Post by Lagi on Jan 10, 2021 13:37:17 GMT
7 page 19 February 2023
AOF:B start as modified rules of AoF Regiment, but now it is more in the spirit of OPR. Because most concepts and special rules of OPR have been changed.
3x main concepts:
- don't roll dice for an hour just to inflict 2 wounds to one unit out of twenty during a single round. Don't fiddle with minis to mark casualties. Convincing detail of rules that make stories
- spearmen to be different from sword and board; cavalry charge feel powerful; shield protect better from missiles; ladies with dual swords shine when melee gets past spear range; unit die faster because get poisoned; guys flee but come back in the next round; heroes last stands after his beast get slain...
Rules are fun, not competitive - giving chance to each unit (less of "im charging 1st so your expensive units will not use their range weapons at all"). Limiting fields for abuse, interpretation or big advantage.
- Alternative activation. Nothing is less fun, than watching for hours as your opponent slowly decimate your army.
- Multibase units, regiment of infantries use Tough value. Attack value per whole unit == numbers of dice to roll.
i dont want to check which miniature is touching what, nor fiddle with regiments individual miniatures during game.
- deck of card to track units activation. Cards also track if unit attack, and easy reminder of stats. no need to mark units with tokens
- Units have 2 main stats Defense (threshold value to wound) and Tough. Quality removed. Morale pass on 4+. Hit chances are included in number of dice roll for attack.
- Heroes dont joint units. Making little space inside your awesome block of dudes. Extra layer of rules (duels, look out sir, morale), it's not worth it. Heroes works perfectly fine standing behind your troops.
- One roll for combat. No hit checks, roll Attack number of dice directly to inflict wounds.
- melee is simultaneous - target is not repeating the attack again later in the same round.
- unit do only one effective attack per round - if he fights with multiple times, his performance drop
- More front clashes, less flank charges.
- Cover from shooting & Hindered charges - thats the 2x universal modifiers that just increase target Evasion roll by 2.
- Simple terrain rules - same effects applied in multiple occasion
- friendly fire - shoot your own units, life is cheap.
- shooting charge reaction - shoot to these bastards as they come at you.
- counter charges - your knights don't have to lurk at each other any more, to not waste Impacts.
- spells are auto successful - just mark spell target with token to remember the effect, no dice rolling (not even dispel, no worries spells are weak).
- one-use of spells - no repetition of a single damaging spell against the same target. Forced use of all available magic effects, before they recycle.
- Rage - more attacks during prolonged melee combat, for furious units with dual wielding weapons (or some dogs).
- Heroes emerge from their killed monster mounts. Nerfed dragons, and is nice to see your cladded in plate lord with magic sword in hand getting personal.
- Activating multiple troops at once with your leader.
- Fear - special rule preventing (sometimes) core units from charging monsters.
- Rout don't remove unit from game, just replace it to the edge of table.
Post by Lagi on Feb 7, 2021 13:25:42 GMT
old unit cards, for archive purpose
i tested 1000p battle.
Flank giving +1 to hit, is too strong if a strong unit attack. Lack of retaliation is big enough bonus.
Morale check after shooting limited only to becoming devastated, works nice. I enojoy less rolls, it make melee combat even more decisive (which i think is good).
Dispel - single caster need to roll 4+ or 6+ to dispel (minor/major spell). Trying to roll higher than previous roll, end with too obvious results. Multiple wizards dispel, is not fun to lose one cast, so dispeling one by one is good. Dispelling wizard need LoS to the caster or the spell target.
Nimble- just do 180 turn, before doing action is good enough. Being able to charge something at your back is useful many times.
Flying - flyers need to be charged by land units, otherwise they can do whatever they want on battlefield, pick fight. So yes, flying need to be jumping. However, not blocking movement seems to be ok.
Poison - there is poison artillety for skaven. 1 roll with blast, make poison weak. In such case there should be Poison(x), reroll X successful defense rolls.
Macabre - 6 to wound to receive Combat Result is not useful. Usually if you wound, you already win combat. Multiple times, opponent dont retailatie, because he already attack or its flank charge. This rule doesnt have impact on gameplay. I remove it.
Regroup - has its use, but forcing Hero to Hold, make it not useful. Weak skill in general, but save your units.
Command - being able to activate one unit twice is absolutly OP. If you activate most powerful monster twice, he can decimate his opponent without retaliation. I think more sensible would be to activate more units per turn (so 2 in a row). Command (X), activate X units at once.
artillery - need to be immune to Deadly attacks (whole attack not only multiply wounds), otherwise machines are snipe by wizards. Which is very odd.
very useful skill would be:
Retaliation - you can always strike back with half attacks
Full Retaliation (not needed maybe?)
... this could give some edge to lone fighters or mobile killing machines (flying monsters, giants). Not sure if Hero should has it by default?
but its good to not give it to everyone, cause Core units, will slower the game down. With rolling and rolling.
Hero should has rule, dont block movement. So he can move around battle more freely. And can be ignored by enemy charge, if he stand on the path to more juicy target (wizards).
Big single monsters shouldnt have a flank. Its cheap to hit sphinx with impunity, by a nearby priest, when sphinx is busy breaking catapult.
Post by Lagi on Feb 13, 2021 20:44:05 GMT
Im happy with the new way the activation tracking works.
You mark activated unit with green arrow token.
When unit fight in melee, they both taken GreenArrow Token - so the victim "lose" his move.
When already activated unit (with GreenArrow) need to fight in melee again, it flip token to Exclamation side.
Unit with exclamation cannot fight back any more in melee.
f.ex. Skeleton Archers shoot and are marked with GreenToken, Skeleton Warrior move forward and are marked with GreenToken too:
Rat Warrior charge skeletons. Rats are mark with Green Token. Skeleton flip they Green Token to Exclamation side. Both strike each other in melee simultenous.
Then Ratman Stormtroopers charge the skeletons as well. This is Hindered charge (-1 hit) through own unit. Its front charge, because target is in front arch. Skeleton will not fight back, because they are marked with Exclamation mark now:
this system very well limit amount of melee retaliation. If you dont move, you may fight back twice, otherwise only once.
Also it works nice for Dispells. You might want to sacriface activation for dispel try. But if you already do something with your wizard, you can still try to dispel by fliping Green token to Orange side. This put little pressure to start round with Wizards activation, instead waiting for the end, when juciy targets are more exposed.
Post by Lagi on Feb 18, 2021 22:11:28 GMT
I play few games with random deck activation...
using card deck instead activation tokens is very nice. Less labour with putting and collecting back the Icons. Also the battlefield is clearer.
lack of retaliation if you flanked, just dont feel right. You should hit back with half attacks. And the agresor should has bonus to combat resolution.
if flanked you could strike back with Devastated amount of attack. Its half Attacks for everyone, except heroes
(who cannot be devastated so keep attack number). Which make sens, and reduce rules exception.
also i dont see the reason to not retaliate all the time. limit of strikes back is increasing bureaucracy much more than it benefit the game. And so what if your monster hit back all times the weak guys? they have +Ranks to compensate, or even Command Group - which equilize this few more wounds discrepancy.
stealth - it should be : you cannot be target of shooting or charge, if enemy is further than 6" from you.
Heros are still -1 to be shoot - make great sens, and is fun.
Infantry with shield - can have +1 Defense vs shooting. It doesnt help vs cannon ball. But make difference vs rain of arrows. Stick&Board weapon set have they "special" rule. Not sure if Spearman should also benefit from it?
the First Strike and Last Strike should occur more often. Need to introduce more unit with it. Slow looking unit should has Strike Last - Mummies.
Regroup is very minor skill, its very rare to benefit from its use. I mean once per battle, its handy to save some unit, but this is just prolonging the failure.
Command with activate two other units now, is GREAT. I think all leader-commanders types should have it. It feels like worthy equivalent of Wizard.
Advance and Rush - i need to specified what you can and what not after Rush. F.ex. you shouldnt be able to cast after rush, but you can Dispel. You should not be able to Command, but Inspiring seems fine/sensible.
wizards wording for Killy spell, annoy me. Kill single model, but this feel odd. I think the Deadly rules in this case should be just "KILLING SPELL: 1 hit, AP4, Deadly (D3)". And we have a roll, and your precious army general, probably will not die a cheap, cheesy death.
i use scorpion and the AMbush is a strange rule. you need to waste 2 rounds, without attacking or tanking damage. Fast Amubshers can charge in 2nd round, but normal not. Hmmm.... also deploy over 12" basically means you deploy in the edge of battlefield. I believe the points of ambush is to make some impact in the center of hot zone?
all spell list should be like that:
minor 4+ spell:
1. 2x projectile 2 AP
2. friendly buff
3. enemy nerf
4. killy spell 1 attack 4ap Deadly D3
5. friendly mega buff
6. enemy mass damage
Post by Lagi on Feb 21, 2021 18:35:42 GMT
I make deck of each unit used in battle. When card is played unit is activated. Player suppose to chose which card(ergo UNit) he activate. However you can as well just shuffle all cards from both players, and have fast, random activation - which i like a lot.
Using of deck to activate is much better and flexible approach, than marking activated unit with tokens. For next iteration I make deck of card a default activation method.
from the effort point of view: You need to make tokens glue on hard cartoon, otherwise a thin paper is not practical. Cutting big rectangles out as cards are much easier to do. And they serve as stats reminder as well.
Ambush - what you expect from ambushing model? ley say tomb scorpion. To dig out of sand in the middle of hot zone and kill thouse pesky wizards/artillery, or flank charge elite units.
Placing model 12" away from battle cauldron, not being able to attack when you emerge, having to waste first 2x rounds, is ... not very an ambush.
Ambush - at the end of each round (including first), mark a point on map, and then roll D3. If roll is equal or lower than the round number, the unit emerge in chosen place and may immediatly charge.
so.. Scorpion may fail to appear in 1st or 2nd round, but he will for sure create some impact in 3rd. Risk of having unit do nothing for 2 rounds(half of a game!) is a big enough penalty.
Small Target - -1 to be hit by shooting attack. same as old Stealth. F.ex. the swarm unit should have it. It make no sense that arrows ar such effective in killing swarm of rats.
you should be able to freely move with Advance through any own units. This would solve in elegant way heroes movements / being an obstacle.
if Unit has multiple melee weapon, it choose one of them.
Necrosphinx is OP. And he should makeup his mind whether he mop the infantry, or trimm beasts head.
all Deadly(3) are change into Deadly(d3) - remove "affect single model" wording.
target need to be in unit front arch, at the time of activation (before pivot)
if half of your unit at the start of activation, is in target front arch, after pivot, then its not a Flank charge. *
flanked unit is striking back with Devastated amount of attack (half) [if unit dont have devastated state (hero,monster), then full Attacks]. Charger has +1 to Combat Resolution.
i think i would like to play as Lizards army now
Post by Lagi on Mar 14, 2021 10:00:45 GMT
Monsters need Devastated state. When they are down to half hp. To limit they power, to increase validity of First/Last strike. To increase importance of flanking monsters.
All times retaliation (striking back in melee) is not good. It make you make melee combat with the same units twice per round, which feel repetitive and dragging the game (again dice rolling).
in previous iteration of rules, I enjoy that charged unit, lose they activation. It increase the meaning of decision whom to charge.
Unit will be able to strike back with full power (not half attacks - Devastated), only if he use activation. If you flanked, or already strike back, you can only hit back with half dice. This will limit the amount of dice rolling, because if you spent activation to fight back with Full dice, you would not activate again. Also monster will be able to strike hard only once per round.
Its good tool, i could f.ex.:2a
make Skeleton Giant tough 4/6 (instead 3/6), which means he would faster become devastated (half attacks). [this maybe its too much deviation from standard rules, for not much benefit]
also i could make Skeleton Giant attacks 2/6 (instead 3/6), which means if he is not striking with full power, he only roll 2 dice. [but this is nice, flanked, or multicharged monster would be weaker, and player need always check amount of attacks anyway when he is taking dice]
With poison(x), I have sometimes more rerolls, than dice pool. I would limit the amount of each dice rorolls to one. Otherwise rerolling of the same dice multiple times feels wrong.
Have spell that activate unit, and make it charge. It cause problem with multiple unit activation. F.ex. 2x mummy priest activate twice Necrosphinx, which make total 3 charges per round - OP.
my current Ambush rules is little too strong [D3=< round: Scorpion emerge anywhere and charge immediately]. With 1 scorpion i wipe out all opponent artillery, routed units (that retreat to the back) and would kill wizards then, and other side cannot do anything about it.
I think Ambush, would dig up, but cannot charge, not shoot. This way opponent have at least one turn to react. Also Mummy scorpion has insanely high defence [this need to drop].
Post by Lagi on Mar 14, 2021 21:07:49 GMT
Unit losing activation if being charge, works good. There is less wearing double fights per rounds, it keeps battle fresh and interesting, without coming back to the same grinds.
I think units would be force to fight back with the full capacity = use Activation, if they can. This way sending "chaffs" would be more tactical. Great way to reduce power of strong units. Less dragging for the game with bureaucratic decisions ("should I save my activation for later? or strike harder now"). Which is also not believable (why would your warrior fight with half steam, to save energy for next one? its just not right).
Some strange case happen during flanking. Where the victim is force to fight back with half attacks, then after be activated again normally and strike with full power. Maybe penalize flanked unit with losing activation anyway?
Flanking with +1 Combat Resolution is good. Usually flank won the combat anyway, because opponent fight back with less dice=deal less wounds. Although if you flank Anvil unit, it makes the difference.
Not sure if its worth to complicate rule with +2 for Rear charge.
Monster with halving attacks from Devastated state, works good. They are significantly less powerful.
Unit should not be destroyed if he leaves the battlefield, instead it should redirect to either of the side, to stay in game. Losing units this way is cheap.
Units too often route and flee after melee combat (and Im constantly playing with Undead, which take 1 wound instead). I think I need to add Hero commanders with Inspiring, this rerolls would be crucial.
Dispel is too strong. Wizards don't manage to always cast a spell (like 50%), and even if they do, there are a high chance it would be dispelled. Resulting in lots of rolling and no effects. Even if the spell succeed, the effect is not so devastating. I think caster would need to sacrifice activation for the spell Dispel attempt and there would be 18" limit to target or casting wizard, but no LoS needed (so you need to position properly your wizards, without awkward checking for gaps between troops). Also multiple wizards may try to dispels a single spell then.
I use spear with shields, this extra +1 Defense vs missiles is not a game breaker at all.
First Strike and Last Strike are much more impactful, when monsters as well have Devastated state.
I use Great Weapons, and because of Last Strike the unit hit with only half attacks. Which result with only 2 hits, 1 wound, and lost battle for Great Weapons. Hmm... maybe GW with this ruling should not cost 2x more.
Ambush - with not being able to move when you deploy is good, this extra turn for opponent even things, its also 1 turn less ambusher will cause a damage, and Ambusher need to foresee a good place, to not be hit in the next turn.
Mummy scorpion with 1 point defense less, is much better.
Spells: Healing spell would be boost from [1d3-1] to 1d3. Its rare enough to cast it, to be rewarded with zero healing.
"immediately charge" spell need some clarification. I think it would just work like Command? Or maybe its ok as major spell?
Post by Lagi on Mar 19, 2021 14:56:09 GMT
Clarification needed : if unit is attacked or attacking for whatever reason, in whatever case - its losing activation. Do you always need activation to attack? I have spell that make friendly unit charge (can the unit be activated again after?). Also the flanks case.
Dispelling works proper now. You need to spent activation to try to dispel. Don check for LOS, you need to be only 18" from target or enemy caster. Works good.
Warlock need to grant reroll for artillery. Artillery is annoying with praying to land single hit on one dice for 4 rounds. Naked Warlock is little overprice, and dull. Now he would have a distinct function.
Retreat has nice use, today game, to save troops from being destroyed, they spent action on reposition after. Its still a minor skill.
Great weapons with Strike Last are not so great anymore. Armed with 2h weapons rat-peasants mostly suffer from having to strike often with half attacks. And the benefit only come to play if facing armored opponent. So yes the cost is just +5.
For the same reason, spears are nice! Sometimes an enemy on purpose dont charge to not risk losing half of attack, if he would become devastated. It feels believable enough, without creating complicated rules.
Scorpions with 1 point less are less immortal. I even thought about deploying them in the middle of battlefield, to help breaking the front (because artillery was not a threat). I have a feeling they're coming into play a little too late, when everything is decided.
Today battle has an awesome moment. Necrosphinx break the ratmen Giant Beast, getting scratch a little, and was prepared to spread havoc on the back of rat army.
At the second line the only unit able to stop him, was Ratmens Warlord himself. He gave his last orders to a squad of Clanrats, draw his ordinary sword and charge the Necrosphinx.
The battle was furious. Necrosphinx didnt manage to catch Warlord at first, however suffer two solid blows from him. This weakens the stone monster.
To replenish the vigor in Necrosphinx, nearby Mummy Priestess arrive to heal him back together. Then nearby rat Warlock come into view to expressed his objection. He roll successfully for Dispel: "Not today you skinny blyat!"
Next round bring another lucky strike, Necrosphinx take 6th wound. No one ever damage the unholy construct so severe. You cannot defer you fate to long however. Warlord get caught in iron grip finally, then one swift cut (roll of 5 for Deadly(D3)) of humongous blade separate his head from feeble body.
Post by Lagi on Mar 26, 2021 10:16:22 GMT
i gave warlock reroll of failed artillery rolls, but it was too strong. Basically it doubles the effectiveness of catapults, they hit every round.
to nerf this effect Warlock is spending activation to make reroll (so you can hope to reroll only one dice per round) and need to be 3" from machine. This works nice, f.ex. you cannot try to dispel anymore, or cast spell. It make the warlock very passive, he is in practice attachment to artillery - but im not convinced its something wrong.
with "full attack strike back need activation" rules i was afraid that game will become static. Because you will not want to come closer to the opponent to not get charged first and strike with half attacks.
In game however, such abuse dont occur. You always want to move forward to limit the amount of shooting attacks you take. The game is about controlling points, for that you need to advance, even if the penalty is a disadvantage in a round of combat. Activation you receive every round, so its very rare to move forward first, and then be charged, and defend with half attacks. You can always stop before enemy charge range.
in fact it simplifies the rules, and it feels good.
Healing spell - i will nerf it from D3 to D2. you never use spell on Core troops. And Changing monster status from devastated back to normal, is a massive benefit.
I change pair weapon from every 1 is +1 save check, into every 1 is additional hit dice. [as per MrCrow;s Lost World rule]
It works good. Paired weapon before deal too much damage in hand of poor troops, simply by bypassing quality check. Now its more believable, you want your elite troops to have 2x weapons. Otherwise, its lose of money and +1 Defense vs shooting from shield is a great benefit for Core units.
Great weapons, are also almost disadvantage in the hand of weak units. They just die before they can use it. It have its place, when you place your Core troops in front of some giants, to deal them those precious 2 wounds, otherwise stick&board is your bread and butter. Great weapons are great, if your soldiers are heavy armoured, and can survive the strike. I LOvE IT, it works how it should.
with mundane equipment i want to have weak special rules, just a little niche, nothing else. Otherwise, special units, doesnt feel that good. And whole combat is like trashy superheros battle, where everyone wield great power.
Stealth - i gave stealth (cannot be charge or shoot from further than 6"), and suddenly the rat swarm units is great in infiltrating the opponents backs, stopping opponents artillery and wizards from causing havocs.
Ambush - you dont have to wait with scorpions to try to deploy them in the end of round. You can try to do so any time during round. Which create great option, to use scorpions as a blocker.
I try the Sharpshooter (sniper) rule - if you dont move you hit on 5 or less (83% hit chance). Hmm... its very good. Usually you dont move anyway when you shoot. Need to think about it more.
I clarify you dont lose activation, when you Flee after being shoot.
Spell enchantments are quite weak. I think i will boost them, by not lasting only one round, but whole game. Poison(every 1, reroll 1 enemy save) or +1 attack dice is not very game breaking. Enemy still can dispel them after. Casting spell often fizzle, if you boost own troop your 60 points investment is not causing 2 wounds to enemy Anvils. It also reduce amount labor with putting there and back tokens, and book keeping which spell marker to remove.
i think i need to reprint my units cards, because i make so many amendments, im getting lost
Post by Lagi on Mar 27, 2021 21:25:56 GMT
paired weapon - each 1 on hit, is +1 dice for hit. Is a very weak benefit. To the point where +1 Defense from shield vs range attacks, becomes an attractive alternative.
Last Strike is a quite severe handicap. Mummies and Ratman with great weapons, are basically one-shots units.
Mummies are insanely cheap, I somehow cannot stand they are worse than skeletons. Mummies have some remnants of flesh, you dont need soo many magic to animate them. Besides your heros are mummies too. Mummies should be slow, but tough. Easy to hit, but they should endure more. Granting them Ward Save (Ethreal) dont fit, for core unit. I guess increase Wounds by 50% would be suitable (+cost increase from 30 to 50).
Necrosphinx eh... again destroyer of fun. Every game orbiting around how to neutralize Necrosphinx, anyway in today game Sphinx gets into 8 of 9 wounds. Hmm i think if i reduce his toughness from 9 to 8 it would help a lot. He would drop from 5/9 to 4/8, which mean he would faster become Devastated too.
I find another abuse. Mummies Priest can grant +1 Attack to unit with minor spell, so Necrosphinx can attack twice with Decapitating (AP4, Deadly(d3)), which is insane! Its like guaranteed 4 wounds to any opponent. I think I would remove this spells from Mummies.
Unit Enchants staying in game are ok. Some effect cause imbalances, but the majority of them works better. Its finally decision to consider, whether to grant units Poison, or deal damage to Anvil opponents.
Warlock with rerolling artillery feels like a trap. He sometimes didnt accomplish anything whole game, and otherwise he could wound someone, or dispel some enemy cast, or boost own troop with some buff. He can no longer do that, because he stay in the back with artillery. hmmm... maybe its good at the end? No one force you to give him Wizardry.
Fear - reducing enemy Morale, is seldom useful. its very meh.. skill. I think if Fear allow you to win ties in Melee combat, that would be much better. [Fear would start affecting No Retreat units, which is odd. Why would undeads, machines or suicidal suffer from psychology? Or just add: "not affect NoRetreats"
I test Sharpshoter (sniper) rule. Its very nice for elite shooters, like Sniper Ratmans.
I test Scout. Works fine. Allow to do a charge in first round, which is strong. Its better than Ambush. Hmm Ambush is delayed too much. When your scorpion appear in round 3, it can only attack in round 4, when game is over. Maybe allow to emerge after deploy (chance on dice roll)?
On attach picture you can see Stealth abuse. Because stealth unit cannot be target of shooting or charge, it shield the troops behind it. I would amend Stealth to not block LoS.
Post by Lagi on Mar 28, 2021 10:26:06 GMT
Fear - working as winning tie's in melee, is much more useful. And impact the game in proper way. Even if need exceptions (not affect NoRetreat, and other Fear units).
I come to conclusion that unit is striking with ALL their attacks in melee, not pick one [as in vanilla AoFR]. Its one less bureaucracy decision to make. And its more fun to "fire all guns".
Necrosphinx Decapitation need nerf which would be 1/0 attack, Ap(2), Deadly(d3). This would mess him up enough, if you wound him. But its even more fearful when he is at full strenght.
Enchants can be only one on unit - quite obvious.
Ambush - in first round unit emerge on roll 1,2,3 - otherwise always in 2nd round. Still cannot charge. Simple and useful.
Some spell make you charge. For that i change the wording for Melee. If you dont use up Activation you hit with Devastated (half) attacks.
Ratmen grenadiers need Poison(5/3), instead Poison. otherwise they rarely reroll target defense. or maybe also Blast(2)?
mummies with 8/15 Tough work much better.
Need to add option to Flee as reaction to charge, if target still has activation to use for that. Otherwise victim doesnt have a chance to escape.
Last Strike for Great weapons is too penalizing. I need few games to become convinced. Its just too often, when you dont hit with full attacks, or are just whip out without retaliation.
First strike is different, because for LastStrike, whole enemy army act like having FirstStrike against this particular unit. Its sometimes ok, like for Mummies. But feels very wrong for normal infantry warriors.
Spear - First Strike on front, all flanks Last Strike.
Great Weapon - Last Strike if not charging [?!? need some ideas, test, think more of it...] edit: LastStrike if charged.
Post by Lagi on Mar 28, 2021 17:53:47 GMT
clarify: Loner (hero) see 360, for purpose of casting spells, charging all around.
Fear - yes, wining ties works good.
Necrosphix with above stats is much more fun to play. If he is target of flank charge, or they multi charge him, he suddenly is not so "killy", when he lose Decapitation. Which is great IMO.
Mummies with 15 tough, become a great tank. From really push over, he can now take a lots of beating. OFC that means cost increase.
Grenadiers with Poison (5/3) [reroll Def], and Blast - start being a threat. Before they throwing weapon was a joke, i even use them as melee chaff. I think I gave them too many Poison. Usually its 1-2 hits *2 blast = 2 or 4 def rolls. And i reroll all failed Def all time. hmmm.. maybe let it be just Poison(3), it wont scale if you go for 10 grenadiers, which i think is good.
Great weapon: Last Strike if charged. Not sure if its enough nerf? In this testing game, the warriors were playable.
Spear: First strike, but last strike if flanked works good. Would say realistic, like roman legion defeating a greek phalanx
Post by Lagi on Apr 4, 2021 12:49:41 GMT
Dwarfs, my first army. Im fed up with this short blokes, but i needed some heavy armoured army to test AP.
Paired Weapons is too weak. I reroll the '1' but there is rarely any benefit from that. ...hmm.
Indirect artillery, need -1 to hit, if there is no LoS, otherwise its ridiculous when you cannot hide from catapult.
I need to clarify how Loners (heros) move, what they see, whay they can charge (shoot). I like that heros are used to catch some saboteurs behind front line.
Flee order need to be clarify. I sometime choose to escape into better position. Also Flee as reaction to charge, sometimes prevent you completely from catching fast unit. On the other hand, why would you just left your unit for certain death. Hmm... need to be thought about.
Runes magic - my Rune of Stone is very fun, because im never sure if its beneficial or penalising my troops or opponent
. My perception of this rune even change during game (enchants are permanent). I was like "good good more defense is OP!", "nooo... Strike Last is too harmful!". As for first game i think its ok.
Rune of Storm - is interesting i think, but due to playing against Scaven, no target was worth the spell.
Slayers (berserkers) - are not slow. So they work as cavalry. Which also increase they life span, because they 1 turn shorter are shoot at. I gave them 1 defense against shooting - i think this should be special rule "naked" or smth like that.
Miners are okish... rather poor unit. But do his job as ambusher.
Veterans (Longbear) - first seems like better warriors, But +1Qua and courage, make them fail Morale only on 6. Which make a significant difference. They are even better than Hammerers in regard of Morale. Hammerers when close to Lord, are never testing Morale, but losing 1 wound, which is not the case with Veterans. All in all i think Veterans are working good, and believable as old experience warriors.
Hammerers - have special great weapons that doesnt have Strike Last if charged. Which is great because they work as Tanks. Bodyguard rule is kind of detrimental, because they have low chance to route anyway, but this way they take 1 wound more. Anyway IMO good.
Ironclads - if you need tankier tank. Ethereal (1) [ward save 16%], surprisingly often kick in - and make good impression about theirs magic armors. and Defense 4 is a good value, to boost them with Rune of Stone to Def 5.
I decide to include Shield in total Defense: so no 3(4), because the shield is already in 3(3). this allow me to lower the high armor values. Hammerers have same armor as Veterans, even if they dont have shield, but thats because they have Gromril Armor. Dwarf Lord has "only" 3 defense, because he has Great Weapon- no shield.
Slayers has lower Defense against shooting, because they are bare chested - in melee they can parry with axes thats why 2(1).
Rangers - the crossbow need tweak taken into account rifle and bow. But i need to think about it. Feels strange that Crossbow dont have Reload.
Demon Slayer - need some customization: +1 Ap, great weapon, First strike, Fear, Ethereal(2). All optional.
Post by Lagi on Apr 4, 2021 18:04:31 GMT
Paired weapon - i come to conclusion that i dont need a special rule. Because Battalion system can accommodate +0.X Attacks, just fine, due to Attacks being count for unit not model.
Flat +X Attacks, is simpler, and there is less special rules - which is why I like OPR.
I try few things and the refine rule of my 3 neurons is: Paired weapon - +2 Attacks (for whole unit, not model).
Seems weak, as it should be. Heroes benefit from it, because 3 attacks become 5. A significant upgrade. But heros need armor, and great weapons (also StrikeLast when charged hurt sometimes) to be a killer unit. While block of poor infantry with 12/7 attacks instead 10/5, is not a lot more devastating, still Shield seems a better option, and Great Weapon is taken into consideration. Small units of 5 models, go from 5/3 => to 7/5, which is a massive upgrade in this case, but it feels "right".
all should has same range 24"
rule Reload - no move and fire - is promoting static gameplay, which is not great. Thats why i would change it to "Reload - -1 to hit after move".
Crossbow and Rifle should has +X AP.
Bow realistically speaking should shoot more often than crossbow or rifle. Taken into account similar amount of dice is roll during melee combat and bow shooting. I think I would nerf amount of dice rolled for Crossbow and Rifle. So 5x crossbowmen will roll less than 5 dice for shooting.
Line of 5x bowmen 5/3 attacks; Line of 5x Crossbowmen 4/2. Crossbow & Rifle -1 Attack
Rifle will have Reload, but AP(2).
not sure about above, need to check.
Strike Last come in 3 flavour:
Strike last if charged - default for Great Weapon
Strike last if not charging - for poor 2-handed weapons like Miners PickAxe (or slow troops)
Strike last (always) - debuff from spells, or for extreme slow troops (treemen, mummies).
now, i dont see the reason for the same treatment for First Strike, which works good for spearmen in connection with combat position (flanked, front). Maybe i need to make another army, Dark Elfs?
Post by Lagi on Apr 5, 2021 12:50:56 GMT
+2 attacks from paired weapons works good. Much better than creating exceptional special rule.
-1 attack for crossbow and rifle; is wrong. Its not enough dice. short line of 5x shooters feel underwhelming.
crossbow Reload - -1 hit after move (or pivot)
rifle Setup - no move(or pivot) and fire
i need to clarify that you need target in front arch at start of activation to shoot at him.
Slayers dont feel right without a bonus vs big guys. I think it should be +1 AP. if you combine it with Great Weapon it would be AP(3) - massive, but still somehow manageable.
Demon Slayer - is too fragile. I think he need "Parry - -1 to be hit in melee."
rest for Dwarfs is ok. Im again positive surprise how different Veterans to Warriors feel. I though they would be too similar. But no more quality and highest Morale, really make them stand out.
after playing Dwarfs second time, i think Slow should be 5" . Rush range of 8 inch is ok, but the 4 inch move is terrible, its almost nothing.
Regroup after winning melee is a blessing for dwarfs because they can catch up by moving this 3 inches more.
this is like 6th round (or maybe 5th?)