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Author Topic: New faction idea: Barbarians  (Read 11214 times)
Quelmotz
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« Reply #45 on: June 23, 2009, 12:40:55 am »

Great faction! Smiley You could also steal a page from Avalon Hill's "Squad Leader" game and say that if a unit passes a courage check by 4 or more it goes berserk.

Interesting idea...what about passing by 3 instead? 4 seems kinda high. The 14 courage guys will have a huge problem with that...


By the by, I didn't mean to imply by my criticism that I didn't like the faction in general -- there are clearly a bunch of really cool ideas here, and you have if anything more creative power than the faction can handle!

I focus on the negative because I find it is the best way to improve things, and because Battleground cards can be a very unforgiving medium: a lot of stats-based stuff is sort of written for you because stats tend to vary in predictable ways, and a single point of a stat is a huge difference, so expressing awesome, creative ideas in that format can be a real challenge!

I suppose you learned a lot from the skeletons  Smiley

Getting closer Quelmotz.  And the more I think about it, the more I like the berserk ability.

Yeah, I like it too. It's a nice ability, but very different from the Rune of Uruz IMO.

For the rune, you'll want to give it to every melee unit possible (unless you just want them to hold out, e.g. stand and shoot, etc), but berserk has to be used carefully - you can't just splash it around anyhow because of the -1/-0, or you'll have to waste a command action to get rid of it to save your unit from dying. But used at correct times (especially against high toughness enemies), it can be quite deadly IMO.
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Niko White
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« Reply #46 on: June 23, 2009, 12:45:10 am »


That'd be a sick burn but I had nothing to do with the skeletons  Grin
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Quelmotz
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« Reply #47 on: June 23, 2009, 03:03:50 am »


That'd be a sick burn but I had nothing to do with the skeletons  Grin

Yeah, but you'll know about the skeletons though.  Smiley

Oh and by the way, I decided to leave the berserkers as 0/3 because they'll be a bit too strong if they were 1/3...or maybe I should give them 1/3. But they'll be nearly as good as the chieftains then. Autopass courage checks, better offense (slightly) and only slightly worse defense. I don't know though. Until the point cost calculator is run on them.... or maybe I should give the chieftains 1/4 instead...  Smiley
« Last Edit: June 23, 2009, 04:03:39 am by Quelmotz » Logged

"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
gull2112
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« Reply #48 on: June 23, 2009, 04:19:31 pm »

I'd avoid the 1/4 stat as that is really for things that have tougher than plate mail and sheild hides and because we want to avoid stat inflation that runs the danger of compromising earlier factions. I personally find factions that base their novelty on high stats something of a yawn festival. This is a really cool faction because it is interesting and different. If you up the cost of the units then they become so expensive that people are just frustrated trying to guild an army.

The Elves of Ravenwood have a lot of variety. The High Elves, while interesting in theory, are so expensive that you don't get to field much. They are a really cool faction, but one is enough and I'm sure the Dark Elves will be another. I think the Umenzi are really cool because they are so original and yet you can field them by the score.

Of course, everybody just wants to build a faction that has a chance against the Orcs... Wink
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Quelmotz
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« Reply #49 on: June 24, 2009, 01:00:05 am »

I'd avoid the 1/4 stat as that is really for things that have tougher than plate mail and sheild hides and because we want to avoid stat inflation that runs the danger of compromising earlier factions. I personally find factions that base their novelty on high stats something of a yawn festival. This is a really cool faction because it is interesting and different. If you up the cost of the units then they become so expensive that people are just frustrated trying to guild an army.

The Elves of Ravenwood have a lot of variety. The High Elves, while interesting in theory, are so expensive that you don't get to field much. They are a really cool faction, but one is enough and I'm sure the Dark Elves will be another. I think the Umenzi are really cool because they are so original and yet you can field them by the score.

Of course, everybody just wants to build a faction that has a chance against the Orcs... Wink

Yeah, that's precisely the reason I don't want to make the chieftains 1/4. Also, it won't make as much sense. The chieftains have shields, and though they do have better armor than the barbarians or other foot units, they are nobles, so they won't be going mad or what. As a result, they don't have as much adrenaline/fury/bloodlust/whatever.

Stop with the orc comments!  Tongue
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Niko White
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« Reply #50 on: June 25, 2009, 03:09:05 pm »


I (for once! Tongue ) have no problem with 1/4 Chieftains, the Dwarven Longbeards are 1/4, after all.
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Quelmotz
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« Reply #51 on: June 26, 2009, 12:13:02 am »


I (for once! Tongue ) have no problem with 1/4 Chieftains, the Dwarven Longbeards are 1/4, after all.

2/3 would be better though.  Tongue More accurate in terms of reflecting the story behind them. They have a SHIELD, after all.. Roll Eyes

Like these guys or the hunters more? Basically javelineers with a (5) 5/5 free attack and (5) 5/7 and 1 impact hit on the charge turn while engaged. And better defense, health and speed.

Bear Riders: Offense: (5) 5/5* Defense: 1*/3 Range: 3.5" Courage: 12 MC: 5" Health: 5-4-2
Cavalry.
(+0) +0/+1 when engaged.
+1/+0 on the charge (this is in addition to the normal charging bonuses).
Free attack before engaging. See javelins rule.
Equipment: Flail, throwing axes, leather armor. Mount: Bear
Though weaker than their Ravenwood cousins, these bears make up for it by having riders.
Estimated Cost: 290 points.
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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
RushAss
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« Reply #52 on: June 26, 2009, 08:55:03 am »

Hey, you should give these guys a MC of 5 on the charge like the Triceratops herd.  I think that would fit them nicely.
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Quelmotz
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« Reply #53 on: June 26, 2009, 08:03:54 pm »

Hey, you should give these guys a MC of 5 on the charge like the Triceratops herd.  I think that would fit them nicely.

Which guys? The bear riders already have a base MC of 5". I suppose you're talking about the berserkers?
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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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« Reply #54 on: June 27, 2009, 01:13:38 pm »

Oh, sorry.  I was looking at the range stat of 3.5  and that's the number that somehow stuck in my mind as their MC as well.  Yeah, MC 5 sounds good to me.
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"The world weighs on my shoulders but what am I to do?"
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Quelmotz
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The berserker


« Reply #55 on: July 16, 2009, 05:48:50 am »

I was thinking, maybe make the units base stats 1/2, but let them have 5 green health. This way, they'll still be tougher than the Umenzi, and having 13 courage in the yellow isn't anything to laugh about (effectively the "normal" 14 courage guys in the yellow).

Just a thought though. Feel free to disagree or suggest changes.
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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 #56 on: July 17, 2009, 04:22:38 am »

Time for another major revamp.  Smiley

Drum roll please...Let's welcome the Dwarven Barbarians!

Some reasons for doing this is to resolve some problems that have been irritating me for a long time. Like humans having 5 green health despite not being very well disciplined, and having 3 toughness. So I decided to cut all these crap and just change them to dwarves, who are naturally quite tough and resilient.

Same faction abilities, so I'll not waste time posting it again.

Core Units

Approx cost: 235 points
Dwarf Macemen: Offense:(4) 5/6 Defense: 1/3 Range:- Courage: 11* MC: 2.5"* Health: 5-2-4
Vengeful.
MC 3.5" when final rushing.
Equipment: Mace, chainmail armor.
Who needs two weapons when you can already bash someone's head off with one?

Approx cost: 290 points
Dwarf Maulmen: Offense:(4) 5*/7 Defense: 1*/3 Range:- Courage: 11* MC: 2.5"* Health: 5-2-4
Vengeful.
MC 3.5" when final rushing.
(+0) +1/+0 vs cavalry/large. +1/+0 when holding vs charging cavalry/large. (-0) -0/-1 when charging.
Equipment: Maul, chainmail armor.
The heavy two handed warhammers these warriors use can inflict brutal wounds.

Approx cost: 115 points
Dwarf Miners: Offense:(4) 4/6 Defense: 1/2 Range:- Courage: 10 MC: 2.5"* Health: 2-3-3
MC 3.5" when final rushing.
Equipment: Pickaxe, leather armor.
Years of labouring as slave miners have lead these people to rebellion.

Approx cost: 265 points
Dwarf Battleaxemen: Offense:(5) 5/6 Defense: 1/3 Range:- Courage: 11* MC: 2.5"* Health: 5-2-4
Vengeful.
MC 3.5" when final rushing.
Equipment: Battleaxe, chainmail armor.
Lighter but equally deadly as maces, these axes are the preferred weapons of most warriors.

Approx cost: 255 points
Dwarf Axe Throwers: Offense:(3*) 5/6 Defense: 1*/2 Range:7" Courage: 11* MC: 2.5"* Health: 4-2-4
Vengeful.
(+1) +0/+0 and +1/+0 when engaged. 
MC 3.5" when final rushing.
Equipment: Throwing axe, hand axe, leather armor, shield.

Approx cost: 160 points
Dwarf Savages: Offense: (7) 4/5 Defense: 1/2 Range:- Courage: 10* MC: 2.5"* Health: 4-2-3
Vengeful.
MC 3.5" when final rushing.
Equipment: axes, maces, leather armor.
Savage and reckless.

Standard Units

Approx cost: 270 points
Dwarf Zealots: Offense:(7*) 5/5 Defense: 2*/3 Range:- Courage:- MC: 3.5" Health: 6-2-2
Fearsome.
Passes all courage checks.
When assigning standing orders, an objective unit must be given to Dwarf Zealots. If the objective unit is destroyed, you may give Dwarf Zealots another objective unit.
Permanently on close and may not be given a standing order modifier.
(-1) -0/-0 and -1/-0 when engaged with a unit other than the objective unit.
Equipment: Various hand weapons.
These warriors are driven by zealousness and incredible persistence.

Approx cost: 320 points
Dwarf Flailers: Offense:(6) 5/6 Defense: 2*/3 Range:- Courage: 13 MC: 2.5" Health: 5-2-4
No other unit may engage a unit engaged with flailers, but flailers can pinch.
-1/-0 when being pinched or pinching.
The friendly unit(s) that is/are engaged with the same unit as the flailers gets C-1.
Equipment: Flail, shield, chainmail armor.
No one dares to interfere with these fearsome fighters.

Approx cost: 110 points
Dwarf Runecasters: Offense: (4) 4/5 Defense: 1/1 Range:- Courage: 13 MC: 2.5" Health: 3-2-2
May not be given berserk.
Rune of Prediction. During your movement and command phase, if you have a unit of runecasters, you may look at the top 3 cards of your opponent's command card deck. You may spend a command action to put one command card at the bottom of the deck.
Rune of Protection. While a friendly unit within 7" range of the runecasters is being attacked, you may change one of the opponent's die into a "5". You may only use this ability on a unit once per turn per unit. Using this ability counts as playing a command card.
Rune of Persistence. While a friendly unit within 7" range of the runecasters is attacking, and fails to cause a point of damage, you may reroll two of the dice. This counts as playing a command card.
Equipment: Hood, robe, staff, runes.
These mages can enhance their troops' abilities with magical runes.

Approx Cost: 150 points
Golems: Offense: (3) 4/6 Defense: 1/3 Range: - Courage: - MC: 2.5" Health: 4-4-4
MC: 3.5" when final rushing.
Permanently on close and may not be given any standing order modifier.
Is unaffected by your command cards and you may not play command cards when golems is attacking or defending.
Cheap suicidal tanks summoned by the Ancients.

Elite Units

Approx cost: 430 points
Dwarf Chieftains: Offense: (6) 6/6 Defense: 2/3 Range:- Courage: 13* MC: 2.5"* Health: 5-4-3
Vengeful.
Fearsome.
MC 3.5" when final rushing.
Equipment: Battleaxe, maul, shield.
The chiefs of the dwarven barbarians, these warriors are unmatched in fighting skills.

Approx cost: 310 points
Dwarf Berserkers: Offense: (7) 5/6 Defense: 1/3 Range:- Courage:- MC: 3.5" Health: 5-2-5
Vengeful.
Fearsome.
Passes all courage checks.
Permanently on close and may not be be directly controlled.
Equipment: Various hand weapons, leather armor.
Crazed by bloodlust, vengeance, and an assortment of other reasons, these warriors feel no pain in battle despite only wearing leather armor.

Approx cost: 350 points
Ancients: Offense: (5) 6/6 Defense: 2/2 Range:- Courage: 13 MC: 2.5" Health: 4-2-3
Spellcasting. All spells cast during the Movement & Command phase.
Rune of Velocity: A unit in 10.5" range of the Ancients get +1 MC and C+1.
Rune of Resilience: A unit within 10.5" range of the Ancients gets a mark. During an attack, you may remove the mark if the unit takes 2 or more points of damage to prevent one point of damage. This counts as playing a command card.
Rune of Bloodlust: A unit within 10.5" range of the Ancients gets a mark. During an attack, every point of damage it causes gives it C+1 for the turn. You must erase the mark for this effect. This counts as playing a command card.

**For now, command cards should remain the same. I'll rename them someday... Tongue
« Last Edit: January 02, 2010, 11:10:50 pm by Quelmotz » Logged

"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 #57 on: July 17, 2009, 08:51:49 am »

Giant sized dwarves, these brutal warriors can destroy enemies easily.

Does this mean they're like regular sized people?  Grin

Don't have time to post much now - will try to do so later.
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Quelmotz
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The berserker


« Reply #58 on: July 17, 2009, 08:47:59 pm »

Giant sized dwarves, these brutal warriors can destroy enemies easily.

Does this mean they're like regular sized people?  Grin

Don't have time to post much now - will try to do so later.

Ok...maybe I should change that part.  Tongue

Didn't mean it to be a joke though.
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RushAss
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« Reply #59 on: July 20, 2009, 09:42:27 am »

Whoa, look at those Chieftains!

The chiefs of the dwarven barbarians, these warriors are unmatched in fighting skills.


I'd say!
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