Looking at all the factions, we don’t seem to have any that are strongly offensive. Usually, the units with strong offensive stats also have at least a decent defense. For example, I think the worst defense of any (5) 5/5 unit is 1/2. I was thinking it’d be interesting to explore a faction with limited defensive options, but great attack stats. A Viking theme seemed to fit the description. I thought humans are a little boring
, so I was thinking of other races that could fit the theme when I came across the Naga.
Hannibal recently posted the Corrigan faction, which is another sea-faring raiding faction. We could change the flavor for this faction, or maybe just say these factions hate each other. Corrigan vs. Naga for all the plunder?
This post is to throw out this faction as a preliminary idea. I'm still a newbie, so a lot of this is going to be pretty rough. I also don’t have access to the master costing spreadsheet, so my point cost targets may be wildly off!Fluff:
In towns all along the coast, the naga were a story mothers told to their children to get them to behave. “Eat your vegetables, Timmy, or the naga will come for you!” Timmy would eat his vegetables, then wonder what happened when the naga swept through his town anyway, burning and pillaging anything they could find.
The naga are a once-aquatic serpentine race which adapted itself for terrestrial life tens of thousands of years ago. Despite remaining quite capable in the water for limited periods of time, the naga are most suited for life on land and require boats to travel long distances in water. The naga are terrors on the sea and frequently raid the coastal cities of the other races. They're equally effective on land, though they don’t have as great of an advantage over their enemies as they do on the water.
In battle, the naga are noted for their brutality. In hand-to-hand combat, the naga are strong and bloodthirsty warriors. Their ranged firepower is equally strong. Being trained for ship-to-ship combat, naga archers find it much easier to aim when the ground beneath them does not move. In the heat of combat, the naga often give in to their battle-lust, throwing themselves at their enemies with reckless abandon. The naga have also domesticated massive turtles that crush everything in its path.
Fortunately, the naga have exploitable weaknesses. Their seafaring lifestyle and cultural pride limits the armor they wear, and their general disregard for self-preservation makes them easy to kill. Only the elite Naga troops with their tougher scales and the domesticated turtles can survive prolonged fighting. The naga also don’t have the benefit of fast mounts, which limits their mobility and their ability to quickly break through enemy lines.Crunch:
The central idea behind the naga is great offense stats, but poor defense stats. The naga tend to have great offensive stats, especially power, across the board. Unlike most other factions, their basic “generic line filler” should fall quickly, but put several points of damage on their opponents before doing so. However, their units will have very poor defensive stats across the board. Their more expensive units can have higher toughness with a 1/2 or rarely a 1/3 profile, and some specialized speed units can have higher evade stats. Still, it should be fairly easy to kill naga units. One thing about the naga is while they have great attack stats, they don’t really have a strong breakthrough melee unit. They don’t have a good cavalry or javelin throwers.
For ranged attacks, I’d like the naga to have a (4) 5/5 archer that suffers no penalty for move and shoot. They’re masters of ship-to-ship combat, so it makes sense for the naga to have some good ranged attack options. If we want to add more, other ideas for ranged attackers include spellcasters and siege weapons, both of which are important in fantasy naval combat.
The naga don’t have cavalry. Instead, their speed units consist of faster and lighter naga. These will be the only units with evade greater than 1, and won’t have toughness higher than 1. Even though they move faster, they still won’t get impact hits. Alternatively, we could make the naga more like the Umenzi and not give them any fast units.
For more defensive units, the naga have giant turtles at a 0/3 or 1/3 defensive profile and a poor (relatively speaking) attack profile. I envision a squad of turtle-riders being their only reasonably-priced tank units, with the significant drawback of moving 2.5”. Naga generals will have to decide between a reckless attack with a powerful but easily-killed line, or bring turtle-riders which will limit their army’s mobility. In addition, the naga can field colossal tortoises. These could be difficult-to-control solo units like the T-Rex, or we could attach a “howdah” with naga archers like the Giant War Elephant and say the naga ride them like a ships on the sea.
For their faction ability, the naga have a checkmark to give them berserking. As a limitation, it must be played at the beginning of the movement phase before any units move. It would give them auto-pass courage at the costs of being uncontrollable. If that’s too good, maybe we could also take away 1 defense skill and add a die on attack. Of course, I think they should also get bonuses for moving in water.Faction Ability:
Berserking: You may spend a Command Action empower one of your units with Berserking. That unit gains A(+1) +0/+0, D -1/-0, passes all Courage Checks, and always has the “Close” Standing Order and may not be given a Standing Order Modifier or be Directly Controlled.
Water: Naga units don’t suffer the MC penalty from Shallow Water, Deep Water, or Very Deep Water terrain. Naga units can move through impassable Deep Water or Very Deep Water terrain with a -2 MC penalty. (Note this benefit does not apply to River Rapids.)Units:Weaker Line Units
Target Point Cost: low to mid 100’s
Attack: (5) 5/6 Defense: 1/0 Courage: 11 Move: 3.5” Health: 3/2/3The basic line unit of the naga. Unlike other races’ generic line units, these guys hit hard but die fast. I see them as Naga without strong scales, and also more of a mob than an organized fighting squad.
Target Point Cost: mid to high 100’s
Attack: (5) 6/6 Defense: 1/0 Courage: 11 Move: 3.5” Health: 3/2/3The slightly more expensive basic line unit. Better against high evade factions. Maybe some other stats could be tweaked as well here. Probably one of the first units on the cutting block.
Target Point Cost: low to mid 200’s
Attack: (5) 6/6 Defense: 1/1 Courage: 12 Move: 3.5” Health: 4/3/3These guys are better-trained warriors, as represented by their higher courage and health.Stronger Line Units
Naga Shock Troops
Target Point Cost: low 300’s
Attack: (6*) 6*/6 *Defense: 1/2 Courage: 12 Move: 3.5” Health: 4/3/3
1 Impact Hit. A(-1) -0/-0 while Charging. A(+0) +1/+0 vs. Cavalry and/or Large units. A(+0) +0/+2 while Holding vs. Charging Cavalry and/or Charging Large units.These guys wield long spears, with the Impact Hit representing their superior reach. They are the only units with impact hits in this faction.
Naga Myrmidon (Elite)
Target Point Cost: high 300’s
Attack: (5) 6/7 Defense: 1/3 Courage: 13 Move: 3.5” Health: 4/3/3The elite soldiers of the naga. Great offense, and actually decent defense.Speed Units
Target Point Cost: mid-to-high 100’s
Attack: (4) 6/6 Defense: 3/0 Courage: 11 Move: 6” Health: 2/2/1By “Darters”, I mean speedy, not dart-throwing. Suggest a better word if you have one. There’s fewer of these guys so they don’t have much health.
Target Point Cost: right under or around 100
Attack: (3) 5/6 Defense: 2*/0 Courage: 10 Range: 5” Move: 6” Health: 2/1/2
Skirmisher. Range attack uses the Javelin rule. D +2/+0 vs. ranged attacks.We could use these skirmishers to represent the speedy Naga. These guys would be better than the historical guys because they’re stronger and faster, but they have much less health. These guys could also serve to screen against ranged attacks, which this faction otherwise seems quite vulnerable to, so I gave it higher evade.Ranged Units
Target Point Cost: high 100’s
Attack: (4) 5*/5* Defense: 1/0 Courage: 11 Range: 14" Move: 3.5” Health: 3/2/2
No penalty for Move and Shoot. A(-0) -2/-2 while Engaged.The idea is these guys/ladies are trained to shoot while on a rocking boat, hence the no penalty for Move and Shoot.
Naga Flame Archers (Elite)
Target Point Cost: mid to high 300’s
Attack: (4) 5*/6* Defense: 1/0 Courage: 11 Range: 14" Move: 3.5” Health: 3/2/2
No penalty for Move and Shoot. A(-0) -2/-2 while Engaged. If Naga Flame Archers deals at least 1 damage to a unit in combat this turn, that unit must make a rout check in the next Courage Phase.Oh SHIT fire fire FIRE!!!
Also, NO idea about point cost here. It should probably be on the expensive side. And it definitely has to be elite.Turtles
Target Point Cost: high 100’s
Attack: (3) 6/6 Defense: 1/3 Courage: 13 Move: 2.5” Health: 4/2/2
Large. Cannot be empowered with Berserking.The only thing resembling tanks in this entire faction, and even these guys can put out some OK damage. Problem is they’re really slow, so it’s not a no-brainer to add these in the army. I’m tempted to reduce the attack stats and make defense 1/4, but I don’t know what that’ll do to the point cost.
Colossal Snapping Turtle (Elite)
Target Point Cost: mid to high 400’s
Attack: (4) 7/8 Defense: 1/4 Courage: 12 Move: 2.5” Health: 7/3/5
Colossal. Terrifying. Always has the “Close” Standing Order and may not be given a Standing Order Modifier or be directly controlled. May not be empowered with Berserking. To play Command Cards on Colossal Snapping Turtle you must first discard two other Command Cards. Colossal Snapping Turtle requires two Command Actions to Rally.A slightly worse T-Rex. These things move slow, but their bite is pretty fast. Also, they’ll definitely win their matchup, but they don’t have impact hits or many dice so it’ll probably take a few turns. The biggest problem is they’re slow, so the opponent can avoid them for a couple extra turns as well.Command Cards:
No idea. Probably one to add command actions for Berserking or use in combat after a failed rout check to Berserk the unit?