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The Sultan's Fleet


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Currently my concern on the warscroll is that it’s blanket everything is better, and give that he’s always in range of himself he is currently:

2 up save with the new mystic shield making him 2 up rerolling 1s

hitting on 2s with scimitar

doing mortal wounds with ghosts and scimitar on 5s

casting on 3d6

moving 16 inches and charging up to 18

and that’s just how it impact him, let alone every other unit in 12 inches which with reasonable deployment is your entire army.

For the command ability it’s a hard balance between cool and unbalanced. Something along the lines of:

The Price of Loyalty: The Sultan knows the weight of all men’s souls, able to barter loyalty with the merest nod of his head and turn the tide of battle with the weight of his coin purse. In your hero phase select a unit within 12 inches of this model, if you choose a FRIENDLY unit you may reroll all failed hit rolls for that unit until your next hero phase. If you choose an ENEMY unit they must reroll all successful hit rolls until your next hero phase.

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1 minute ago, Melcavuk said:

The Price of Loyalty: The Sultan knows the weight of all men’s souls, able to barter loyalty with the merest nod of his head and turn the tide of battle with the weight of his coin purse. In your hero phase select a unit within 12 inches of this model, if you choose a FRIENDLY unit you may reroll all failed hit rolls for that unit until your next hero phase. If you choose an ENEMY unit they must reroll all successful hit rolls until your next hero phase.

that is a lot better and fits the whole pirate motif.

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Alright everyone Im going to put down some ideas for new units in the categories we are currently lacking(Warmachine,Hero,elite infantry,calvalry,totem) there will be two three options each. to vote type aye or nay and the units you want.

Elite Infantry

Riggers( men who work on the sails and use their ropes and pistols to ensure enemy units)

Dervishes-(cultist who are constantly spinning and releasing flames)

Warmachine

Heldenhammer( etheric vortex gloom tide ship given a warscroll, is also a transport)

Flaming Scimitar(converted reaver that gives magic boosts and can cast spells)

Dreadship(generic ghost ship)

Soul madafae (cannon and crew)

Calvary 

Flying Carpets

rowboats

Camel riders

Heroes

apprentice(wizard)

shipwright(builders and engineers heals ships)

fortune teller(would allow to change up to 3 dice)

first mate

Special Characters 

Jaego Roth 

Aranessa Saltspite

New Character

 

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For camel riders there are the nice lord of the rings camels, they’re a bit smaller scale but nice metal models.

be wary of generating a lot of units because the wider your range gets the more possibilities of inter balance you need to weigh up. Not only does every unit need to be appealing both within their faction and grand alliance but balanced both as an army, a faction and part of a mixed grand allliance list.

The unit list looks like you’ll end up with a fantastically broad array of models on the field which will be cool, bear in mind the AoS 2 changes coming when planning your list specifically around summoning being done via an in faction metric now (soul points, blood tithe, plague contagion) so you might want to integrate that into your faction plan.

for named characters try and make them different but not necessarily better than the non named variants. They should add character and personality but shouldn’t be so good as to discourage people making their own stories in your setting 

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10 minutes ago, Melcavuk said:

For camel riders there are the nice lord of the rings camels, they’re a bit smaller scale but nice metal models.

be wary of generating a lot of units because the wider your range gets the more possibilities of inter balance you need to weigh up. Not only does every unit need to be appealing both within their faction and grand alliance but balanced both as an army, a faction and part of a mixed grand allliance list.

The unit list looks like you’ll end up with a fantastically broad array of models on the field which will be cool, bear in mind the AoS 2 changes coming when planning your list specifically around summoning being done via an in faction metric now (soul points, blood tithe, plague contagion) so you might want to integrate that into your faction plan.

for named characters try and make them different but not necessarily better than the non named variants. They should add character and personality but shouldn’t be so good as to discourage people making their own stories in your setting 

I plan on capping this around 14 units, I just wanted to know peoples opinions on which one make the cut.

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Looking at what death is lacking I’d definitely keep the fortune teller, riggers, cannon, ghost ship in. I’d lose the ship wright in favour of an accursed navigator or something as I assume your ships won’t be well maintained and thus not need an engineer. 

This covers factional lack of artillery and ranged units, I’d ditch the apprentice since both alliances this faction covers part of have ample wizards so another to the mix won’t add anything unique, though adding your own anti priests wielding curses as prayers might be cool (with a unique array of hexes for the army, perhaps the fortune teller can fill this role)

flying carpets sound cool 

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List of all units planned for this faction

troops

men o bones

drowned

elites

blackwater janissaries

jury riggers

ifrit

cavalry 

flying carpets

Heroes

shanty man

 navigator

Jann

sea nymph 

Fortune teller

Warhmachine

soul madafae(cannon)

mutinous chest

dreadship

clockwork thunder tusk

Special Characters

The Golden Magus(two different war scrolls).

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For the sea nymph currently the wail seems to be able to target two different units (one to damage, one for ability) I would remove the first sentence of the ability and a replace with. “if a unit is hit by the Fearful Wailing attack...”

Shantyman looks cool

Also you could look at using the Hobbits row boat with a skeletal ferryman in it lifted by ghosts as the ferryman to take Souls to the underworld as your navigator model. Very Ancient Greek mythology but could be cool.

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5 hours ago, Melcavuk said:

For the sea nymph currently the wail seems to be able to target two different units (one to damage, one for ability) I would remove the first sentence of the ability and a replace with. “if a unit is hit by the Fearful Wailing attack...”

Shantyman looks cool

Also you could look at using the Hobbits row boat with a skeletal ferryman in it lifted by ghosts as the ferryman to take Souls to the underworld as your navigator model. Very Ancient Greek mythology but could be cool.

That sounds like a sweet idea.

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Alright everyone since as Melcavuk has pointed out that summoning has gotten a drastic overhaul in the new addition, this faction now needs it own special way of calling in back up. what i'm thinking of is this

Pieces O Eight

during the beginning of each round, all heroes generate one piece o eight, which can be used to entice the souls of those who died at sea to fight once more.

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Another Idea from Melcavuk was that instead of prayers we could have hexes that would act against priests. I quite like the idea.

The members of the dread fleet respect no god and often kill any priest with extreme prejudice, after all who would these poor damned souls pray to? Nagash the being who removed them from paradise?  The Golden Magus who uses them as slaves? Sigmar who abandoned them? No, instead those among them stooped in the ancient superstitions and hexes of the mariner call down the most dire of curses. These "priests" are known collectively as Old Sea Bones and their wrath is as absolute as the tide.

Superstitions and Hexes

1)Red Dawn- All sailors know that a red sunrise is a sign of storms. Select one enemy unit 10" from the priest and roll a D6, on a 5+ that unit suddenly slows down, as if caught in a heavy downpour. Reduce the selected enemy unit's movement by 3" until the next hero phase. 

2) Beware That Which Lurks Beneath- A thick fog wafts over the feet of the enemy as spectral fins begin to appear... an enemy unit within 13" of the priest, roll 2D6, if the total is higher then the units bravery deal the difference as mortal wounds. If the unit has more then ten models, double the amount as the sharks are drawn into a feeding frenzy.

3) Damn Your Gods!- The Gods of the mortal realms did not save them, why should they help anyone else? Select an enemy Priest or Totem within 18" and roll D6. On a roll of 4+ that unit suffers D3 mortal wounds and cannot use any abilities or prayers as the agony of the Cursed Crews wash over them.

4) Deadly Lexi- Seeing his foes fortune turning, the old sailor utters words know to bring death amongst seafarers and by doing so passes that luck onto those more fortunate. All enemy units within 6" of the priest must immediately make a save roll for each model in the unit, deal 1  mortal wound for each failed roll.

5)  Calm Before the Storm- the mariner begins to whistle a slow tune but quickly picks up the pace as the winds begin to roar around him. Roll 2D6, all enemy units within the total of the dice from the priest suffer 1 mortal wound and has their charge and run rolls halved. Any enemy units that can fly suffer 2 mortal wounds instead. 

6) The Sea Curse- Filled completely with bitterness and spite, the old sailor calls upon the Galleons Graveyard to damn all those who fought against them to suffer the same fate. Once per battle, you may call upon the Sea Curse, If you do any count the number of models that have died in the last round, half of that number is converted into Pieces O Eight.

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They’re very aggressive hexes that run more like spells (direct damage dealing rather than support). I’d suggest working more on support and debuffs than always inflicting mortal wounds.

for 1 I’d reduce moves, runs and charges by that distance because a 5 up is a hard “prayer” hex

id maximised one or two direct damage at most because they’re currently very aggressive. Might be worth looking at things like:

Curse of the Bitter Eye: Resentment and jealousy can tear even the strongest bond asunder, this hex channels all such ill will like a needle to the heart. Select an enemy unit within 18 inches of the caster and roll a D6, on a 4 or more that unit lowers its bravery by 1. Furthermore until your next hero phase all enemy units within 6 inches of your victim lower their bravery by 2 as suspicion makes for hesitant allies.

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5 minutes ago, Melcavuk said:

They’re very aggressive hexes that run more like spells (direct damage dealing rather than support). I’d suggest working more on support and debuffs than always inflicting mortal wounds.

for 1 I’d reduce moves, runs and charges by that distance because a 5 up is a hard “prayer” hex

id maximised one or two direct damage at most because they’re currently very aggressive. Might be worth looking at things like:

Curse of the Bitter Eye: Resentment and jealousy can tear even the strongest bond asunder, this hex channels all such ill will like a needle to the heart. Select an enemy unit within 18 inches of the caster and roll a D6, on a 4 or more that unit lowers its bravery by 1. Furthermore until your next hero phase all enemy units within 6 inches of your victim lower their bravery by 2 as suspicion makes for hesitant allies.

As always your advice is appreciated. Any one else have an idea for the hexes?

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38 minutes ago, TheR00zle said:

Another Idea from Melcavuk was that instead of prayers we could have hexes that would act against priests. I quite like the idea.

The members of the dread fleet respect no god and often kill any priest with extreme prejudice, after all who would these poor damned souls pray to? Nagash the being who removed them from paradise?  The Golden Magus who uses them as slaves? Sigmar who abandoned them? No, instead those among them stooped in the ancient superstitions and hexes of the mariner call down the most dire of curses. These "priests" are known collectively as Old Sea Bones and their wrath is as absolute as the tide.

Superstitions and Hexes

1)Red Dawn- All sailors know that a red sunrise is a sign of storms. Select one enemy unit 10" from the priest and roll a D6, on a 5+ that unit suddenly slows down, as if caught in a heavy downpour. Reduce the selected enemy unit's movement by 3" until the next hero phase. 

2) Beware That Which Lurks Beneath- A thick fog wafts over the feet of the enemy as spectral fins begin to appear... an enemy unit within 13" of the priest, roll 2D6, if the total is higher then the units bravery deal the difference as mortal wounds. If the unit has more then ten models, double the amount as the sharks are drawn into a feeding frenzy.

3) Damn Your Gods!- The Gods of the mortal realms did not save them, why should they help anyone else? Select an enemy Priest or Totem within 18" and roll D6. On a roll of 4+ that unit suffers D3 mortal wounds and cannot use any abilities or prayers as the agony of the Cursed Crews wash over them.

4) Deadly Lexi- Seeing his foes fortune turning, the old sailor utters words know to bring death amongst seafarers and by doing so passes that luck onto those more fortunate. All enemy units within 6" of the priest must immediately make a save roll for each model in the unit, deal 1  mortal wound for each failed roll.

5)  Calm Before the Storm- the mariner begins to whistle a slow tune but quickly picks up the pace as the winds begin to roar around him. Roll 2D6, all enemy units within the total of the dice from the priest suffer 1 mortal wound and has their charge and run rolls halved. Any enemy units that can fly suffer 2 mortal wounds instead. 

6) The Sea Curse- Filled completely with bitterness and spite, the old sailor calls upon the Galleons Graveyard to damn all those who fought against them to suffer the same fate. Once per battle, you may call upon the Sea Curse, If you do any count the number of models that have died in the last round, half of that number is converted into Pieces O Eight.

1)reduces to 4+ also reduces run and charge rolls by 3

2) stays the same

3)remove the mortal wounds

4 replace with Curse of the Bitter Eye

Curse of the Bitter Eye: Resentment and jealousy can tear even the strongest bond asunder, this hex channels all such ill will like a needle to the heart. Select an enemy unit within 18 inches of the caster and roll a D6, on a 4 or more that unit lowers its bravery by 1. Furthermore until your next hero phase all enemy units within 6 inches of your victim lower their bravery by 2 as suspicion makes for hesitant allies

5)stays the same

6)stays the same

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31 minutes ago, Melcavuk said:

What’s the value of a piece of eight, for example if 5 gets you a monster then the last hex could be op. But if it’s 20 for a unit of skeletons then it’s understandable 

Eight gets you one basic unit(pieces of eight were real coins that were worth into eight smaller coins) and the price rises from there

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I think there is the chance that nobody will opt to take any prayer/hex except the free unit making one. After all a debuff or mortal wound causing hex means little when assuming an average amount of killing in turn one (you kill eight models, the enemy kills eight models) means you can generate a 100 point unit out of an 80 point priest etc. It’s obviously depending on who you are facing it could vary but as an example:

stonehorn kills 20 of a 30 man drowned unit. You revive 10 through magical means (heals, summons etc) and kill 12... let’s say Grots. You can now instantly produce 2 full 20 man units because of the 16 pieces of 8 that were made whilst the khorne blood tithe (assuming it hasn’t changed) would generate a single point only if a unit was destroyed.

That said it could be that summoning with the new system will be so prolific that this could infact be underpowered.

TLDR I think if people have to pick a prayer they’ll always pick the free units prayer :P

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21 minutes ago, Melcavuk said:

I think there is the chance that nobody will opt to take any prayer/hex except the free unit making one. After all a debuff or mortal wound causing hex means little when assuming an average amount of killing in turn one (you kill eight models, the enemy kills eight models) means you can generate a 100 point unit out of an 80 point priest etc. It’s obviously depending on who you are facing it could vary but as an example:

stonehorn kills 20 of a 30 man drowned unit. You revive 10 through magical means (heals, summons etc) and kill 12... let’s say Grots. You can now instantly produce 2 full 20 man units because of the 16 pieces of 8 that were made whilst the khorne blood tithe (assuming it hasn’t changed) would generate a single point only if a unit was destroyed.

That said it could be that summoning with the new system will be so prolific that this could infact be underpowered.

TLDR I think if people have to pick a prayer they’ll always pick the free units prayer :P

You make a good point on that, however we don’t exactly know how summoning will work in the new edition fully yet, I’ll probably have to change it eventually. Plus the free one is a one time deal, if not a lot of units died in the last round you took a prayer that is extremely situational.

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Take a look through your units written so far before writing it and work out:

whats you theme (Iron jawz are resilient melee, Stormcast are mid weight multipurpose, kharadons are shooty)

what’s the army lacking so far

what do you want out of the boat

how do the boosts interact with other boosts already in the list (e.g. you don’t want 4 units all giving hit buffs, don’t want too many mortal wound sources and so on)

is there a reasonable comparative unit in other units to use as a base

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