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cyberhawk94

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Posts posted by cyberhawk94

  1. What size units for Spirit Hosts and Chainrasps? 

     

    Spirit Hosts feel like 6 so they have a better chance of surviving to take advantage of the "revive models" mechanics with their 3 wounds. But they do have coherency issues then, so maybe 3s?

     

    Chainrasps Im think either 10s in the underworld to grab objectives, or a big block of 30 in Reikinor's Condemmed. Though it is possible that 2x20 is better with all the ways to heal them. Any use for the larger units not in RC?

  2. Yea Seraphon's subfactions have a mandatory relics, but the command traits are mandatory IF your general is a specific model (Slann/Saurus/Monster)

     

    So if you want to take a specific command trait for your Slann in Koatl's Claw / Thunder Lizard, you can. You just have a set one for saurus generals / generals on a monster respectively

  3. 13 minutes ago, Popisdead said:

    Not clicking random links on the internet but regarding your main changes

    Its just a gmbinder link, you can see that on hover over (a homebrew site many use for DnD). Is there any way to post the changes without a link? hard to have a discussion about it without seeing them

     

    14 minutes ago, Popisdead said:

    no.  I like they are mandatory for the pay off.  Sylvaneth have Glades, otherwise there is no downside to sometimes really good pay offs.  They just lack balance.

    I mean you still have the mandatory artefacts. It seems odd that we have a huge list of 15 command traits none of which will ever be used. 

    How Seraphon did it seems to be more how they are going in newer books

  4. Link to the houserules

     

    Hey all! Im sure it isn't too controversial of a statement to sat that BoC aren't in the best place right now. I wanted to help them out a bit for home games so that my play groups games felt a bit more even (BoC player felt the need to treat every game like a tourny, tzeetch player felt the need to self-neuter lists against BoC, etc) 

     

    I didn't want to edit warscrolls due to the added complexity / unintended side effects for other chaos allegiances, and battalions seemed like it would be too easy to miss units or force it into a specific playstyle, so I decided the best way to go would be a homebrew allegiance that is a side-step from a regular one (in the style of Legion of Grief from nighthaunt or Lethisian Defenders from order).

     

    Main changes: 

    1) Addition of the Primal Fury rule from WHFB since none of the allegiance abilities actually helped in combat (and BoC had less than most factions)

    2) Brayherd Ambush now works like a normal ambush (turns 1-3), other two sub-races got similar buffs

    3) Buffed allherd and darkwalker abilities so gavespawn isn't the 90% sure choice

    4) made the greatfray command traits avoidable (like how seraphon did it, I think all subfactions should work like this)

     

    In the link above you can see what I landed on, and I would love some feedback on whether I missed the mark, went to far, BoC would still suck with this, etc. 

    • Like 1
  5. Idk if anyone would be interested, but I recently put together a "houserule" allegiance for Beasts of Chaos for much of the same reasons are are stated in this thread about Sylvaneth (the warscrolls/points costs are mostly fine, the allegiance abilities have simply been left behind at this point. Most armies get ~4 allegiance abilities + a possible terrain, BoC gets 2 allegiance abilities on any given model because of how they wrote them & counting the herdstone as one)

     

    Nothing I would try to take to a FLGS or anything, but its made games more fun with my casual friend group, I can actually play my BoC without having to default to the "horde of bodies that just play objectives" playstyle that they are stuck in at the moment. (link for reference) 

     

    I definitely wouldn't mind putting together something similar for Sylvaneth if there is interest, though since Im not as familiar Id need help with what the problems are / rules from the old book that should be brought back

  6. I think there would be two possible options here. For both, Ambush becomes until turn 4 like the rest of those abilities, and some warscrolls like Hounds and Gors get updated. In addition:

    1) Ambush becomes army wide , Brayherd gets some additional benefit (possibly related to ambushing so they are best at it). Darkwalkers gets a completely new benefit, possibly a huge buff when ambushing. 

    2) A new army-wide rule like Primal Fury. The 3 Herd rules get buffs. Darkwalkers gets a small benefit to replace the turn 2 ambushing.

     

    Personally I prefer two, as ambush feels like a brayherd thing to me, and a new army wide combat rule would do a lot to help without having to touch a bunch of warscrolls, but I can definitely see the argument for the army-wide ambush.

     

    I can't see buffing the herd rules, adding a rule like Primal Fury, AND having herd-agnostic ambushing without major point changes to go with it. Some edge case like the Ghorgon is going to end up breaking from that. 

  7. 22 hours ago, Zeroken said:

    By the way, I just realized the Restoration spell on pegasus knights? Too op.

    Though I would not want it limited to 1-3 wounds either. That's too weak.

    Changed it to D3+1. consistent on Peasants, 50/50 of 1-2 knights, and 1/3 chance of rezzing a Pegasus

  8. They have the Blessing of the Lady over greatswords, and do less damage. They're closer to Ironbreakers IMO.  But honestly theyre just there to be rules for people that bought foot knights for 9th age and similar

     

    Huh, thats a good point on the model/unit thing, will change that

     

    Restoration on Peg Knights.... Yea I can see that. Nighthaunt does it with spirit hosts but their much weaker. Not sure how to change that to work on Cav but not peg knights... but cant cut it since it was so common in WHFB I wanted to keep it

  9. 9 hours ago, tupavko said:

    Let's say we apply the +1D3'' movement after ambush: what are we ambushing? 6 Bullgors with big axes? If those guys even charge in 50% of the cases they will bounce off the unit they charged unless it's some sort of chaff, or they get a support from a hero and some other unit. I'm playing Troggoths at the moment and let's say those 6 bulls charge 6 trolls... On avarage they will be inflicting around 9,7 wounds, in exhange the 4 remaining trolls will inflict 11 wounds to the bullgors... And trolls are not even the worst thing out there.

    what do you think of my propsed changes then? at least as a temporary holdover

    not changing warscrolls, but giving all warherd the ability to re-roll failed wounds after getting a kill makes them really scary, especially with their 6's to wound rules, but ONLY if they get that kill. they become the unit you DONT want to feed chaff to, as that makes them really killy for the rest of the game

  10. Thanks for the feedback! To address your points:

    The thing with the lance formation is because of pile-in, it only works if you attack first (your opponent can just surround the front of the lance and pull a 4th or 5th model into combat). This is why I make the Lord's CA what it is, its really important to getting lance charges off. Its easy to use on paper to try and make it more about your tactics / the opportunity cost of the command points than trying to get a list of conditions to line up.

    Field trebuchet was always slightly tougher among the artillery in WHFB, its currently the same stats as a Hellstorm/Celestar but +3 wounds. I could make it unique by knocking down its save but having cover from ranged attacks though, thats easy enough.

     

    By using Purity + Champion of the Lady, you can turn peasants into a disgustingly cheap tarpit (5+ ignore wounds + regen), and there is the battalion for Re-rolls to hit. I might change the foot banner for the Noble though, Ill look through the old book and see if there were any items I could copy. Keep in mind the Enchantress spell + Faithful Masses can really ramp up the damage on peasants

     

    It was, but I couldnt find a model that wasn't kitbashed. that might just be ignorance though, I can definitely add a +20 points for a pegasus option. 

     

    Not a typo, there isnt a situation where unit/model makes a distinction in that rule, and model is clearer IMO

     

    Is there any egregiously low/high points values you can see? might save me some time lol

     

     

  11. First Draft: https://www.gmbinder.com/share/-MQjHdN1xGEoM9-dhOmH

    No lore blurbs for items and such yet, but warscrolls and allegiance abilities are in there. Would love feedback on balance and design in general. 

    The points costs are rough estimates, I haven't actually sat down and done extensive comparisons yet. 

     

    Units that should be fairly strong as they are iconic to the army and should be part of Brets strengths: Knights of the Realm, Grail Knights, Trebuchets, Green Knight

    Units that some people might not have access to so should be on the weak side (basically just have rules for the sake of it): Yeoman, Foot Knights

    The Green Knight in particular Im looking for feedback on. I had to do most of the design work from scratch as he was pointed equal to the Light of Ethalion with like a 3rd of the abilities (was basically just a Bretonnian Lord with deepstrike and ethereal but no command ability) He shouldn't hit as hard as LoE but is way more mobile, and while not as tanky can resurrect, so they might be close to equal? mobility is the hardest thing to point cost.

    The other controversial decision I made was to 'cut' Knights Errant as two nearly identical battleline cavalry, especially ones that most people used the same models for, just seemed like unnecessary design. Plus it left a lore opening for Foot Knights, as Knights Errant are young and eager, they might not have 'earned' their steeds yet, etc

     

    My goal is to shoot for low B / high C tier, as Ive found homebrew is way easier to feel okay if there is no chance of seeming OP, so most of the units will probably end up ~10-20 points higher than they should be just to help with that goal.

     

    • Like 2
  12. I guess, we have so few units that can re-roll charges (as far as I know only chariots and Warherd near a specific general) that I didnt think it would be an issue. The rule can easily be changed to re-roll charges, thats just less flexible since it is only a benefit for charging, not getting to an objective / in range of a spell / moving a character to buff a charging unit etc

     

    Misthavn's +d6" and +1 to charges on their units musicians seemed much stronger to me, since it could even be a 3" charge out of ambush

  13. On 1/13/2021 at 1:10 PM, Chaos Shepard said:

    I'm sorry but I must object to braking the 9" deepstrike limit. Being able to place a unit and reliably charge any  where on the board edge would be incredibly unfun to play against. Not to mention you would essentially be letting the genie out of the bottle, this would not stop at beast of chaos.

    That's not to say Ambush couldn't use some improvements. You shouldn't have to take a command trait or darkwalkers in order to hold units in reserves past the first turn. You also shouldn't have to take the horn artifact to get the small attack bonus on arriving from Ambush. Also so Darkwalkers aren't left in the wayside, perhaps they get an automatic re-roll to charge when coming out of ambush and an artifact that can grant +1 to charge to a unit that came out of Ambush that turn.

    The new Cities faction (Misthavn) already has this. Theirs costs a CP but also is d6 inches. Not to mention the shenanigans Living City could do before that (more restrictive but still)

     

    The problems I was trying to fix with the ambush rules changes I had were two-fold:

    1) We are the worst ambush army of all the ambush armies in the game (Draco Tail, Nighthaunt, Stormcast, all arent limited in turn or to board edges)

    2) Shadow walkers is the "ambush subfaction" that doesn't really do anything to make your ambush better, it just lets more units ambush. 

     

    I changed the core rule so we at least can pick the turn, still limited to board edge so still worse than those armies but its at least closer (like living city).

    And the d3" move was pulled from Misthavn but toned down to a non-Command ability. I thought it fit the lore of shadowwalkers best. Any other bonus on the ambush turn would work here just as well (re-roll charges, +1 to hit or wound, etc) it just needs something to actually be the ambush faction.

    On 1/13/2021 at 6:12 PM, Maddpainting said:

    Getting closer will be a huge problem, you would just ambush everything and always charge. Thats not tactical or fun. Ambushing should be used to forgo a turn on the table to protect you, to get into a position to apply pressure, and make your opponent have harder choices as to where to move, what to shoot/magic, etc..

    +d3" is mathematically the same as re-rolling charges, and we aren't always ambushing chariots, and other deep-strike factions dont always ambush things that can re-roll charges. It wouldn't make it a no brainer, it would just make aggressive ambushing an actual option

     

    On 1/13/2021 at 1:10 PM, Chaos Shepard said:

    Also so Darkwalkers aren't left in the wayside, perhaps they get an automatic re-roll to charge when coming out of ambush and an artifact that can grant +1 to charge to a unit that came out of Ambush that turn.

    Darkwalkers were the ones that got the +d3", and +d3" and re-roll charges are almost exactly the same mathematically, its just more unique and slightly more flexible

  14. Just now, Mwatts25 said:

    This is some good stuff, i like the directions your thought processes are taking this, as they match bret play style but aren’t overly broken(lance formation has slight potential of it though, perhaps something along the lines of “as long as at least 3 units in lance formation are in contact, gain +1 to hit or(not and) to wound” instead)

    Lance Formation's potential can be mitigated by limiting the strength or size of the units that have access to it.  Based of the most recent warscrolls, the only units that even use lances are Knights of the Realm / Errant, Pegasus, and Grail Knights. So I can simply take it into account with the battleline, and limit the max size of the elite units to not be an issue.

     

    The problem with a flat buff is a old-school 12 or 15 man lance will always do more damage going 6+ wide then any buffs I can give to 3 models, so they'd never actually be in lance formation

  15. Just now, Mwatts25 said:

    First, which specific units are you comparing? I base my statement off of the knights of the realm and the drakespawn knights from cities of sigmar. Their stats are similar, with the slight stat and point value leaning to the drakespawn, both are heavy cavalry without ranged, both hit on a 3+, both wound on a 4+, both deal 1 damage per attack, but drakespawn have rend -1, their mounts hit on a 3+ versus the brets 4+, and they cost 130 per 5, or 26 points per unit versus the 220 per 8, or 27.5 per unit. All bret skills only work during a charge, so they only affect first round of each combat they initiate. Drakespawn beat them in matched points

    Ah that explains it. You specifically said "Free Peoples" so I grabbed the Knightly Orders warscroll because it is the only specifically Free Peoples cavalry, but it is also an outdated compendium one. Comparing to current warscrolls I see your point

  16. Working on some ideas for a mini-battletome. Keep in mind with this, I am not a writer, just a amateur game designer, so instead of trying to write new lore and incorporate things like the Ascendance of the Grail Knights, I'm going with the tried and true approach of "oh look, the same society somehow evolved thousands of years later in a new universe". So this would be just making bretonnia playable in AoS with its own allegiance abilities, not writing a new army. 

    That said, here are what Im working on for allegiance abilities. You all know the army better than I do, and obviously Ill be tweaking warscrolls and adding artefacts and such, but how does this look?

    ### Battle Traits

    ##### Blessing of the Lady

    Roll a dice each time you allocate a wound or mortal wound to a friendly NOBILITY model. On a 6+, that wound or mortal wound is negated. If a NOBILITY unit retreats from combat or fails a battleshock test, they cannot benefit from this rule for the rest of the game. 

    ##### Lance Formation

    If exactly 3 models from a friendly BRETONNIA unit are within 1" of an enemy model, every model in that unit can attack with its Lance weapon, regardless of that weapon's range.


    ##### Peasant's Duty
    Increase the Bravery characteristic of any friendly PEASANTRY unit by 2 if there is a friendly NOBILITY model within 6" of that unit. 

    ##### Virtues of the Chivalric Knight
    At the start of your first hero phase, you can pick one of the following virtues to be emulated by your forces in this battle:

    - **Confidence:** Re-roll failed hit rolls of 1 for friendly NOBILITY models if they made a charge move in the same turn.
    - **Stoicism:** Friendly  NOBILITY units can re-roll failed battleshock tests.
    - **Empathy:** Friendly  PEASANTRY models gain the benefit of the Blessing of the Lady battle trait.
    - **Purity:** Friendly  BRETONNIA WIZARDS add 1 to unbinding and dispelling rolls. 
    - **Heroism:** If the unmodified wound roll for an attack made by a friendly NOBILITY model is 6 and the target is a HERO or MONSTER, that attack inflicts 1 mortal wound on the target in addition to any normal damage.


    ##### Command Ability

    **Inspired Virtues:** *Visions of a past hero dance in a noble's mind, guiding him toward honorable victory.*

    You can use this command ability at the start of your hero phase if your general is on the battlefield. You lose the benefits of your current virtue and choose a new one as though it was the first hero phase. 

    • Like 1
  17. On 12/13/2020 at 9:16 PM, Mwatts25 said:

    Given that the current point cost of Bretonnian cavalry is already expensive compared to free people cavalry despite having equal stats, these horse breed traits would bring balance, not throw it off balance 

    ? As far as I can tell they are the exact same cost per model and Bretonnian is slightly better with its 3+ to hit, but only getting the better save on the charge. (Free Peoples cav are 140 per 5 models, Bretons are 220 per 8 models)

  18. Thank you for taking the time to read through it! 

     

    The ambush rules have always bothered me. I used to run One-eye just to try and make is usable back when each unit had to roll to come on the board, and currently I have a whole Darkwalkers Brayherd army that I just run as Gavespawn because the ambush faction doesn't actually really give any benefits to the ambush units (just lets new ones ambush), and has 2 useless required upgrades. 

     

    Like was have an ambush battalion, ambush artefacts, ambush synergies, let us use them!

  19. 11 hours ago, tupavko said:

    The synergies are not only tactical skill and forward thinking. It can also be a consequence of simply translating basic animal instincts into rules:

    Also in practical terms not only narrative ones the game at the moment is all about good synergies or super strong warscrolls... I do not think beasts should have super beefy all around fighters (except Shaggoths and dragon ogors) so no super strong warscrolls. 

    Definitely fair points, though I was also speaking from a place of making my "house rule" tweaks as simple as possible, something like that would require new warscrolls and vastly change how the army is played. As I said, we would have to care way more about positioning and support heroes than we do now, which I do think is an under-rated strength of the army, as it really allows us to focus on the objectives

    • Like 1
  20. Maybe just a new allegiance like they tried to do with Legion of Grief for nighthaunt? leave the warscrolls alone, but give a new set of alliegeance abilities and maybe subfactions so instead of "Allegience: Beasts of Chaos" you'd be "Allegience: Beastmen" and everything else would run the same?

    Then some of the allegience rules could touch on the struggling units in some way. 

    EDIT: How about something like this? (couldn't get it out of my head lol) https://www.gmbinder.com/share/-MQjmI5TazedXA2t3CBf

    Basically just buffed the 3 "Herd" rules, added a generic rule (since for some reason we didnt have even one) based on Primal Fury from WHFB, buffed the two lesser-used Greatfrays, and freed them to be able to take other command traits (Seraphon did it like this and its really nice). 

    I did limit the Primal Fury to Battleline to curb possible edge cases with our monsters, and to make your chosen army theme matter more, since your general choice causes either Bestigors, Bullgors, or Dragon Ogres to get the rule.

    Allherd now has a small combat benefit, and synergizes the best with the core rules (summoning and Primal Fury), and Darkstalkers actually have scary consistent ambushes, especially if you taken the Brayblast Trumpet and a maurading brayherd battalion.

    I know a few people in here were saying our big issue was the lack of internal synergies, but I think that is actually proper for Beasts. Too chaotic for organized combos and such, plus it lets us be way more flexible in movement phase since we dont need to keep things near a bunch of support heros like Seraphon or Nighthaunt do. 

    Its not going to top any tierlists, but it should be both more viable and more importantly more flexible. 

  21. 4 minutes ago, The Red King said:

    Judging from the reaction to that old batallion maybe the easiest tweaks would be to make a few good batallions?

    That would be easiest, but it comes with other problems:

    Limiting the use of current favorites like Desolating Brayherd

    Ramping up the number of artefacts we have access to in a given game if we can easily take multiple battalions

    Not allowing fixes to things like Gors or subfactions. 


  22. ++ **Pitched Battle** (Order - Cities of Sigmar) [1,870pts] ++

    + Leader [340pts] +

    Battlemage [110pts]: Realm Origin?

    Knight-Venator [110pts]: 2. Deepmire Cloak, General's Adjutant

    Nomad Prince [120pts]: General
    . 3. Druid of the Everspring: 3. Ironoak Skin

    + Behemoth [220pts] +

    Celestial Hurricanum [220pts]

    + Battleline [770pts] +

    Sisters of the Thorn [130pts]: 5 Sisters of the Thorn [130pts], Horn Blower, Standard Bearer

    Sisters of the Watch [320pts]: 2x 10 Sisters of the Watch [320pts], Honoured Retinue

    Sisters of the Watch [320pts]: 2x 10 Sisters of the Watch [320pts]

    + Other [500pts] +

    Gyrocopters [70pts]: Brimstone Gun, Gyrocopters [70pts]

    Phoenix Guard [320pts]: 2x 10 Phoenix Guard [320pts], Drummers, Standard Bearer

    Shadow Warriors [110pts]: 10 Shadow Warriors [110pts]

    + Allegiance +

    Allegiance
    . Allegiance: Cities of Sigmar: Living City

    + Realm of Origin +

    Realm of Origin: Origin: Ghyran

    + Malign Sorcery [40pts] +

    Endless Spell: Soulsnare Shackles [40pts]

     

    The idea here is the Sisters of the Watch, Hurricanum, and Nomad Prince start off the board and come in as a group turn 1. The Pheonix Guard are there to grab a back objective, and the Shadow Warriors, Knight Venator, and Gyro are for clearing chaff, harrassment, etc. 

     

    When the Sisters Come in, they dont count as having moved, get a +1 to hit, and the Nomad can give them a further +1 to ignore cover/Look Out Sir/ special rules and still hit on a 2+. With 82 shots, they can kill Lord Kroak through his bodyguard in a single turn on average, or split their fire and take out a few important units / support characters right off the bat. Armies like Nighthaunt/Grots/Tzeetch/Seraphon that have good use of squishy heroes can basically have their whole gameplan turned upside down turn 1 with this. The only issue is if the opponent is spread out enough that you cant come in within 18" of good targets, so you may want to wait for turn 2 after they have spread out and your venator+warriors have a chance to thin some chaff units. 

     

    Other notes:

     

    • The Venator with the Deepmire Cloak is insanely hard to even target due to his speed, let alone kill. 
    • The Sisters of the Thorn are mostly there to be able to drop Soulsnare Shackles near whereever your Archers are coming it at, this Endless spell can give you an entire extra turn of shooting before you are charged with its movement slow, and covers a HUGE (30"x12") area as cities. 
    • I have 130 points left Im not sure what to do with. Caster on the hurricanum? 2nd unit of Thorn? an artillery piece? something cheap + a command point? could use some help

     

     

  23. 6 hours ago, The Red King said:

    Feels like the closest comparison would be the Sylvaneth "places of power" rule. So the most direct translation would be something like "pick 3 pieces of terrain (1 in your territory, 1 in your opponents territory and 1 anywhere outside of either player's territory). These terrain pieces become waystones and gain the mystical and commanding terrain features for WANDERERS units only." Then something something about the bonus for owning multiple. 

    I agree terrain pieces would make sense, except that some boards dont have any passable terrain like forests and only have buildings and such, and the "outisde of either players territory" doesnt work on a lot of battleplans where each territory is half the board

  24. Forgotten Waystones

    After territories have been determined, but before any units have been set up, you may pick up to 1 point in your territory and up to 2 points anywhere on the battlefield to be waystones. You may wish to place suitable markers on these points. If there is a friendly WANDERERS model within 3" of a waystone, that waystone is considered "active". At the start of your hero phase, you can roll 1 dice for each active waystone, adding 1 to the roll per active waystone. For each result of 6+, you gain one command point. 

    In addition, active Waystones have the following ability:

    *Mystical Aura:* Roll a dice each time you allocate a wound or mortal wound to a friendly WANDERERS unit wholly within 6" of this waystone. On a 6+ the wound or mortal wound is negated.

     

    So small areas of the board where you get a 6++, and the ability to boost your command points up (if you control all 3 points you get 3 4+ rolls)

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