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Author Topic: Amazons: Hannibal's take.  (Read 328 times)
Hannibal
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« on: January 19, 2012, 08:01:51 pm »

Awhile back, while I was going through army design withdrawals, I sketched up some quick ideas on how I'd do the Amazons.  The other day I came back to it, and made some tweaks, and when Chad didn't object when I mentioned I'd like to post it, I decided I would.  (Chad in case you missed my comment, if this isn't something you'd like to see up here, let me know and I'll delete the thread).

Theme:

The Amazons are a society of heroes.  They aspire to be the best warriors, the most eloquent poets, the smartest mathematicians, the cleverest merchants, the most renowned farmers.  They are driven thus because the greatest of their number ascend to become demigods, and live forever in the halls of the Goddess, becoming muses to their descendants and semi-divine patrons of their society.

The Amazons are not inherently hostile with the Kingdoms of Men (as they call the other races).  In fact, the regularly invite the best from the races of Humans, Elves, Dwarves, even the likes of Orcs, and Dark Elves, to their bidecennial competition where athletes, philosophers, and warriors compete in various challenges.  Sometimes the best males find themselves involved with an Amazon woman, and many moons later, if a child is born a girl, she is usually raised in Amazon society.  If it is a boy, he is given to his father's family.  This arrangement often suits all sides involved.

However, the number of native-born Amazons is a tiny fraction of their population.  The vast majority are transplants who have headed the call of the Oathbreaker and rebelled against the traditions of their homeland.  The Oathbreaker is known by many names in many societies, but he is a male god of destroyed boundaries, be they traditions or physical obstacles.  In every land he is given his due in a secret ceremony once a year, open only to women, where they dank and drink and imbibe, free of all responsibilities and castes and tribes.  Most women return, but every year some in the band are filled with the fervor and leave their homelands.

They come to the borders of the Amazon kingdoms as members of the Choragos, wandering bands driven into ecstatic madness by dancing and chanting, led by a single Priestess of the Oathbreaker.  As the madness fades, these women enjoy a period of discovery before choosing a role in Amazon society.  A small few never recover, smoldering rage at some emotional injury that never healed driving them fully insane with hatred.  These Maenads are the touched of the Oathbreaker, given inhuman strength and immunity to pain, they can only be herded and directed and temporarily soothed by the Priestesses.

While the Oathbearer is tolerated by Amazons, for he is the psychopomp that guides women into Amazon lands, the Amazons themselves revere only the Goddess and her court of ascended heroes.  The Goddess is mistress of the moon and purity, of the bow and the hunt.  She is the epic poem and coupe de grace, the overflowing bushel and sublime equation.  She is excellence and aloof perfection in every action.  The Goddess is the maiden queen of Amazon society, and inspiration of would-be heroes of every age.


Design Notes:  First and foremost, this is a skill faction.  But that does not mean that they are High Elves, with a high statline.  Their statline is actually the most average of any unit in the game.  However, their cards and their army ability will trend in the direction of skill over power.

Towards that end, I decided to crib an idea that got tossed around in the Wuxing design of having Unique units.  This is the main theme for the army, that there are a lot of 'personal bands' of Amazons that are retinues built around one Amazon heroine, like the Greek heroes in the Iliad/Odyssey (think Achilles and his band of Myrmidons).  A player can only take one Unique unit in each army.  Beyond that, they're all Standard choices (so that if someone plays Kingdoms and has the Keep, you could literally build a 'company of heroes').
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Hannibal
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« Reply #1 on: January 19, 2012, 08:02:33 pm »

The Amazons

Arete:  Spend one Command Action to mark the Arete box.  You may erase the box during an attack, either after you or your opponent roll to hit, or after you make a Courage roll.  Increase or decrease the result of one die by 1.

Nike!:  If an engaged Amazon unit inflicts more damage than it suffers, or if it destroys all enemy units with which is was engaged, the Amazon unit gains +1 Cge this turn.


Amazon Swordswoman - Core - 192 pts
O:(5)5/5  D:2/2  Rge:-  Cge: 12  Mv: 3.5"  4G 3Y 3R
Not a one among them doesn't dream of becoming a demi-goddess.

Amazon Spearwomen - Core - 234 pts
O:(6*)5*/5*  D:2/2  R: 3.5"  C:12  M: 3.5"  4G 3Y 3R
Pila. O:(-1) -0/-0 when charging. O:(+0) +1/+0 vs. cavalry or large units. O:(+0) +0/+2 when holding vs. charging cavalry or large.
The city-state militias are the first posting for all Amazons, where they learn to become soldiers.

Amazon Vanguard Cavalry - Core - 269 pts
O:(4*)5/5*  D:2*/2  R: 10.5"  C:12  M: 6"  3G 2Y 1R
Cavalry.  Ranged attack is LOS. O:(+1)+0/+0 when engaged.  O:(+0)+0/+1 and +1/+0 when charging.
With lance and bow, these warriors defend the borders of the Amazon kingdom.

Amazon Archers - Core - 206 pts
O:(5)5*/5*  D:1/2  R: 14"  C:12  M: 3.5"  3G 3Y 2R
O:  (-0)-2/-2 when engaged.
Trained in techniques handed down by the Goddess herself, these women fill their air volley after volley.

Choragos - Standard - 112 pts
O:(8)4/4  D:1/1  R:-  C:13  M: 3.5"  3G 5Y 2R
Ecstatic  (Changing Standing Orders, taking Direct Control or Rallying this unit costs two Command Actions rather than one.) To play a Command Card, you must first discard a Command Card.  No Arete box.
Desperate times sees these crazed dancers pressed into combat.

Amazon Paragons - Standard - 475 pts
O:(5)6/6  D:3/3  Rge:-  Cge:-  Mv: 3.5"  4G 4Y 2R
Passes all Courage Checks.
One step away from ascension, these bands of warrior chose death before retreat.

Elysian Centaurs - Standard - 243 pts
O:(5)5/5*  D:2*/1  R: 3.5"  C:12  M: 7"  2G 2Y 1R
Cavalry, Centaur Javelins (always get a Javelin throw when they Charge), Impulsive. O:(+1)+0/+0 when engaged.  O:(+0)+0/+1 and +1/+0 when charging.
Elysia, the forest land to the north of the Amazon kingdom, is home to tribes of centaurs more wild and passionate (and numerous!) than those that ally themselves with the Elves.

Priestesses of the Goddess - Standard - 251 pts
O:(3)6*/5*  D:1/2  R: 14"  C:12  M: 3.5"  3G 3Y 3R
O:  (-0)-3/-2 when engaged.  Spells:  Anoint, Inspire, Prophecy.
Let the priests of other peoples go into battle unarmed.  These women carry the weapon of the Goddess, and they know how to use it.

Maenads - Elite - 244 pts
O:(5)4/6  D:0/4  R:-  C:-  M: 3.5"  4G 4Y 4R
Always on Close.  To play a Command Card, you must first discard a Command Card.  No Arete box.
These madwomen can rip a man in half barehanded, their seething rage inuring them to wounds that would fell an Ogre.

Priestesses of the Oathbreaker - Elite- 212 pts
O:(3)5/6  D:1/3  R:-  C:13  M: 3.5"  4G 2Y 2R
No Arete box.  Spells:  Frenzy, Mania, Madness.
The disciples of the Oathbreaker wield madness and their great-clubs with equal lethality.

Elder Centaurs - Elite - 412 pts
O:(4)7/5*  D:3*/2  R: 3.5"  C:13  M: 6"  3G 2Y 2R
Cavalry, Centaur Javelins (always get a Javelin throw when they Charge), Impulsive. O:(+1)+0/+0 when engaged.  O:(+0)+0/+1 and +1/+0 when charging.  Grants Foresight 2.
As they mature, the Elysian Centaurs become philosopher-warriors, and they have served as allies and advisers to the Amazon queens since the kingdom's founding.

Dione's Hunters - Standard - 297 pts
O:(4)6/5  D:3/1  Rge: 7"  Cge: 13  Mv: 5"  4G 2Y 2R
Unique.  Ranged attack is LOS.  No Move & Shoot penalty.  (+1)+0/+0 when engaged.
Stoic Dione keeps her own vigil of Amazon borders.

Antiope's Coterie - Standard - 385 pts
O:(5)5/6  D:2/4  R:-  C:-  M: 3.5"  5G 3Y 4R
Unique. Always on Close.  To play a Command Card, you must first discard a Command Card.
Abducted and coerced to marry a prince, Antiope returned to Amazon society many years later a changed woman.  She and her entire retinue burned with a Maenad's rage, but it is a cold hate and they fight in formation with weapon and shield, faces frozen in tranquil fury.

Hippolyte's Myrmidons - Standard - 372 pts
O:(6*)6*/5*  D:2/3  R: 3.5"  C:13  M: 3.5"  5G 3Y 3R
Unique, Pila. O:(-1) -0/-0 when charging. O:(+0) +1/+0 vs. cavalry or large units. O:(+0) +0/+2 when holding vs. charging cavalry or large.
Noble Hippolyte is a legend among heroes, having passed on the honor of paragon-hood several times in humble defense of her nation.

Adrasteia's Reavers - Standard - 299 pts
O:(6*)6/5*  D:3*/1  R:-  C:12  M: 7"  1G 2Y 3R
Cavalry, Unique. O:(+2) +0/+0 and D:+3/+0 during post-Rout Free Attacks. If unit routs, it automatically rallies at the end of turn.   O:(+0)+0/+1 and D:+1/+0 when charging.
Bold Adrasteia strikes like lightning from a clear sky, and disappears just as quick.

Kalliste's Sentinels - Standard - 296 pts
O:(5)5*/5*  D:2/2  R: 14"  C:13  M: 3.5"  4G 3Y 3R
Unique.  Ranged attack is LOS. O:(-1) -0/-0 when charging. O:(+0) +1/+0 vs. cavalry or large units. O:(+0) +0/+2 when holding vs. charging cavalry or large.
Clever Kalliste has trained her archers and her spearwomen to fight as one.

Eutropa's Snipers - Standard - 289 pts
O:(5)6*/5*  D:1/2  R: 17.5"  C:12  M: 3.5"  3G 3Y 2R
Unique.  O:  (-0)-3/-2 when engaged.  May substitute the following instead of the normal ranged attack:  (4)7/7, Rge 14", LOS attack, may not move & shoot.
Keen eyed Eutropa can put an arrow through a knight's visor slit from over 500 paces.

Galene's Lancers - Standard - 453 pts
O:(6)6/5*  D:3*/2  R: 3.5"  C:13  M: 6"  3G 2Y 2R
Unique. Cavalry, Pila. O:(+0)+0/+1 and +1/+0 when charging.
Proud Galene seeks glory above all else, and has eschewed bow in favor of the thrill of the charge.

Megaira's Titan-Slayers - Standard - 262 pts
O:(5)5/6*  D:1*/3  Rge:-  Cge: 13  Mv: 3.5"  4G 4Y 2R
Unique. O: (+0)+0/+1 and D:+1/+0 vs Large units.
Cunning Megaira uses harpoon, rope tracks, and giant sickle bladed contraptions to feel the mightiest giants.

Iokaste's Duellists - Standard - 300 pts
O:(5)7/5  D:3/2  Rge:-  Cge: 12  Mv: 3.5"  4G 3Y 3R
Unique.
To gain admittance to Iokaste's band, a swordswoman must best one of her own in single combat and take her place.



Priestess of the Goddess Spells
Anoint (Blessing) - Range:  Battlefield.  Cast this spell on one a Core unit when the Priestess unit is deployed.  That unit gains either O:(+0)+1/+0 or D:+1/+0 for the game.  This spell may not be cast during the game and remains in effect even if the Priestess unit is destroyed/removed from the table.

Inspire (Blessing) - Range:  Battlefield.  Cast this spell when the Priestess unit is deployed.  Mark the Arete box of 4 units.  This spell may not be cast during the game and remains in effect even if the Priestess unit is destroyed/removed from the table.

Prophecy - Cast this spell when the Priestess unit is deployed.  Draw 6 Command Cards and choose 3 to keep.  Shuffle the remainder back into your deck.


Priestess of the Oathbreaker Spells
Frenzy (Blessing) - Range:  5" - A unit of your choice gets O:(+3)-1/-0 on its next attack.  May not be cast on a unit with a marked Arete box.

Mania (Blessing) - Range:  5" -   A unit of your choice gains D:+0/+1 the next time it is attacked.  At the end of Combat Phase the unit takes 1 pt of damage (this can cause Rout checks).  May not be cast on a unit with a marked Arete box.

Madness (Curse) - Range: 10.5" - Cast this spell in the Movement & Command Phase.  One engaged enemy unit must make a Fear check at -1P.  Priestesses of the Oathbreaker may not cast any spells or make attacks in the Combat Phase if it casts Madness.



Command Cards:

Worthy Adversaries: (2)  Play during an attack, before your opponent rolls to hit.  Your unit gets D:+1/+0 this attack.  The attacking unit gets O:(-1) -0/-0 this attack.  If the attacking unit has an Offensive Skill 6 or higher, gain an additional D:+1/+0 this attack.

Dodge: (2) Play during an attack, before your opponent rolls to hit.  Your unit gets D:+2/+0 this attack.

Riposte:  (1)  Play during an attack, before your opponent rolls to hit.  Your unit gets D:+1/+0 this attack.  The attacking unit gets O:(-1) -0/-0 this attack.  If the attacking unit does not do any damage, it suffers 1 pt of damage.

Precise Attack: (1) Play during an attack, before you roll to hit. Your unit gets O:(-2)+2/+2 this attack.

Heroes Shall Rise: (2) Play during an attack, before you roll to hit.  Your unit gets O:(+1)+1/+0 this attack.  If the enemy unit has an Defense Skill 3 or higher, gain an additional O:(+0)+1/+0 this attack.

Aspire to Glory:  (2)  Play during an attack, before you roll to hit.  Your unit gets either O:(+0)+1/+0 or O:(+0)+0/+1 this attack.  Your unit may reroll failed Rout Checks this turn.
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RushAss
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« Reply #2 on: January 24, 2012, 11:30:23 am »

You have an interesting thing going on there with the unique units.  At first glance I was like "Hot damn!  There are 20 units in this faction!"  Do you know that you only have 4 of these units listed as Core?  Maybe one of the Priestess units should also be Core?

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Hannibal
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« Reply #3 on: January 24, 2012, 12:41:12 pm »

Quote
You have an interesting thing going on there with the unique units.  At first glance I was like "Hot damn!  There are 20 units in this faction!"

Yeah, that's the upside of a fan faction:  you don't have to worry about printing/production costs.  And yeah, there's a lot of units in the army, which is sorta the point:  they have access to a lot of different types of units, but several are them are 1-only.


Quote
Do you know that you only have 4 of these units listed as Core?  Maybe one of the Priestess units should also be Core?

M'eh.  I'm fine with only 4 Core choices, because they have such variety in total units.  Plus with one of those Core units being cavalry, they can build very different types of armies.  But yeah, there's gonna be lots of Swords and Spears.  If I had to, I'd move the Choragos to Core instead.
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