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Author Topic: Armies of Mythology - Egypt  (Read 1918 times)
NegativeZer0
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« on: February 10, 2009, 04:11:01 pm »

Theme:  Fast Army that is weak in Offense but strong in attack. 
If you don't use your speed/maneuverability correctly the high power of your units will be wasted.
The army is also unique in the fact that units will become more dangerous as they take damage.


Anubi Warriors            (6)4/6   3/2   N/A    -   5”     3-4-2      Core
Anubi Javalineers         (6)4/5   3/2   3.5"   -   5"     3-4-2      Core
Anubi Chariot Riders      (4)4/6   3/2   N/A    -   6”     3-3-2      Core
Anubi Chariot Javalineers (4)4/5   3/2   3.5”   -   6”     3-3-2      Core
Baset Warriors            (5)4/5   3/2   N/A    -   3.5"   4-3-2      Core
Baset Spearmen            (6)4/5   3/2   N/A    -   3.5"   4-3-2      Core
Carrion Swarm             (8)3/3   1/1   N/A    -   5"     5-0-1      N/A
Giant Scorpion            (3)5/7   2/4   N/A   11   5"     3-4-3      Elite
Phoenix                   (5)5/6   3/3   10"   15   3.5"   5-2-3      Elite
Sphinxes                  (4)5/6   3/3   N/A   11   6"     5-4-3      Elite
Wadjet Spellcasters       (3)3/4   2/1   N/A    -   3.5"   4-3-1      N/A
Wadjet Venom Spiters      (5)4/7   2/1   10"    -   3.5"   4-3-1      N/A
Wadjet Archers            (5)5/6   2/1   14"    -   3.5"   4-3-1      N/A



UPDATE

Army abilities:
Reckless Charge - At any time one of your fearless units would normally take a route check it instead gets a permanent (a)+1/+0 (d)-1/+0 reckless charge counter.  These counters are cumulative and if they reduce that units defensive skill to 0 (before any other modifiers) it is destroyed at the end of that turn. 

Battle Frenzy - For 1 command point put a frenzy mark on a unit.  You may remove the mark when rolling to hit during your non-active turn only .  For each damage the unit received this combat you may lower the result of a single die by 1. No die may be modified more then once, the dice can not be rerolled, and using this ability counts as playing a command card for this combat. (only core units)

Unit Special Abilities and other such stuff
Burrow - Scorpion and Carrion Swarm - At the beginning of the units movement you may spend one command action to have this unit burrow/surface.  While burrowed a unit can not attack or be attacked, does not count as closest unit for your enemy, and counts as clear terrain for units moving over top of it.  If at anytime only burrowed units remain in your army they immediately surface and my not use the burrow ability for the rest of the game.  When a unit burrows it gains the hold standing order and you may not change the standing order until the unit surfaces.  While the unit is burrowed you may spend a command point to directly control the unit which will move at a -1 movement penalty.  If a unit surfaces on top of another unit that unit moves the smallest distance possible (backwards in the direction of its flank) to not be overlapping and takes 1 point of damage.  If that unit is an enemy your unit becomes engaged and counts as charging.

Poison - Giant Scorpion, Wadjet Venom Spiters - If this unit causes a wound it also causes a poison counter on the wounded enemy unit. At the end of any players turn in which one or more of their units has a poison counter each unit with a poison counter takes 1 wound and rolls a d6. On a result of 1-3 remove the poison counter from that unit.  Poison counters count as a curse. (note: a unit can only have 1 curse at a time so they can never have multiple poison counters)

Giant Scorpion - 3 impact hits.

Flying - Phoenix

Cavalry - Sphinxes, Anubi Chariot Riders, Anubi Chariot Javalineers

Large - Giant Scorpion, Phoenix

Fearsome - Sphinxes, Giant Scorpion, Phoenix

Phoenix - Burning - at the beginning of the attack phase each unit engaged with the phoenix takes 1 point of damage.

Spellcasters - During the movement and command phase you may spend one command action to mark the casting icon.  You may remove the casting mark at any time as long as this unit is not engaged to cast one of the following spells:
Sandstorm - Range 14" - Target enemy units range attacks receive a (a)-2/-0 penalty until the end of the turn.
Deadly Poisons - Range Must be in base contact - Target unit gains the poison ability on its next range attack.
To be named later - Range 10" - Remove a Reckless Charge counter from target friendly unit
« Last Edit: May 07, 2009, 08:32:42 am by NegativeZer0 » Logged

Quote from: Chad_YMG
Cards are definitely good to have, but I like punching my opponent in the face, too!
uberursine
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« Reply #1 on: February 10, 2009, 05:08:49 pm »

Neat!

Poison/Venom seems a bit deadly as it would be hard to remove for most armies. Maybe just a perm. (-1)-1/-1?

Am I right in thinking that alot of the units don't have to worry about courage (mummies, etc...)

I know that Anubi are the dog headed guys, And Baset would be cat headed, right? What are Wadget?

You got a fair number of bug type units, why not make your spells Swarm of (insert name of bug here). Swarm of Flies might lower range, Swarm of Mosquitoes might cause a wound, etc...
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NegativeZer0
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« Reply #2 on: February 11, 2009, 10:14:04 am »

Neat!

Poison/Venom seems a bit deadly as it would be hard to remove for most armies. Maybe just a perm. (-1)-1/-1?

See new reworded version of poison it is much more balanced now.

Am I right in thinking that alot of the units don't have to worry about courage (mummies, etc...)
First there are no mummies.  I wanted to stay away from undead with this army as anubi are about guarding the dead and ensuring people make it safely to the after life.  undead mumies is the opposite of what anubi would want.

UPDATED:  see original post for army ability.  Most units are fearless but in actuality its going to be a negative as well as a bonus.  There will be a penalty that they suffer every time they would normally take a moral (not fear) check.  So although they will never route there will be a downside to it.


I know that Anubi are the dog headed guys, And Baset would be cat headed, right? What are Wadget?
Snakes

You got a fair number of bug type units, why not make your spells Swarm of (insert name of bug here). Swarm of Flies might lower range, Swarm of Mosquitoes might cause a wound, etc...
Also updated priests renamed spellcasters
« Last Edit: February 11, 2009, 10:58:30 am by NegativeZer0 » Logged

Quote from: Chad_YMG
Cards are definitely good to have, but I like punching my opponent in the face, too!
Chad_YMG
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« Reply #3 on: February 11, 2009, 01:26:04 pm »

Wow, interesting!

Flavor-wise, what is the thinking behind having so much of the army be low on skill?

More comments later.  Smiley
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      - From Spanish translation of Hill 218 rules
NegativeZer0
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« Reply #4 on: February 11, 2009, 04:06:02 pm »

Wow, interesting!

Flavor-wise, what is the thinking behind having so much of the army be low on skill?

More comments later.  Smiley

Those low skill values can be very deceiving.  Anyway....

It's not so much i wasn't thinking about flavor when designing this army but more the flavor got hit over the head with a nerf bat... or was it run over by the nerf steam roller... regardless I just didnt see an entire army that moves 5" with high elf stats (which is about where the army originally started) being anywhere near remotely fair at any points cost.  I also really liked the idea of an army that slowly got better the more they engaged in combat.  If their stats are going to improve during the game they cant start all that high.

My main focus was unique game play and this army actually creates times where its to your advantage to move into an enemy pinch.

for example I move my healthy units of Anubi Warriors into a pinch (normaly would cause a route check but I instead get a reckless charge counter).  My unit will now enter into combat this round with stats of (6)5/7|2/2 (this unit doesnt look so week anymore does it).  But now before the attacks actually happen i bring a second unit into contact with one of the enemies units (hopefully a low morale unit) currently pinching my first unit. The enemy unit goes running off in precombat checks because it is pinched.  Now As a result of all of this the first unit I moved is stronger this attack and no longer pinched.  Going even further still when the remaining enemy unit makes it's counter attacks I can use my spellcasters to remove the reckless fury marker and my def goes back up (3/2).  Granted this is RIDICULOUSLY ideal circumstances but it does show you some unique tactics you could use with these units.
« Last Edit: February 11, 2009, 06:20:37 pm by NegativeZer0 » Logged

Quote from: Chad_YMG
Cards are definitely good to have, but I like punching my opponent in the face, too!
lazyj
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« Reply #5 on: February 11, 2009, 09:31:01 pm »


for example I move my healthy units of Anubi Warriors into a pinch (normaly would cause a route check but I instead get a reckless charge counter).  My unit will now enter into combat this round with stats of (6)5/7|2/2 (this unit doesnt look so week anymore does it).  But now before the attacks actually happen i bring a second unit into contact with one of the enemies units (hopefully a low morale unit) currently pinching my first unit. The enemy unit goes running off in precombat checks because it is pinched.  Now As a result of all of this the first unit I moved is stronger this attack and no longer pinched.  Going even further still when the remaining enemy unit makes it's counter attacks I can use my spellcasters to remove the reckless fury marker and my def goes back up (3/2).  Granted this is RIDICULOUSLY ideal circumstances but it does show you some unique tactics you could use with these units.

I'm not sure you can do all that. I thought there was a rule preventing a final rush into a pinch.

Also I thought that if Units A1 and A2 are pinching B1 and B2 engages A2, I thought the rule was that B1 is no longer "pinched" but neither is A2.

From the 2.3 rules: A unit is pinching if "it is engaged with *exactly one* enemy unit that is also being engaged on another side" (emphasis mine). Hmm... I guess I'm not sure.

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NegativeZer0
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« Reply #6 on: February 12, 2009, 09:25:18 pm »


for example I move my healthy units of Anubi Warriors into a pinch (normaly would cause a route check but I instead get a reckless charge counter).  My unit will now enter into combat this round with stats of (6)5/7|2/2 (this unit doesnt look so week anymore does it).  But now before the attacks actually happen i bring a second unit into contact with one of the enemies units (hopefully a low morale unit) currently pinching my first unit. The enemy unit goes running off in precombat checks because it is pinched.  Now As a result of all of this the first unit I moved is stronger this attack and no longer pinched.  Going even further still when the remaining enemy unit makes it's counter attacks I can use my spellcasters to remove the reckless fury marker and my def goes back up (3/2).  Granted this is RIDICULOUSLY ideal circumstances but it does show you some unique tactics you could use with these units.

I'm not sure you can do all that. I thought there was a rule preventing a final rush into a pinch.

If my recollection is correct a unit will try to avoid pinches during a final rush but nothing says you cant do it intentionally.

Also I thought that if Units A1 and A2 are pinching B1 and B2 engages A2, I thought the rule was that B1 is no longer "pinched" but neither is A2.

From the 2.3 rules: A unit is pinching if "it is engaged with *exactly one* enemy unit that is also being engaged on another side" (emphasis mine). Hmm... I guess I'm not sure.

only one of the units causing the pinch has to be only engaged on one side.  the other unit involved in the pinch just doesn't get the bonus. 
Example:  Assume 4 units are in a line all of which are engaged.  letters one team numbers the other
A 1 B 2
A is pinching 1
2 is pinching B
B is not pinching 1
1 is not pinching B




« Last Edit: February 28, 2009, 01:47:45 am by NegativeZer0 » Logged

Quote from: Chad_YMG
Cards are definitely good to have, but I like punching my opponent in the face, too!
gull2112
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From the RUSH faction


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« Reply #7 on: February 12, 2009, 10:21:52 pm »

I believe the rule about final rushing and pinching means that you can stagger the final rushing unit so that it doesn't actually touch a unit with its flank. In which case it hasn't final rushed into a pinch. Now, on the next turn, that not-quite-pinching unit will be close enough that it will be unable to final rush any unit besides the one that just refused it a pinch, so in fact, that unit will get pinched, unless the player spends a command action to stop it from final rushing; unless, of course, it is on hold, or has some other non "close" order already. All highlighted text is extraneous and rambling. Wink
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Quelmotz
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« Reply #8 on: May 05, 2009, 06:50:33 am »

Interesting ideas, but could you make it clearer, something like this format for reading clarity. It really hurts my eyes to read such small text in a weird format.

Name: Offense: (1) 1/1 Defense: 1/1 Range:- Courage: 10 MC: 2.5" Health: 3-3-3
"Fearsome", etc. Other statistics and combat modifiers like impact hits, equipment and flavour text.

Just an example, if you change it it'll make it much easier to read.

I'm not trying to criticize your ideas, its just that it is very very hard for me to read it.
« Last Edit: May 06, 2009, 02:13:38 am by Quelmotz » Logged

"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones." - Albert Einstein
NegativeZer0
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« Reply #9 on: May 06, 2009, 08:22:23 pm »

that should be better no more bleeding eyes
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Quote from: Chad_YMG
Cards are definitely good to have, but I like punching my opponent in the face, too!
Quelmotz
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« Reply #10 on: May 07, 2009, 03:50:49 am »

that should be better no more bleeding eyes

Thanks  Grin

Firstly, this army sorts of reminds me of lizardmen, with the "first stage" anubi, "second stage" baset ,"third stage" wadget, and also a few other big guys.

The carrion swarm seems quite interesting, but it doesn't seem to serve any purpose, though the digging ability is nice. (Cool 3/3 is going to average 0.2 or so damage on 2/2 guys, and that is totally rubbish. Once in a while you might get a nice roll with lots of ones but that makes them sort of like goblin bomb chucker...unreliable but hilarious. I think the digging below enemy ability is made to solve this problem as it can rear attack+pinch, making it (Cool 5/5 which is a HUGE improvement. (Cool 4/4 would be good enough as a matter of fact. Overall, interesting unit. I'd like to see what kinds of tactics players come up with using this unit.

Also, I wouldn't make the sphinx fearsome or with such high power. I'd make a kind of riddle thingy, take a "quiz" check or something. If you fail, some kind of weird effect like maybe one damage, one poison wound, etc etc.

Another point is the giant scorpion will really suck in damage after the charge turn. It isn't going to do anything with 3 attack dice (compare to GWE 4 attack dice). 2/4 defence is amazing tanking ability, but I'm not sure if a huge scorpion is so hard to hit... unless it digs. I'd give it more skill, maybe (3) 6/7 but 1/4. The digging ability combined with the scorpion will make a REALLY deadly combo IMO. Its practically undefeatable when rear attacking, with a health bar of 10 and 1/4 defence, and the enemy is suffering from attacking to the back. (3) 7/8 while rear attacking is amazing, hitting an average of near 2, + 3 impact hits!!!

Overall, I would say this army is very interesting, and has some nice abilities, but I'm rather worried that poison would be very luck-based. Maybe a removal of poison after 2 damage of poisoning has been done?
« Last Edit: May 08, 2009, 01:36:24 am by Quelmotz » Logged

"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones." - Albert Einstein
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