of their casters have spells or abilities that support both warbeasts and infantry (i.e. Carver's Leadership and his battle group focused spell list) but tend to lean more towards infantry.

Starting a Theme Force

Theme Forces compartmentalize the full range of your Faction's models into smaller subsets that are thematically related to one another. By restricting yourself to a narrower range of models, you unlock additional in-game benefits which vary from theme to theme.

Theme Forces aren't compulsory, but the benefits of playing in-theme are so great that most players never play out-of-theme.

When you first start playing you should ignore theme forces, and just buy and play a few models you like the look of. Also, you can't even use Theme Force rules in games under 25 points.

However you should start looking into themes sooner rather than later, because otherwise you might end up owning, say, 80 points worth of models but can only field a 25 point theme force (because very little of your collection work together in the same theme). You should focus on collecting just one or two themes to begin with, not every single one in the Faction (unless you're a "Collector Completionist").

Theme Forces

The Thornfall Alliance

Models allowed in The Thornfall Alliance   (Edit)  
This list was last updated: 2017.12



Light       Lesser




Battle Engines

Farrow theme force. If you like pigs, look here.

The Blindwater Congregation

Models allowed in The Blindwater Congregation   (Edit)  
This list was last updated: 2018.10








Battle Engines

Amphibious theme force. Focuses primarily on Gatorman, Bog Trog, and Croak models.

Will Work For Food

This theme allows both Farrow and Gatorman. It's more warbeast-centric.

The models allowed in Will Work for Food are:   [Show/Hide]


Unreleased models

Last Updated: 2019.04


Arkadius1 Dr. Arkadius
Bethayne-1 Bethayne the Farrowfiend (Not tournament legal)
Helga1 Helga the Conquerer
Carver1 Lord Carver, BMMD, Esq. III
Midas1 Midas
Sturm & Drang1 Sturm & Drang
Barnabas1 Bloody Barnabas
Barnabas2 Barnabas, Lord of Blood
Calaban1 Calaban the Grave Walker
Jaga-Jaga1 Jaga-Jaga, the Death Charmer
Maelok1 Maelok the Dreadbound
Rask Rask



Battle Engines






Mercenary Minion models

These models are both Mercenary models and Minion models, making them perfect for a player that wants to expand their collection from one to the other.