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Author Topic: New Faction Idea - Celtic Druids  (Read 4378 times)
Quelmotz
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« Reply #30 on: May 29, 2009, 01:28:05 am »

Great ideas  Cheesy

Nice flavor and command cards. I like the seers/druids/fair folk a lot. It reminds me of Umenzi Spellcasting. The wild huntsmen unit is also really cool. It takes a lot of strategy to use well, but IMO it will be an excellent unit in the hands of a master. Though some rebalancing to make it not as fragile might be good.

May I borrow some of your ideas to use for my army?
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"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
lazyj
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« Reply #31 on: May 29, 2009, 09:31:29 am »

Absolutely, feel free. I plan on posting a revised version in the next month or so. I'm working on testing a lot of changes proposed by the fine members of this forum.

The problem with the Huntsmen is that I think I'm trying to do too much in one unit. We'll see if they survive the final cut.
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Quelmotz
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« Reply #32 on: May 30, 2009, 01:12:34 am »

Absolutely, feel free. I plan on posting a revised version in the next month or so. I'm working on testing a lot of changes proposed by the fine members of this forum.

The problem with the Huntsmen is that I think I'm trying to do too much in one unit. We'll see if they survive the final cut.


Thanks  Smiley
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"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
Quelmotz
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« Reply #33 on: June 01, 2009, 01:49:05 am »

I've got an idea for the huntsmen. Why not make them something like this:

Wild Huntsmen: Offense: (7) 5/7 Defense: 0/2 Range:- Courage: 13 MC: 5" Health: 2-2-2
(+0) +1/+0 and +0/+2 while charging (this replaces the normal charging bonuses). Or something like that? Since they have an amazing (ok not that amazing) 0/4 while they're charging, they won't die that easily, but with (7) 6/7 and 1 impact hit, they're more than likely to kill anything on the charge. But they'll be in SERIOUS trouble if they don't due to their fragility. This makes them require skill (and luck Tongue), as the general has to pick its targets carefully. If he picks a very tough customer, the wild huntsmen might not be able to kill whatever it has to on the charge, resulting in disastrous consequences. However, if he picks a weak target, the wild huntsmen will beat it up badly and rout, wasting his command actions to make him pick a new target. That was what I meant by it will be a highly strategically demanding unit.

***I'm not sure about the courage, MC and health, so I think you can just keep it whatever way you intended.
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"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
lazyj
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« Reply #34 on: September 14, 2009, 05:13:48 pm »

Thread Necromancy!  Wink

Couple of Unit Ideas to bounce off my esteemed forumites. I got to messing around with these guys again.

I didn't like the way the Huntsmen thing was going. So I changed them out for Bull Riders. (4)4/6 0/3 C:9 M:5" 3/2/1 - Must be given Close Standing Order with no modifiers. Gains (+2)0/0 while in the Yellow and (+4)0/0 while in the Red.

Also my Seers and Druids needed some sprucing up. While they will both have the ability to use the Druidic Magic (however that turns out), they get some other bonuses. Tentatively:

Seers: During M&C Phase you may spend a Command Action to draw a random Command Card from your Opponent's Hand and place it face up on table. At any time during their M&C phase, a Seer may take 1 point of damage to discard a face up command card. Once per turn any Friendly unit within 7" of Seers may change one die to a "2" or a "5".

Druids: In the M&C Phase, once per Druid, you may discard a Command Card to draw a new Command Card. This does not require a Command Action.

The idea is the a Seer is like a weak Shaman, while the Druid is more like an Elementalist in terms of combat ability. Perhaps not in the range factor though - undecided about that.

Thanks for your feedback!
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gull2112
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« Reply #35 on: September 15, 2009, 07:40:30 pm »

My only issue for the 0/2 defense is that I think the 2 is too high, 2 usually requires armor and I am assuming the huntsmen don't wear any. I also don't believe that a zero is quite right for defense skill. I would say a 1 (down from an average two score) due to being offense oriented. I also think that seven dice for only 6 damage boxes is too much. I would rather they had a (5)-6-5 stat with a (+2)-0-+2 charge modifier to give the feeling that you are describing. I would then add some rage style command cards (green) that added (+1)-0-+1 on the charge to multiple units (say 3 for instance) and call the card "Sound the Hunt!". This would allow other CD units to sort of acquire near huntsmen like abilities, or make huntsmen way awesome.

My EU.02
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lazyj
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« Reply #36 on: September 15, 2009, 11:08:56 pm »

I'm moving from Huntsmen to Bull Riders - so I'm trying to model the fact that barbarians on bulls would be kind of scary, but start wounding the bulls and that gets them crazy and angry.

I have them at 0/3 currently for defense, based on the Carthaginian elephants with the assumption that they weren't *quite* as difficult to wound. Maybe I should make them equivalent though. My tentative mental picture is semi-armored humans on top of Bulls with some sort of barding. The bulls are easy to hit, but tough to wound.

The idea offensively is that they start out with a decent attack but few dice, but if they get wounded they *gain* dice instead of lose them. So even though they're almost destroyed with only one red hit box, they're actually attacking at (+2)0/0 from their base stats. I was also debating giving them an impact hit every turn, trying to simulate the bulls jumping and twisting like a rodeo bull with its testicles in a knot.

Maybe they should start at (4)4/6 2/3 in the Green, go to (5)4/6 1/3 in the Yellow and end at (6)4/6 0/3 in the Red. So when they're calm the riders can block a bit, but when they get hurt the bulls just go buck wild.
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Quelmotz
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« Reply #37 on: September 19, 2009, 12:52:44 am »

Interesting idea about the bull riders.

IMO the bulls shouldn't have lowered defense. Maybe they start at 1/3 defence? What I think should be lowered is offensive skill since they can't be properly controlled by the riders and will go out of control and be quite easy to dodge, but if they hit it will cause severe damage. I'm not very sure about this though.
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"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
lazyj
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« Reply #38 on: October 15, 2009, 02:01:27 pm »

I've finally found it!

This whole faction has been missing something - a cool hook that makes you instantly identify with them. The chariots and bullriders were close, and the seers were almost what I was looking for, but it recently hit me:

The Druids.

They were supposed to be the centerpiece of the faction, but instead they were just... blah.

So I came up with (what I think is) a killer idea. What is it? Well I need to playtest this weekend, but I will post on Monday along with a revised stat line. It's like nothing yet published in BG I can promise that. And it is thematic too!

Stay tuned!  Grin
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Quelmotz
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« Reply #39 on: October 16, 2009, 04:16:24 am »

You'd be a good television advertiser.  Grin
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"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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