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Author Topic: Fan Faction: Centaur League  (Read 2563 times)
Niko White
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A tíro nin, Fanuilos!


« on: June 17, 2009, 12:47:54 am »

The Centaur League

Finally roused to action by the depredations of human "civilization" on the edges of their woodland homes, the great Centaur philosophers and omen-readers have gathered their forces.  Joined by sympathetic humans and elves who share their wilderness homes, they issue forth with a thunder of hooves, burning logging camps and putting villages in sylvan glens to the torch.  Mighty warriors of the wild, the Centaurs are devastating, but few in number, relying on their woodland allies to bolster their numbers...or their raw fury and devastating power to carry the day.

The Centaur League is a full fan faction for Battleground.  This is version 1.0.  As a result, nothing is yet tested and I can't assure you that everything is fair and balanced!  Feedback is very welcome.  I'll try to do up some playtest proxies when I have a moment, but if you want them feel free to PM me and nag, it couldn't hurt!  Grin

As always, points costs are the result of my own attempts; only Chad can give the word on what these units would cost were they official, though I'm pretty sure my guesses will be a reasonable starting point.

Centaur League Units

Sylvan Foot (Human and Elven barbarians with dual swords)
(7) 5/5  2/1  R --  M 5"  C 12
Equipment: Leather armor, dual swords.
Core -- 230 Points
5/3/2

Centaur Scouts
(6) 5/5*  2*/2  R --  M 7"  C 12
Cavalry, Cavalry Charge
Equipment: Spears, shields.
Core -- 275 Points
3/2/2

Rangers (think Aragorn in the the LOTR movie; bow and greatsword badasses)
(4*) 6/5*  2*/1  R 14"  M 5"  C 12
A (+1) +0/+1 while engaged.
D +1/+0 vs Ranged
Equipment: Leather armor, bows, greatswords.
Core -- 354 Points
4/2/2

Centaur Warriors
(6) 5/6*  1*/3  R --  M 5"  C 12
Cavalry, Cavalry Charge
Equipment: Heavy lances, banded mail.
Core -- 286 Points
3/3/2

Centaur Archers
(4*) 5*/5*  1/2  R 14"  M 6"  C 12
Cavalry (No special charge)
No move and shoot penalty.
A (-0) -2/-2 while engaged.
Core -- 216 Points
3/2/1

Centaur Dragoons
(4*) 6/5  1*/2  R 14"  M 6"  C 12
Cavalry (No special charge)
A (+1) +0/+0 and D +1/+0 while engaged.
Equipment: Bows, Shields, and Axes.
Standard -- 352 Points
3/2/1

Centaur Adventurers
(3) 6/5  3*/2  R--  M 6"  C 12
Cavalry, Cavalry Charge
Equipment: Shields, swords.
Standard -- 231 Points
3/2/1

Dryads
(3) 6/4  3/1  R *  M 5"  C 12
Ignores Forest MC penalties, D +1/+0 while in Forest terrain.
Spells:
  -Wild Growth: Cast during Combat.  Place a Forest card within 14".  (Included Forest card is unit sized.)
  -Forest Walk:  Cast during Movement and Command.  Instead of moving this turn, place Dryads or a friendly unit within 3.5" completely within a Forest within 14".
  -Grasping Branches:  Cast during Combat.  Make a (4) 5/6 melee attack against a unit inside or within 2.5" of a Forest within 14".  The target unit gets -1 MC next turn.
Standard -- 168 Points
3/2/1

Shambling Mounds
(5) 5/6  1/3  R --  M 5"  C 11
Large, Fearsome, Stupid.
Regenerates one damage at the start of each movement and command it is engaged.
Standard -- 292 Points
5/4/3

Centaur Cavalry (these are wildernes-y humans mounted on centaurs both armed with spears!)
(8 ) 6/6*  3*/3  R --  M 5"  C 12
Cavalry, Cavalry Charge.
Equipment: Shield, Lance, Banded Mail.
Elite - 555 Points
3/2/2

Centaur Marksmen
(4) 7*/6*  0/2  R 21"  M 5"  C 12
Cavalry (No charge bonus)
A (-0) -3/-3 while engaged.
Elite -- 446 Points
2/2/1

Shambling Mountain
(5) 5/7  1/4  R --  M 6"  C 13
Colossal, Terrifying, Stupid.
No army ability.
Regenerates one damage at the start of each movement and command that it is engaged.
Elite -- 560 Points
8/4/4

Faction Ability

Sylvan Step: You may spend a command action to mark the Sylvan Step box on one of your units.  While the box is marked, the unit gets +1 courage.  When that unit's MC would be reduced for any reason, decrease the total reduction to MC by 1.  (This includes terrain or maneuver reductions.)

Unique Command Cards

Ride for Glory (2): Play during your movement and command phase or any courage phase.  Change the orders of up to two of your units to close (you can modify this if you like.)  Each of those units gets +1 MC and C +2 this turn.

Beneath Our Hooves (2): Play during an attack, before rolling to hit.  Your unit gets (+2) +0/+0 this turn.  If that unit is charging, it gets an additional (+1) +0/+0 this turn.

Omen of the Moon (1):  Play during an attack, before the opponent rolls for damage.  Your unit gets D +0/+1 this attack.  Look at the top 4 cards of your command deck.  Put any number of them on the bottom and rearrange the rest as you see fit.

Omen of the Sun (1): Play during an attack, before you roll for damage.  Your unit gets A (+0) +0/+1 this attack.  Look at the top 4 cards of your command deck.  Put any number of them on the bottom and rearrange the rest as you see fit.

Inspiring Heroics (1): Play when one of your units deals damage in an attack.  Draw a command card for each damage your unit dealt, to a maximum of your number of command actions per turn.

Thirst for Revenge (1): Play when one of your units takes damage in an attack.  Draw a command card for each damage the enemy unit dealt, to a maximum of your number of command actions per turn.

Unbroken Ride (2): Play during an attack, before the opponent rolls to hit.  Play only on an engaged unit.  The opponent's unit gets A (-1) -1/-0 this attack.  If your unit is charging, the opponent's unit gets an additional A (-0) -0/-1 this attack.
« Last Edit: June 19, 2009, 08:33:49 am by Niko White » Logged
Quelmotz
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Posts: 554


The berserker


« Reply #1 on: June 17, 2009, 01:34:30 am »

The Centaur League

Finally roused to action by the depredations of human "civilization" on the edges of their woodland homes, the great Centaur philosophers and omen-readers have gathered their forces.  Joined by sympathetic humans and elves who share their wilderness homes, they issue forth with a thunder of hooves, burning logging camps and putting villages in sylvan glens to the torch.  Mighty warriors of the wild, the Centaurs are devastating, but few in number, relying on their woodland allies to bolster their numbers...or their raw fury and devastating power to carry the day.

The Centaur League is a full fan faction for Battleground.  This is version 1.0.  As a result, nothing is yet tested and I can't assure you that everything is fair and balanced!  Feedback is very welcome.  I'll try to do up some playtest proxies when I have a moment, but if you want them feel free to PM me and nag, it couldn't hurt!  Grin

As always, points costs are the result of my own attempts; only Chad can give the word on what these units would cost were they official, though I'm pretty sure my guesses will be a reasonable starting point.

Centaur League Units

Sylvan Foot (Human and Elven barbarians with dual swords)
(7) 5/5  2/1  R --  M 5"  C 12
Equipment: Leather armor, dual swords.
Core -- 230 Points
5/3/2

Centaur Scouts
(6) 5/5*  2*/2  R --  M 7"  C 12
Cavalry, Cavalry Charge
Equipment: Spears, shields.
Core -- 275 Points
3/2/2

Rangers (think Aragorn in the the LOTR movie; bow and greatsword badasses)
(4*) 6/5*  2*/1  R 14"  M 5"  C 12
A (+1) +0/+1 while engaged.
D +1/+0 vs Ranged
Equipment: Leather armor, bows, greatswords.
Core -- 354 Points
4/2/2

Centaur Warriors
(6) 5/6*  1*/3  R --  M 5"  C 12
Cavalry, Cavalry Charge
Equipment: Heavy lances, banded mail.
Core -- 286 Points
3/3/2

Centaur Archers
(4*) 5*/5*  1/2  R --  M 6"  C 12
Cavalry (No special charge)
No move and shoot penalty.
A (-0) -2/-2 while engaged.
Core -- 216 Points
3/2/1

Centaur Dragoons
(4*) 6/5  1*/2  R --  M 6"  C 12
Cavalry (No special charge)
A (+1) +0/+0 and D +1/+0 while engaged.
Equipment: Bows, Shields, and Axes.
Standard -- 352 Points
3/2/1

Centaur Adventurers
(3) 6/5  3*/2  R--  M 6"  C 12
Cavalry, Cavalry Charge
Equipment: Shields, swords.
Standard -- 231 Points
3/2/1

Dryads
(3) 6/4  3/1  R *  M 5"  C 12
Ignores Forest MC penalties, D +1/+0 while in Forest terrain.
Spells:
  -Wild Growth: Cast during Combat.  Place a Forest card within 14".  (Included Forest card is unit sized.)
  -Forest Walk:  Cast during Movement and Command.  Instead of moving this turn, place Dryads or a friendly unit within 3.5" completely within a Forest within 14".
  -Grasping Branches:  Cast during Combat.  Make a (4) 5/6 melee attack against a unit inside or within 2.5" of a Forest within 14".  The target unit gets -1 MC next turn.
Standard -- 168 Points
3/2/1

Shambling Mounds
(5) 5/6  1/3  R --  M 5"  C 11
Large, Fearsome, Stupid.
Regenerates one damage at the start of each movement and command it is engaged.
Standard -- 292 Points
5/4/3

Centaur Cavalry (these are wildernes-y humans mounted on centaurs both armed with spears!)
(8 ) 6/6*  3*/3  R --  M 5"  C 12
Cavalry, Cavalry Charge.
Equipment: Shield, Lance, Banded Mail.
Elite - 555 Points
3/2/2

Centaur Marksmen
(4) 7*/6*  0/2  R 21"  M 5"  C 12
Cavalry (No charge bonus)
A (-0) -3/-3 while engaged.
Elite -- 446 Points
2/2/1

Shambling Mountain
(5) 5/7  1/4  R --  M 6"  C 13
Colossal, Terrifying, Stupid.
No army ability.
Regenerates one damage at the start of each movement and command that it is engaged.
Elite -- 560 Points
8/4/4

Faction Ability

Sylvan Step: You may spend a command action to mark the Sylvan Step box on one of your units.  While the box is marked, the unit gets +1 courage.  When that unit's MC would be reduced for any reason, decrease the total reduction to MC by 1.  (This includes terrain or maneuver reductions.)

Unique Command Cards

Ride for Glory (2): Play during your movement and command phase or any courage phase.  Change the orders of up to two of your units to close (you can modify this if you like.)  Each of those units gets +1 MC and C +2 this turn.

Beneath Our Hooves (2): Play during an attack, before rolling to hit.  Your unit gets (+2) +0/+0 this turn.  If that unit is charging, it gets an additional (+1) +0/+0 this turn.

Omen of the Moon (1):  Play during an attack, before the opponent rolls for damage.  Your unit gets D +0/+1 this attack.  Look at the top 4 cards of your command deck.  Put any number of them on the bottom and rearrange the rest as you see fit.

Omen of the Sun (1): Play during an attack, before you roll for damage.  Your unit gets A (+0) +0/+1 this attack.  Look at the top 4 cards of your command deck.  Put any number of them on the bottom and rearrange the rest as you see fit.

Inspiring Heroics (1): Play when one of your units deals damage in an attack.  Draw a command card for each damage your unit dealt, to a maximum of your number of command actions per turn.

Thirst for Revenge (1): Play when one of your units takes damage in an attack.  Draw a command card for each damage the enemy unit dealt, to a maximum of your number of command actions per turn.

Unbroken Ride (2): Play during an attack, before the opponent rolls to hit.  Play only on an engaged unit.  The opponent's unit gets A (-1) -1/-0 this attack.  If your unit is charging, the opponent's unit gets an additional A (-0) -0/-1 this attack.

Curse you!!  Angry

Great job, actually, but I won't say it. What? I'm saying it now?  Tongue

The faction ability seems quite crappy IMO.  Tongue But since we both share the weakness of making rather crappy faction abilities...

I'll comment if you comment on my barbarian army first  Tongue Grin
http://yourmovegames.com/forum/index.php/topic,846.0.html - see 3rd page for revised edition.
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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
Niko White
Celestial Guard
Administrator
Hero Member
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Posts: 2187


A tíro nin, Fanuilos!


« Reply #2 on: June 17, 2009, 07:17:31 am »


I'll try to look at the Barbarians sometime, heading out now though.

I dunno about the faction ability; I kind of feel like mini-maneuver-mastery might be really cool, but yeah, it is one I want to test.
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ZiNOS
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Posts: 567



« Reply #3 on: June 17, 2009, 08:00:27 am »

Why not a mini war elephant? Centaur with javelin armed human on his back.

Or a centraur iwth two of your halfilings on his back for double attacks. Cheesy
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Niko White
Celestial Guard
Administrator
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Posts: 2187


A tíro nin, Fanuilos!


« Reply #4 on: June 17, 2009, 08:01:49 am »

Why not a mini war elephant? Centaur with javelin armed human on his back.

Or a centraur iwth two of your halfilings on his back for double attacks. Cheesy

What, the Centaur Cavalry aren't enough points for you already? Wink
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ZiNOS
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« Reply #5 on: June 17, 2009, 08:09:30 am »

COME ON! YOU can break the 600 pts barrier! (for a non monster unit that is).

Maybe make them 3/4?

Imagine a centaur in full armour like a cataphract or something!

BTW, if i have time, i will make your proxies. Check mine on the Sons of Cronos thread, i think that you will find the format, vaguely familiar Wink.
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Niko White
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Posts: 2187


A tíro nin, Fanuilos!


« Reply #6 on: June 17, 2009, 08:12:20 am »


You're welcome to if you like, I can do it too, it is just that I am moving house and have a busy day coming so even making the faction was probably more time than I should have spent, so I might not get to them for a bit Wink
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ZiNOS
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« Reply #7 on: June 17, 2009, 08:17:35 am »

ok, will probably do them tomorrow night EET (Eastern European time)!!!
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GoIndy
Playtester
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Posts: 204



« Reply #8 on: June 17, 2009, 08:20:33 am »

Well, you'll have a real mobile army, but man will they be outnumbered.
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Niko White
Celestial Guard
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Posts: 2187


A tíro nin, Fanuilos!


« Reply #9 on: June 17, 2009, 08:21:55 am »

Well, you'll have a real mobile army, but man will they be outnumbered.

Yeah, I'm sort of eager to try them out and see if they work at all.  This was my big worry with trying to make a Centaur army (as opposed to an army that just had Centaurs as a sub-theme): they're so hard to make affordable!
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crantastic
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WWW
« Reply #10 on: June 17, 2009, 11:55:55 am »

The Centaur League

I assume these are the majors, two conferences, how many divisions per conference? what about the farm leagues? might be able to pick up some lower point units there...
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Quelmotz
Hero Member
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Posts: 554


The berserker


« Reply #11 on: June 17, 2009, 08:57:20 pm »


I'll try to look at the Barbarians sometime, heading out now though.

I dunno about the faction ability; I kind of feel like mini-maneuver-mastery might be really cool, but yeah, it is one I want to test.

Muahahaha! My evil plan is finally working!  Tongue

Where's the freaking evil laugh emote?!?
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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
Wyldeirishman
Newbie
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Posts: 8


« Reply #12 on: June 17, 2009, 11:51:48 pm »

Man, I LOVE the idea of a Centaur faction! Grin

 The only issue that I am seeing has to do with the overall theme. While it's very cool, it seems somewhat derivative of the Ravenwood faction that has preceded it, combined with a bit of the Wildmen from the M&M faction to boot.

Also, is there a self-respecting centaur that would allow themselves to be ridden into battle? The concept of renting themselves out as cavalry seems, well...redundant. (even though Glenstorm did it in 'Prince Caspian,' that was for sheer survival reasons, as opposed to battle technique)

What about mixing different breeds of horse-types for a truly all-centaur league? One could imagine massive Clydesdale-hybrids weilding enormous stone axes, or dark, sleek Arabian-hybrids built for speed and attacking with swift strokes of twin sabres. Maybe they could be supplemented by Satyr bowmen, or even accompanied by Griffins as AirCav, in keeping with the 'hybrid' theme.

I think you're on to something great with this idea, and while I've neither the time nor the patience required to sift through all of the particulars of it, I hope some fruit will be born from it...

...because the mere thought of an army of centaurs racing across my tabletop is enough to make my head spin, and I'm not willing to spend the $$$ for the small handful of them in each of the Ravenwood rienforcement decks.  Shocked
« Last Edit: June 18, 2009, 08:18:56 pm by Wyldeirishman » Logged
Quelmotz
Hero Member
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Posts: 554


The berserker


« Reply #13 on: June 19, 2009, 02:41:23 am »

It's strange, but why do centaur archers and dragoons have Range: - ??

Note: The dragoons' equipment include bows.

And the centaur archers smell of wildmen horse archers.
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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
ZiNOS
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Posts: 567



« Reply #14 on: June 19, 2009, 08:03:47 am »

Well i should be updating my sons of cronos list (check the top of the page for the unit and command cards of them at their post), but since i promised, here is the unit cards for the centaur league. Command cards to follow. I had the range ?? to 14''

http://www.filefactory.com/file/ag73aa3/n/Centaur_League_units_doc

IUf Niko gives the actual totals of the cards, i can make the file like a deck should be.
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