Post by waritec on Aug 11, 2022 20:18:54 GMT
Hi guys. Here is some feedback on Age of Fantasy ragiments rules v 2.16 and v 2.50 Army lists after some played battles.
Age of Fantasy ragements Basic rules 2.16
1) Poison p.16
Whenever you roll an unmodified to hit result of 6 whilst firing this weapon, that hit is multiplied by 3.
Proposal:
Whenever you roll an unmodified to hit result of 6 whilst using this weapon, that hit is multiplied by 3.
(bring in line with Rending wording)
2) Slow p.16
Models with this special rule move +2” when using Advance actions, and +4” when using Rush or Charge actions.
Proposal:
Models with this special rule move -2” when using Advance actions, and -4” when using Rush or Charge actions
(correct the typo)
ORCS 2.50
3) Problem: No Scary shields upgrade for heroes. Any hero attached to an orcs regiment switches off a scary shields upgrade.
Proposal:
Give a mob leader (weakest hero) scary shields upgrade.
(bring in line with shield wall ability and such)
Humans 2.50
4)Problem: No fearless upgrade for heroes. Furious mob(10), elita swordsman(5), guard knights(5) and gryph riders(3) will lose fearless when any hero is attached to it.
Proposal: give a battlemaster access to the fearless ability by separate upgrade or by part of another upgrade.
Edited (fearless rule works by the model basis, so for moral test the unit will roll their fearless quality test or quality test of joined hero without fearless, you choose)
(But still, why there is no fearless knightly hero for humans?
))
5) Problem: altar wagons aura of fury give furius to 2 friendly units until next time they fight. (we think that ’next time they fight’ is to participate in a melee fight and not attack in melee, but we may be wrong. Would be nice to have consistent wording with other similar effects and spells) The most expensive buff wagon and the most easily countered buff. Fury aura will not work when your buffed unit is charged by the enemy and, as we understand, the aura will worn off. The battle aura has the same wording and will work in the next melee no metter who charged.
Proposal: in any case change the wording of aura of fury to'...next time they charge'
(bring wording in line with Fury herb, Strongheart, Clearview Leaves spells, Blood Fury ability and such)
5.5) Some clarification on next time they fight is welcome.
Some armies
6) Hit and Run rule
(edited) Problem:
This special ability is punished harder than a consolidation move rule by the regiments system. In AoF Regiments ‘may move up to 3” after shooting’ means move 3" only forward that brings fragile shooting units even closer to the enemy. Unit may move sideways and backward but only for 1.5". This breaks the whole idea of this ability to strike and hide behind cover and it very limits its usability. A typical skirmish maneuver becomes very unthematic and almost pointless gamewise.
Proposal: change the wording to:’...may move by up to 3 in any direction after shooting.’
(bring wording in line with consolidation move)
7) Inspiration ability for Humans (private guard for mummified undead , lord’s virtue for chivalrous kingdoms)
problem: for 30 points a hero with quality 4 gives +1 quality to the restricted list of units with 5+ basic quality. On paper this is stronger buff than plain +1 in melee (Violent Trance and such for 20 points, have no restriction on unit selection and work on joined hero himself). But in reality this ability only gives a +1 to hit in melee as well, because buffed units are all melee and the moral test is already buffed by a joined hero with quality 4+ (for undead moral test doesn’t even exist). So we have more expensive and restricted in unit selection +1 in melee buff, that don't work on the hero himself, don’t combine well with halberds and spears (usual weapons of listed units) and give a unit statistically only +1.67 hits and nothing else. Against it a 20 point buff that brings a weak and cheaper hero hit rate to the comparable 4+ and may buff units with built in high quality, furious, dual hand weapons or 2handed weapon and armor 4+ or even better, making them a killing machine.
Proposal: give some additional pros to inspiring buff. For example:
1)additional rank can fight in melee (+1’ range for melee in AoF).
2) give +2 quality to joined unit or +1 to a hero himself.
3) make inspiring and such abilityes 20 points and Violent Trance and such abilityes 30 points
4) make inspiring a built in free ability for a specified hero.
5) else?
Age of Fantasy ragements Basic rules 2.16
1) Poison p.16
Whenever you roll an unmodified to hit result of 6 whilst firing this weapon, that hit is multiplied by 3.
Proposal:
Whenever you roll an unmodified to hit result of 6 whilst using this weapon, that hit is multiplied by 3.
(bring in line with Rending wording)
2) Slow p.16
Models with this special rule move +2” when using Advance actions, and +4” when using Rush or Charge actions.
Proposal:
Models with this special rule move -2” when using Advance actions, and -4” when using Rush or Charge actions
(correct the typo)
ORCS 2.50
3) Problem: No Scary shields upgrade for heroes. Any hero attached to an orcs regiment switches off a scary shields upgrade.
Proposal:
Give a mob leader (weakest hero) scary shields upgrade.
(bring in line with shield wall ability and such)
Humans 2.50
4)
Edited (fearless rule works by the model basis, so for moral test the unit will roll their fearless quality test or quality test of joined hero without fearless, you choose)
(But still, why there is no fearless knightly hero for humans?

5) Problem: altar wagons aura of fury give furius to 2 friendly units until next time they fight. (we think that ’next time they fight’ is to participate in a melee fight and not attack in melee, but we may be wrong. Would be nice to have consistent wording with other similar effects and spells) The most expensive buff wagon and the most easily countered buff. Fury aura will not work when your buffed unit is charged by the enemy and, as we understand, the aura will worn off. The battle aura has the same wording and will work in the next melee no metter who charged.
Proposal: in any case change the wording of aura of fury to'...next time they charge'
(bring wording in line with Fury herb, Strongheart, Clearview Leaves spells, Blood Fury ability and such)
5.5) Some clarification on next time they fight is welcome.
Some armies
6) Hit and Run rule
(edited) Problem:
This special ability is punished harder than a consolidation move rule by the regiments system. In AoF Regiments ‘may move up to 3” after shooting’ means move 3" only forward that brings fragile shooting units even closer to the enemy. Unit may move sideways and backward but only for 1.5". This breaks the whole idea of this ability to strike and hide behind cover and it very limits its usability. A typical skirmish maneuver becomes very unthematic and almost pointless gamewise.
Proposal: change the wording to:’...may move by up to 3 in any direction after shooting.’
(bring wording in line with consolidation move)
7) Inspiration ability for Humans (private guard for mummified undead , lord’s virtue for chivalrous kingdoms)
problem: for 30 points a hero with quality 4 gives +1 quality to the restricted list of units with 5+ basic quality. On paper this is stronger buff than plain +1 in melee (Violent Trance and such for 20 points, have no restriction on unit selection and work on joined hero himself). But in reality this ability only gives a +1 to hit in melee as well, because buffed units are all melee and the moral test is already buffed by a joined hero with quality 4+ (for undead moral test doesn’t even exist). So we have more expensive and restricted in unit selection +1 in melee buff, that don't work on the hero himself, don’t combine well with halberds and spears (usual weapons of listed units) and give a unit statistically only +1.67 hits and nothing else. Against it a 20 point buff that brings a weak and cheaper hero hit rate to the comparable 4+ and may buff units with built in high quality, furious, dual hand weapons or 2handed weapon and armor 4+ or even better, making them a killing machine.
Proposal: give some additional pros to inspiring buff. For example:
1)additional rank can fight in melee (+1’ range for melee in AoF).
2) give +2 quality to joined unit or +1 to a hero himself.
3) make inspiring and such abilityes 20 points and Violent Trance and such abilityes 30 points
4) make inspiring a built in free ability for a specified hero.
5) else?