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Author Topic: New faction idea: Barbarians  (Read 11235 times)
Forevernyt
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« Reply #15 on: April 22, 2009, 10:25:19 am »

There are other choices available for mounts aside from horses.

There's the Wingless Wyrm:



The Mantiraptor



The Tawhak



The Gnasher



Just use your imagination. Think Thundarr!

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Curufea
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« Reply #16 on: April 22, 2009, 10:21:52 pm »

You don't want anything too reptilian though - the artwork will be confused with the Lizardman faction.

I'd recommend Bears myself - as in Clan of the Cave Bear.  They're distinctive, are fairly good at behaving like barbarians themselves, and are already the right size.
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Quelmotz
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The berserker


« Reply #17 on: April 23, 2009, 03:46:19 am »

This gnasher fellow looks interesting IMO and I think it will fit the barbarian theme nicely. I would say it should be ok but it should be less reptillian as curufea said. Bears are also a good idea, but I think there are already some threads suggesting eskimos or other inhabitants of icy areas, so I don't think I should steal their ideas.  Tongue

I know. It is weird. What kind of cavalry do you suggest then? I'm a bit bored about horses... And it doesn't seem fit to have "barbarian knights" or something.
Depends on what kind of barbarian you're suggesting.  If it was northern barbarians (close to Vikings) you could go with Polar Bears.  But with most other barbarians you're going to be stuck with horses.  Perhaps giant war dogs? 

I think a weakening of health bar would be good. Still, there is one unit (ye olde Celestial Guard) that is a whopping 506 points and it is probably classed in the same group as chosen and longbeards. And something costing 400+ points would be good as every faction has some "big guy".
Oh yeah, nothing wrong with having a severe heavy hitter in your faction.  Actually, you have 2 if you also count the Berzerkers.  And there's nothing wrong with that, either  Smiley  I was just pointing out that the Chieftains where going to be super expensive and the down side of that is that they rarely see the field.  How often do you see the Celestial Guard?  I think I've seen one in action once and I've playe dquite a few games involving High Elves.  They are just so expensive that many High Elven players will choose other options.  I play the Dwarves a lot and I don't even use Longbeards all the time because 394 points is a lot to invest in an infantry unit.  Your Chieftain unit will probably exceed 450 points, so that's the issue you'll have with them.

All true, but what are heavy hitters that cost a ton of points for? Big games, of course. In 3000-4000 or so point games, you will probably have a lot of points to spare so you can afford some big guys to crush the opponent. A downside to extremely powerful units is the obvious cost, but I think this is because the formula calculating the point cost is slightly off for large numbers (5-8 or so). The point cost starts going up exponentially when reaching larger numbers. Nothing is wrong with that, but sometimes this can make units like longbeards/CG less used. Chosen is used commonly probably not because of its low price (it is actually a elder blade swordsmen with +1 courage and leadership and it costs almost 30 points more) but the Umenzi's cheap and crappy units.
I think the chieftain's huge health bar should be lowered slightly and maybe lowering the courage by 1 would help too.

P.S. I have made some of the more "no-brainer" changes to the units.

P.S.S. Why can't chad use the magic formula?HuhHuh?? I am quite reluctant to change the units because I have yet to get the costs of them yet.

P.S.S.S. Can cavalry be classed as large too?
« Last Edit: April 23, 2009, 04:27:11 am by Quelmotz » Logged

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Forevernyt
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« Reply #18 on: April 23, 2009, 05:59:34 am »

Well, there are no good bear models out there, that's why I didn't suggest that. And the Lizardmen shouldn't be the only faction that contains reptiles. Look at the Monsters and Mercenaries. No one is thinking the dragons should belong to the Lizzies. Okay, well, I did way back when I was working on the Lizardmen, but what can you do?

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RushAss
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« Reply #19 on: April 23, 2009, 08:57:10 am »

P.S.S.S. Can cavalry be classed as large too?
Though I haven't seen it yet, why not?  Go nuts Tongue
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Chad_YMG
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« Reply #20 on: April 23, 2009, 09:53:43 am »

Army Ability:

Berserk – You may spend one command action to mark a unit with berserk. The unit gets (+1)+0/+1 and –1/+0. This lasts until the unit routs or does not do a single point of damage during a round of combat.

Interesting.  If we compare it to the Runegard ability it trades off a gain of +1 power vs. a loss of one defensive skill and the ability vanishing if you fail to do damage.  This isn't an ability that you'll use across the board; instead, you're going to identify the fights that you're favored to win and apply it there to speed up your rate of victory.  It seems reasonable; certainly worth playtesting.

One change I'd suggest is making the bonus and penalty apply only while engaged.  From a practical point of view, I like this because otherwise it's really bad to apply early against any army with missile fire.

From a flavor perspective it seems very odd that this provides no courage bonus.

Quote
Persistent – Units that are persistent never rout, but if they fail a courage check, they lose one defensive skill. If there is no defensive skill to subtract, they take one point of damage.

Do they lose defensive skill if they fail a fear check?

Quote
Vengeful - If a unit with vengeful is in the red, it does not suffer the penalty of -2 attack dice and -2 courage but instead it gets C+1. This does not apply to being in the yellow. Note: They still have to take a rout check though.

Why only in the red and not in the yellow?  I think a simpler and easier to remember approach would be to say that Vengeful units get no offensive penalty for being in the yellow or in the red and their courage penalty is reversed, e.g. +1 in the yellow and +2 in the red.

It might help if you described what you see this ability representing?  Soldiers furious that some of their comrades have fallen?
Quote
Core:

Barbarians: Offense: (5) 5/5 Defense: 1/1 Range:- Courage: 13 MC: 3.5” Health: 3-4-3
The standard, cheap core unit. Equipment: Leather armor, hand axe and mace."YEARRRGHHH!!"

Bandits: Offense: (5) 4/5 Defense: 1/2 Range:- Courage: 11 MC: 3.5” Health: 3-4-3
When getting shot at, defence gets a +0/+1. MC becomes 5" when final rushing. Equipment: Dark Leather armor, spiked clubs. These dodgy bandits are experienced in the art of dodging arrows.

Axe Throwers: Offense: (5) 4/5 Defence:1/1 Range: 7" Courage: 11 MC: 3.5” Health: 3-4-2
Equipment: Leather armor and throwing axes. (+0) +1/+0 when engaged. Getting executed is bad enough, but when you get executed from afar...

Maulmen: Offense: (5) 5/7 Defense:1/2 Range:- Courage: 12 MC: 3.5” Health: 4-4-3
(+1)+0/+0 when fighting cavalry. No Charge bonuses. Equipment: Leather Armor and maul. These mauls can really maul people- why are they called mauls for then?

All reasonable enough.  I'm not sure why the Maulmen get +1 attacks vs. Cavalry, though.

Quote
Battleaxemen: Offense: (6) 5/6 Defense: 1/2 Range:- Courage: 12 MC: 3.5” Health: 4-4-3
Equipment: Leather armor and battleaxe. Woodcutters with a bunch of big axes.

Normally two-handed weapons give +1 to power but don't give extra attacks.  Why do these guys have 6 attacks?

Quote
Fishermen: Offense: (5) 4/4 Defense: 1/1 Range: 3.5” Courage: 11 MC:3.5” Health: 3-3-3
Persistent. No charge bonuses. Equipment: Leather armor, fishing rods improvised as whips. Even the fishermen are forced to take part in wars.

I have a really hard time getting behind fishing rods as makeshift whips.  Is this something you made up, or is there some historical example?  (If the former, I suspect that a lot of people will have the same "come on!" reaction I did.)

My big concern about the army at this point is that your units are incredibly squishy.  If you compare them with the Umenzi, the typical Umenzi unit has slightly better defense, an army ability that prevents damage, shamans and high priests that heal damage and hex the enemy and the possibility of using Atlatlmen as efficient back-up units.


Standard:

Quote
Whippers: Offense: (5) 5/5 Defense: 2/1 Range: 5” Courage: 13 MC:3.5” Health: 4-4-3
Vengeful. No charge bonuses. (+0) +1/+0 when fighting cavalry. All units within a 5” range of the whippers get (+0) +0/+1 but must take a courage check. However, they get +2 courage for this courage check temporarily. “Move it! Stay in formation!”

It's very unclear what you mean by this ability.  Are units taking a rout check or fear check?  Do they have to be in the whipper's front arc?  Why do those that pass get +1 power?  As written this would seem to mean that an unit that was engaged with another Barbarian unit when the Whippers approached would have to take a check (at +2) but would get +1 power even though they weren't fighting the whippers.

Quote
Flailers: Offense: (6) 6/6 Defense: 1/2 Range:- Courage: 13 MC: 3.5” Health: 4-4-4
Vengeful. Fearsome. No other unit may engage a unit engaged with flailers. Equipment: Flail, chainmail armor. No unit dares to interfere with these fearsome fighters.

Interesting.  This is a pretty hard-hitting unit, but it's non-trivial to say that its friends can't pinch.  What happens when it engages a unit that is already engaged, e.g. the lines meet, the Flailers win their fight and then turn to pinch?

Quote
Executors: Offense: (5) 4/8 Defense: 1/1 Range:- Courage: 12 MC:2.5” Health: 4-3-3
Persistent. No charge bonuses. Permanently on close and no command cards can be played while the executors are engaged. Berserk cannot be used on it. Equipment: Executor’s axe and leather armor. Deadly. I mean they are supposed to kill people, aren’t they?

4/8 is an interesting offensive profile.  These guys will suck wind against Ravenwood but be amazing against big, 1/4 monsters.

Quote
Zealots: Offense: (7) 4/6 Defense: 2/2 Range:- Courage: - MC: 3.5" Health: 3-4-3
Never routs. Fearsome on the charge. Permanently on close. When assigning standing orders, an objective unit must be given. The zealots gets a (-1) -0/-0 and -1/-0 when engaged with a unit other than the objective unit. Equipment: Spiked flails, spiked maces, battleaxes, spiked clubs, etc.

I think it's simpler just to call them Fearsome, since the only difference between Fearsome and "Fearsome on the charge" is if they get engaged on a flank or if an Undead player hits you with Wave of Terror.

Elite:

Quote
Gnasher Cavalry: Offense: (6) 5/6 Defense: 1/2 Range:- Courage: 13 MC: 5" Health: 3-3-3
Persistent. Cavalry. Fearsome. +1 Impact hit while charging. MC 6" while final rushing. When you apply berserk on Gnasher Cavalry, change their standing order to close. The standing order cannot be changed until berserk is removed. Equipment: Battleaxes, maces, warhammers, basically anything they can get their hands on. Gnashers are huge creatures with incredibly strong jaws. They are infamous for their uncontrollable temper.

I worry about these guys being a bit too top-heavy.  Assuming they get the normal cavalry charge bonuses, they'll be a (6)5/8 with two impact hits, which is pretty beefy, but even with the D+1/+0 vs. ranged fire and on the charge they're just D 2/2 which makes them quite vulnerable.  That can lead to very swingy results, where in some games they charge in to great effect and in others they just die or rout to arrows before they get in.  This is always an issue with cavalry and maybe it isn't worse here than with others; at least they have 9 hits (3 green) and 13 courage.

Quote
Berserkers: Offense: (7) 5/7 Defense: 1/1 Range:- Courage: 14 MC: 3.5” Health: 4-4-3
Persistent. Fearsome. Berserk’s effects are (+1) +1/+1 and –1/-1. Equipment: Battleaxe, spiked mace and leather armor. Barabarians are brutal, zealots are vicious, executors are deadly, but berserkers are all three.

Heh.  Talk about all or nothing!  These guys with 'berserk' become an (8)6/8 -- impressive even to High Elves -- but a 0/0 on defense, meaning that even a Peasant Mob is going to do a fair amount of damage to them (before evaporating, of course).

Quote
Chieftains: Offense: (6) 6/6 Defense:2/3 Range:- Courage: 14 MC 3.5” Health: 5-4-5
Vengeful. Fearsome. Equipment: Chainmail armor, two mauls and battleaxes. Only elite berserkers or bull riders may become chieftains.

Very strong; similar to the Chosen.  Looks good.

OK, so at this point I'd repeat the concern that I raised after the core units.  This is a VERY squishy army.  I think it's going to fare very poorly against missile fire, but more generally I think that the only way it's going to avoid getting pinched to death is for it to fight in deep ranks and it isn't designed to make that work.  (Deep ranks are usually bad unless, like the Umenzi you have units designed to make it work or like the upcoming Romans your whole system is designed to make it work.)


Command Cards:

Quote
Rage x2: Play before combat begins. A unit with berserk gets (+0) +1/+0 and negates the first hit in combat. Otherwise, it only gets (+0) +1/+0.

By "negates the first hit" do you mean that when the enemy attacks it the first enemy hit (not damage) is treated as a miss?

Quote
Shelter x3: Play when a ranged unit is firing at a unit. The unit gets +1/+1.

I have a strong preference for limiting any one card to two copies.  I also really don't like a card that will be blank a lot of the time.  I think giving your army some protection against missiles is a good idea but it shouldn't be dead once the lines engage or against an army without missile units.  How about giving +2/+0 vs. missile attacks and +1/+0 otherwise?

Quote
Aggressiveness x1: Play after a round of combat. Start another round of combat (not a whole combat phase, just one round of combat for an engaged unit).

Very cool.  I'd be worried about it being used in cheesey ways, e.g. "Hrm, my unit is taking a rout check and will probably fail so let's have another round of combat."  How about making it played during Movement & Command card?

A few other issues.  From a flavor standpoint, how do you explain the enemy unit(s) getting in more attacks as well?  We'd also have to word it carefully to make sure that a dead unit doesn't get to attack.  Smiley

Quote
Brutality x2: Play before you roll your dice in combat. If you do 3 or more damage to the enemy, destroy the enemy unit. P.S. Don't use this on a "berserked" berserker charging into a peasant mob.

I really love how you're pushing the design envelope on these cards.  This would be the only 'destroy' effect in the game and killing a unit outright is obviously a huge payoff, but needing to do 3 damage is very steep.  I'd worry that this card will be virtually dead against armies like the High Elves or even the Orcs or Dwarves.  It also seems like a bit too much of a combo with Gnashers.

Quote
Throwing weapons x1: Play on a unit that is not engaged and before initiating combat. The unit gets a range of +5” for the duration of your turn. If an enemy unit engages that unit the next round, the unit’s offense is (–1)-1/-1.

Really interesting, flavor-wise, but all too often this will be dead.  If you draw it early AND you move into position where you can attack at range 5" and not get engaged, then it's cool.  Once your lines are engaged, however, you're almost always just fighting.

Quote
Intimidate x1: Play before or after combat, in the pre-combat courage phase or post-combat courage phase. Play on an enemy engaged with one of your units. If the enemy unit has lesser health than your unit, it takes a courage check.  If not, its courage gets –1.

Quote
I would appreciate it if one of the developers/admins could use the “magic formula” for determining point cost to determine the points so I can alter them according to it.

It's on my to-do list!  Smiley
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Curufea
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« Reply #21 on: April 24, 2009, 01:32:06 am »

Well, there are no good bear models out there, that's why I didn't suggest that. And the Lizardmen shouldn't be the only faction that contains reptiles. Look at the Monsters and Mercenaries. No one is thinking the dragons should belong to the Lizzies. Okay, well, I did way back when I was working on the Lizardmen, but what can you do?



What about
http://www.sharecg.com/v/24990/poser/Conforming-Armour-for-the-CP-Polar-Bear
http://www.daz3d.com/dxutil/dxsrchredir.php?type=item&idx=358&sr_idx=2343875
http://www.daz3d.com/dxutil/dxsrchredir.php?type=item&idx=720&sr_idx=2343882
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Quelmotz
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The berserker


« Reply #22 on: April 24, 2009, 03:37:29 am »

Finally... Grin

I appreciate your comments. Hope you come out with the point costs quite soon.

Comments are in bold.

Army Ability:

Berserk – You may spend one command action to mark a unit with berserk. The unit gets (+1)+0/+1 and –1/+0. This lasts until the unit routs or does not do a single point of damage during a round of combat.

Interesting.  If we compare it to the Runegard ability it trades off a gain of +1 power vs. a loss of one defensive skill and the ability vanishing if you fail to do damage.  This isn't an ability that you'll use across the board; instead, you're going to identify the fights that you're favored to win and apply it there to speed up your rate of victory.  It seems reasonable; certainly worth playtesting.

One change I'd suggest is making the bonus and penalty apply only while engaged.  From a practical point of view, I like this because otherwise it's really bad to apply early against any army with missile fire.

From a flavor perspective it seems very odd that this provides no courage bonus.

Sure, I'll make it apply only while engaged, to make them less vulnerable to archers. I am thinking about the courage part, but it seems a bit odd to fit in. What about this, if a unit has to take a rout/fear check, erase the mark to get C+1.

Quote
Persistent – Units that are persistent never rout, but if they fail a courage check, they lose one defensive skill. If there is no defensive skill to subtract, they take one point of damage.

Do they lose defensive skill if they fail a fear check? No. Losing offense is already bad enough IMO.

Quote
Vengeful - If a unit with vengeful is in the red, it does not suffer the penalty of -2 attack dice and -2 courage but instead it gets C+1. This does not apply to being in the yellow. Note: They still have to take a rout check though.

Why only in the red and not in the yellow?  I think a simpler and easier to remember approach would be to say that Vengeful units get no offensive penalty for being in the yellow or in the red and their courage penalty is reversed, e.g. +1 in the yellow and +2 in the red.

It might help if you described what you see this ability representing?  Soldiers furious that some of their comrades have fallen?

Sure.
Quote
Core:

Barbarians: Offense: (5) 5/5 Defense: 1/1 Range:- Courage: 13 MC: 3.5” Health: 3-4-3
The standard, cheap core unit. Equipment: Leather armor, hand axe and mace."YEARRRGHHH!!"

Bandits: Offense: (5) 4/5 Defense: 1/2 Range:- Courage: 11 MC: 3.5” Health: 3-4-3
When getting shot at, defence gets a +0/+1. MC becomes 5" when final rushing. Equipment: Dark Leather armor, spiked clubs. These dodgy bandits are experienced in the art of dodging arrows.

Axe Throwers: Offense: (5) 4/5 Defence:1/1 Range: 7" Courage: 11 MC: 3.5” Health: 3-4-2
Equipment: Leather armor and throwing axes. (+0) +1/+0 when engaged. Getting executed is bad enough, but when you get executed from afar...

Maulmen: Offense: (5) 5/7 Defense:1/2 Range:- Courage: 12 MC: 3.5” Health: 4-4-3
(+1)+0/+0 when fighting cavalry. No Charge bonuses. Equipment: Leather Armor and maul. These mauls can really maul people- why are they called mauls for then?

All reasonable enough.  I'm not sure why the Maulmen get +1 attacks vs. Cavalry, though. Mauls are long 2handed warhammers.

Quote
Battleaxemen: Offense: (6) 5/6 Defense: 1/2 Range:- Courage: 12 MC: 3.5” Health: 4-4-3
Equipment: Leather armor and battleaxe. Woodcutters with a bunch of big axes.

Normally two-handed weapons give +1 to power but don't give extra attacks.  Why do these guys have 6 attacks? Note that these guys aren't upgraded barbarians. They are another bunch of units. If you look at the equipment, it says "leather armor, hand axe and mace" for the barbarians and "leather armor and battleaxe" for the battleaxemen. Hope that helps.

Quote
Fishermen: Offense: (5) 4/4 Defense: 1/1 Range: 3.5” Courage: 11 MC:3.5” Health: 3-3-3
Persistent. No charge bonuses. Equipment: Leather armor, fishing rods improvised as whips. Even the fishermen are forced to take part in wars.

I have a really hard time getting behind fishing rods as makeshift whips.  Is this something you made up, or is there some historical example?  (If the former, I suspect that a lot of people will have the same "come on!" reaction I did.)

I know. Its made up.  Tongue *Chorus of groans*  Tongue

My big concern about the army at this point is that your units are incredibly squishy.  If you compare them with the Umenzi, the typical Umenzi unit has slightly better defense, an army ability that prevents damage, shamans and high priests that heal damage and hex the enemy and the possibility of using Atlatlmen as efficient back-up units.Could you elaborate on how should I improve these units?


Standard:

Quote
Whippers: Offense: (5) 5/5 Defense: 2/1 Range: 5” Courage: 13 MC:3.5” Health: 4-4-3
Vengeful. No charge bonuses. (+0) +1/+0 when fighting cavalry. All units within a 5” range of the whippers get (+0) +0/+1 but must take a courage check. However, they get +2 courage for this courage check temporarily. “Move it! Stay in formation!”

It's very unclear what you mean by this ability.  Are units taking a rout check or fear check?  Do they have to be in the whipper's front arc?  Why do those that pass get +1 power?  As written this would seem to mean that an unit that was engaged with another Barbarian unit when the Whippers approached would have to take a check (at +2) but would get +1 power even though they weren't fighting the whippers. It is a rout check. The units do not need to be in the whipper's front arc (sort of like leadership). Maybe +1 attack dice instead? They feel pain and want to vent it or something like that. Its sort of hard to describe. Sorry. I meant "all friendly" units.

Quote
Flailers: Offense: (6) 6/6 Defense: 1/2 Range:- Courage: 13 MC: 3.5” Health: 4-4-4
Vengeful. Fearsome. No other unit may engage a unit engaged with flailers. Equipment: Flail, chainmail armor. No unit dares to interfere with these fearsome fighters.

Interesting.  This is a pretty hard-hitting unit, but it's non-trivial to say that its friends can't pinch.  What happens when it engages a unit that is already engaged, e.g. the lines meet, the Flailers win their fight and then turn to pinch? I think it should be able to pinch, but maybe give the other unit(s) a C-1.

Quote
Executors: Offense: (5) 4/8 Defense: 1/1 Range:- Courage: 12 MC:2.5” Health: 4-3-3
Persistent. No charge bonuses. Permanently on close and no command cards can be played while the executors are engaged. Berserk cannot be used on it. Equipment: Executor’s axe and leather armor. Deadly. I mean they are supposed to kill people, aren’t they?

4/8 is an interesting offensive profile.  These guys will suck wind against Ravenwood but be amazing against big, 1/4 monsters. Nothing to say here. As rush said, sort of like dwarven miners.

Quote
Zealots: Offense: (7) 4/6 Defense: 2/2 Range:- Courage: - MC: 3.5" Health: 3-4-3
Never routs. Fearsome on the charge. Permanently on close. When assigning standing orders, an objective unit must be given. The zealots gets a (-1) -0/-0 and -1/-0 when engaged with a unit other than the objective unit. Equipment: Spiked flails, spiked maces, battleaxes, spiked clubs, etc.

I think it's simpler just to call them Fearsome, since the only difference between Fearsome and "Fearsome on the charge" is if they get engaged on a flank or if an Undead player hits you with Wave of Terror.
Ok.

Elite:

Quote
Gnasher Cavalry: Offense: (6) 5/6 Defense: 1/2 Range:- Courage: 13 MC: 5" Health: 3-3-3
Persistent. Cavalry. Fearsome. +1 Impact hit while charging. MC 6" while final rushing. When you apply berserk on Gnasher Cavalry, change their standing order to close. The standing order cannot be changed until berserk is removed. Equipment: Battleaxes, maces, warhammers, basically anything they can get their hands on. Gnashers are huge creatures with incredibly strong jaws. They are infamous for their uncontrollable temper.

I worry about these guys being a bit too top-heavy.  Assuming they get the normal cavalry charge bonuses, they'll be a (6)5/8 with two impact hits, which is pretty beefy, but even with the D+1/+0 vs. ranged fire and on the charge they're just D 2/2 which makes them quite vulnerable.  That can lead to very swingy results, where in some games they charge in to great effect and in others they just die or rout to arrows before they get in.  This is always an issue with cavalry and maybe it isn't worse here than with others; at least they have 9 hits (3 green) and 13 courage. I think I'll remove the +1 impact hit. It does not get the normal cavalry charge bonuses, but it does get the defence bonuses[. I think the defence should get moved up to 2/2.

Quote
Berserkers: Offense: (7) 5/7 Defense: 1/1 Range:- Courage: 14 MC: 3.5” Health: 4-4-3
Persistent. Fearsome. Berserk’s effects are (+1) +1/+1 and –1/-1. Equipment: Battleaxe, spiked mace and leather armor. Barabarians are brutal, zealots are vicious, executors are deadly, but berserkers are all three.

Heh.  Talk about all or nothing!  These guys with 'berserk' become an (8)6/8 -- impressive even to High Elves -- but a 0/0 on defense, meaning that even a Peasant Mob is going to do a fair amount of damage to them (before evaporating, of course). A severely lopsided unit  Tongue

Quote
Chieftains: Offense: (6) 6/6 Defense:2/3 Range:- Courage: 14 MC 3.5” Health: 5-4-5
Vengeful. Fearsome. Equipment: Chainmail armor, two mauls and battleaxes. Only elite berserkers or bull riders may become chieftains.

Very strong; similar to the Chosen.  Looks good.

OK, so at this point I'd repeat the concern that I raised after the core units.  This is a VERY squishy army.  I think it's going to fare very poorly against missile fire, but more generally I think that the only way it's going to avoid getting pinched to death is for it to fight in deep ranks and it isn't designed to make that work.  (Deep ranks are usually bad unless, like the Umenzi you have units designed to make it work or like the upcoming Romans your whole system is designed to make it work.) What is the meaning of "deep ranks"? And why is it going to get pinched to death? I mean, I don't think the units are very powerful and costing a lot of points.


Command Cards:

Quote
Rage x2: Play before combat begins. A unit with berserk gets (+0) +1/+0 and negates the first hit in combat. Otherwise, it only gets (+0) +1/+0.

By "negates the first hit" do you mean that when the enemy attacks it the first enemy hit (not damage) is treated as a miss? Sorry. I meant the first point of damage.

Quote
Shelter x3: Play when a ranged unit is firing at a unit. The unit gets +1/+1.

I have a strong preference for limiting any one card to two copies.  I also really don't like a card that will be blank a lot of the time.  I think giving your army some protection against missiles is a good idea but it shouldn't be dead once the lines engage or against an army without missile units.  How about giving +2/+0 vs. missile attacks and +1/+0 otherwise? I would still like this card to have 3 copies because of the general weakness of this army against archers. I agree with the +2/+0 vs missile attacks and +1/+0 otherwise. Still, you can disagree and print only 2 copies of this card.

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Aggressiveness x1: Play after a round of combat. Start another round of combat (not a whole combat phase, just one round of combat for an engaged unit).

Very cool.  I'd be worried about it being used in cheesey ways, e.g. "Hrm, my unit is taking a rout check and will probably fail so let's have another round of combat."  How about making it played during Movement & Command card?

A few other issues.  From a flavor standpoint, how do you explain the enemy unit(s) getting in more attacks as well?  We'd also have to word it carefully to make sure that a dead unit doesn't get to attack.  Smiley

Play during the movement and command phase. A engaged/ will be engaging unit of your choice gets another round of combat after the first round. Note: If the unit has been destroyed, too bad  Tongue

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Brutality x2: Play before you roll your dice in combat. If you do 3 or more damage to the enemy, destroy the enemy unit. P.S. Don't use this on a "berserked" berserker charging into a peasant mob.

I really love how you're pushing the design envelope on these cards.  This would be the only 'destroy' effect in the game and killing a unit outright is obviously a huge payoff, but needing to do 3 damage is very steep.  I'd worry that this card will be virtually dead against armies like the High Elves or even the Orcs or Dwarves.  It also seems like a bit too much of a combo with Gnashers. or berserkers.  Tongue
Maybe I should add an "or" option, that gives the unit  (+0) +1/+0.


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Throwing weapons x1: Play on a unit that is not engaged and before initiating combat. The unit gets a range of +5” for the duration of your turn. If an enemy unit engages that unit the next round, the unit’s offense is (–1)-1/-1.

Really interesting, flavor-wise, but all too often this will be dead.  If you draw it early AND you move into position where you can attack at range 5" and not get engaged, then it's cool.  Once your lines are engaged, however, you're almost always just fighting. What about this: If you use throwing weapons on an engaged unit, it gets to attack another unit not engaged with it within the 5" range. All penalties still apply.

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Intimidate x1: Play before or after combat, in the pre-combat courage phase or post-combat courage phase. Play on an enemy engaged with one of your units. If the enemy unit has lesser health than your unit, it takes a courage check.  If not, its courage gets –1.

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I would appreciate it if one of the developers/admins could use the “magic formula” for determining point cost to determine the points so I can alter them according to it.

It's on my to-do list!  Smiley

Once again, thanks Chad. Grin

P.S. You won't like the second part of the story after I get it out  Tongue
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« Reply #23 on: April 24, 2009, 05:55:35 am »

On the mark: I don't like erasing it for +1 courage because most of the time that will be a waste and then every now and then it's a huge payoff.  I think you can probably afford simply to add in C+1 or if that's too strong you could do a spoils-like thing where you can erase the mark to lower a courage roll by one.

In general you need to specify what type of courage checks your talking about.  Fear checks and rout checks are both courage checks and it seems like you usually mean rout check.

On Mauls: I know what they are -- I just don't know why they get +1 attacks vs. cavalry.  Why would a guy with a maul swing more often at cavalry?  It seems to me that an impact hit would be more in flavor.

On Battleaxes: I get that they aren't upgraded barbarians.  My point is that usually when we give a unit a two-handed weapon the way that shows up is that it gets +1 power (e.g. Dwarf Battleaxemen).  If it's an elite unit it may also get +1 skill (e.g. Orc Axemen, Great Swordsmen) but giving +1 attacks doesn't make sense to me and isn't consistent with how we've treated such weapons in the past.  Unless you have a particular reason for thinking that these guys swing more often than regular guys they should be a (5) X/6 where X depends on whether they are militia types (4, basically woodsmen coming to fight a la Dwarven Miners), regular troops (5) or elite (6, doesn't have to be "elite" in the core/elite sense).

On Fishermen: Add mine to the groans.  Smiley

On the Whippers: I don't get them.  They're actually whipping your own troops (all of those nearby) causing those troops to gain power but also to have a small chance of routing?  They're also attacking the enemy?  I'm just having an incredibly hard time figuring out how this is supposed to be happening.  I also think this is a problematic unit because it's always going to be too good or too bad, depending on whether one or more units fails its hard-to-fail check.  In some games you'll get power boosts to a bunch of guys and in others your front line will suddenly evaporate.

On the Executors: I'm not sure I'm OK with an 8 power for a human unit.  A Dwarf who spends all day swinging a giant pick (and that's about as concentrated an attack as you can find) is power 7.  An Ancient Red Dragon or a giant Earth Elemental are power 8.  That step represents a big increase in power and I don't think even a headsman's axe really justifies it.  Are you OK with them being a 4/7?

On deep ranks:  Deep ranks refers to a front line that is two (or more) units thick.

Imagine that you build this army one rank deep (i.e. no backup units).  Some of your guys are pretty badass, but most of them are tissue paper.  A stand-and-shoot army will easily kill one or two of them before your lines meet and most melee armies will break a hole in your line pretty fast, at which point they start pinching and things get ugly.

Now, you could take advantage of how cheap your units are and add backup units but it's going to be hard to cover your whole line (and if you have gaps that's where a good opponent will concentrate his offense) and, worse, you don't really have guys that can do anything meaningful from behind.

Contrast that with the Umenzi.  There you have Shamans that can heal damage where your opponent is trying to break your line, cast spells, etc., and then can (if necessary) plug a hole for a turn to delay the pinching.  You have Atlatlmen who get their ranged attack from the back rank so you aren't keeping firepower idle while waiting for the first hole.

Anyway, you've suggested some changes for the units and the cards.  If you edit the army list, I'll run them through the point formula.  Some of them won't be possible to do more than an estimate, since you have new abilities and mechanics, but I'll give you a good starting point for playtesting.
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Forevernyt
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« Reply #24 on: April 24, 2009, 08:26:28 am »

Well, there are no good bear models out there, that's why I didn't suggest that. And the Lizardmen shouldn't be the only faction that contains reptiles. Look at the Monsters and Mercenaries. No one is thinking the dragons should belong to the Lizzies. Okay, well, I did way back when I was working on the Lizardmen, but what can you do?



What about
http://www.sharecg.com/v/24990/poser/Conforming-Armour-for-the-CP-Polar-Bear
http://www.daz3d.com/dxutil/dxsrchredir.php?type=item&idx=358&sr_idx=2343875
http://www.daz3d.com/dxutil/dxsrchredir.php?type=item&idx=720&sr_idx=2343882


While the polar bear doesn't seem too bad, the brown bear is a very old model with sub par textures and mesh. I wouldn't use that bear even if they paid me double.

Ew. Tongue
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« Reply #25 on: April 25, 2009, 04:04:00 am »

On the mark: I don't like erasing it for +1 courage because most of the time that will be a waste and then every now and then it's a huge payoff.  I think you can probably afford simply to add in C+1 or if that's too strong you could do a spoils-like thing where you can erase the mark to lower a courage roll by one.
Ok... what about this. The unit gets (+1) +0/+1 and -1/-0 and C+1 but you put it on permanent close-sort of like the Gnasher Cavalry's special?

In general you need to specify what type of courage checks your talking about.  Fear checks and rout checks are both courage checks and it seems like you usually mean rout check.

On Mauls: I know what they are -- I just don't know why they get +1 attacks vs. cavalry.  Why would a guy with a maul swing more often at cavalry?  It seems to me that an impact hit would be more in flavor.
I think I made a mistake, it was supposed to be +1 skill because mauls have a long reach and therefore are more accurate when vsing cavalry.

On Battleaxes: I get that they aren't upgraded barbarians.  My point is that usually when we give a unit a two-handed weapon the way that shows up is that it gets +1 power (e.g. Dwarf Battleaxemen).  If it's an elite unit it may also get +1 skill (e.g. Orc Axemen, Great Swordsmen) but giving +1 attacks doesn't make sense to me and isn't consistent with how we've treated such weapons in the past.  Unless you have a particular reason for thinking that these guys swing more often than regular guys they should be a (5) X/6 where X depends on whether they are militia types (4, basically woodsmen coming to fight a la Dwarven Miners), regular troops (5) or elite (6, doesn't have to be "elite" in the core/elite sense).
I don't really know why. I think a possbile reason could be because barbarians are just rough and rowdy, whereas battleaxemen are trained troops. (ok I take back the woodsmen part)

On Fishermen: Add mine to the groans.  Smiley Tongue

On the Whippers: I don't get them.  They're actually whipping your own troops (all of those nearby) causing those troops to gain power but also to have a small chance of routing?  They're also attacking the enemy?  I'm just having an incredibly hard time figuring out how this is supposed to be happening.  I also think this is a problematic unit because it's always going to be too good or too bad, depending on whether one or more units fails its hard-to-fail check.  In some games you'll get power boosts to a bunch of guys and in others your front line will suddenly evaporate. Interesting. Do you suppose I should change this to something like "seers" or "druids" that have HEALING powers and can also boost attack? I haven't fully worked this out yet, but I think it'll fit in quite well.

On the Executors: I'm not sure I'm OK with an 8 power for a human unit.  A Dwarf who spends all day swinging a giant pick (and that's about as concentrated an attack as you can find) is power 7.  An Ancient Red Dragon or a giant Earth Elemental are power 8.  That step represents a big increase in power and I don't think even a headsman's axe really justifies it.  Are you OK with them being a 4/7?
On that note, barbarians aren't normal humans. They are brutally strong, probably as strong as dwarves. Well, 4/8 does seem a bit large but think about it this way. The executors' axes are swung in a wide arc from the back and the axe travels at least 200+ degrees before impacting into the person's neck. I know it is a bit powerful but if I'm not mistaken pickaxes aren't swung that far. On that note, dragons aren't strong. They're just large and blow fire, and I doubt they could beat a hill giant in terms of power. Granted, earth elementals are strong.

On deep ranks:  Deep ranks refers to a front line that is two (or more) units thick.

Imagine that you build this army one rank deep (i.e. no backup units).  Some of your guys are pretty badass, but most of them are tissue paper.  A stand-and-shoot army will easily kill one or two of them before your lines meet and most melee armies will break a hole in your line pretty fast, at which point they start pinching and things get ugly.

Now, you could take advantage of how cheap your units are and add backup units but it's going to be hard to cover your whole line (and if you have gaps that's where a good opponent will concentrate his offense) and, worse, you don't really have guys that can do anything meaningful from behind.

Contrast that with the Umenzi.  There you have Shamans that can heal damage where your opponent is trying to break your line, cast spells, etc., and then can (if necessary) plug a hole for a turn to delay the pinching.  You have Atlatlmen who get their ranged attack from the back rank so you aren't keeping firepower idle while waiting for the first hole.
Refer to above "seers"/"druids".

Anyway, you've suggested some changes for the units and the cards.  If you edit the army list, I'll run them through the point formula.  Some of them won't be possible to do more than an estimate, since you have new abilities and mechanics, but I'll give you a good starting point for playtesting.

I have already edited them on the first post. After I get the druids/seers in, I think its ok for you to run through the point costs. Or you could just do it first since I'll have to think about these spellcaster guys for a while.

Thanks.
« Last Edit: April 25, 2009, 05:31:44 am by Quelmotz » Logged

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Quelmotz
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« Reply #26 on: April 30, 2009, 09:49:10 pm »

I added some reasoning to why some of the command cards give certain bonuses and why I designed certain abilities in such a way.

P.S. Chad, how is the point costs for the units coming along? I need the point costs to judge how useful it will be and some other stuff also.
« Last Edit: April 30, 2009, 10:22:43 pm by Quelmotz » Logged

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« Reply #27 on: May 04, 2009, 06:23:08 am »

I'm not too sure about the seers/druids.

Should the aura that adds defence give a +1/+0 or +0/+1? Flavour-wise +0/+1 fits better, but you could always have something like "aura of uncertainty", "aura of mystery", etc. +1/+0 might also be overpowered due to the fact that it negates berserk's penalty. On the other hand, +0/+1 will make Chieftains 2/4 which is incredible (t-rex's defence) and veterans 1/4, making them incredible tanks combined with their regeneration ability. 1/3 for almost all the troops is also nice, making them a cheaper version of Orcs with their temporary defence of 1/3. Of course, it only lasts for an attack, but hex is still commonly used even though it only lasts for an attack too.

EDIT: I suddenly thought of an idea--why not make a mark on a unit, and erase it to increase the results of two dice by 1 or one dice by 2. Or a reroll would also be nice, but it seems overpowered compared to fortune favors the bold.

Aura of prediction should be ok, good for annoying opponents when they are going to get a good command card or planning for future problems.

Aura of fraility shouldn't be much of a problem, a stronger (no pun intended) hex with limited range.

Aura of draining seems a bit odd when no spells require the druids/seers to lose health, maybe it should be removed. Or a possible change could be something like "festering wound". If a unit does 2 damage to the enemy, erase the mark to add one more. The advantages is that the uses is as many druids/seers as you have, but the disadvantage is that they have to be close enough. If so, maybe the range should be decreased to reduce overpowered-ness.

Hope these guys solve the problem that Chad described. Also, I have improved some of the units' (like executors, barbarians, Gnasher Cavalry) defensive stats. I'm not too sure about the barbarians/executors, whether they should be 1/1 or 1/2. I have also put in the "veterans", which are basically barbarians ( (6) 5/5 ) with 1/3 defence, regeneration and one more green health bar. This is also another reason why I don't think 1/2 for the barbarians is suitable. An aura of resilience will make them 1/3 which is amazing for a cheap unit, and it also diminishes the "veterans' " position of tank.
« Last Edit: May 05, 2009, 02:26:55 am by Quelmotz » Logged

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« Reply #28 on: May 05, 2009, 02:25:07 am »

Come on, Chad  Undecided

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« Reply #29 on: May 05, 2009, 03:36:17 am »

Come on, Chad  Undecided



Patience young grasshopper Smiley There are several other army idea threads that haven't had the magic formula applied to them.
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