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bonzai

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  1. Yeah, I expect Morbheg knights to get a points increase. I have gotten to use them once so far, and was very impressed. I charged 3 of them into Skumdrekk and very nearly killed him outright. It got me thinking about what a unit of 6 can do. As a Blisterskin player I love the utility their new faction ability gives them. Charnel Conviction is a game changer. Throw it on a brick of horrors or AGKoRT and they become really tough to chew through. A trick that I have learned with The Summer Kings Favor, is that it allows you to generate noble Deeds points with ranged attacks. This may be FAQ'ed later, but for now it works. I will be using this to help ramp up my Crypt infernals noble deeds points. Having access to Curse is huge. Send in a horde of ghouls and go to town. Even smite is useful. If you have an abhorrant sitting on the throne to farm noble deed points, it has a huge range and will nab you your noble deed point for chanting it off. So yeah, I think a lot of people are sleeping on Blisterskin. And I think you hit the nail on the head regarding the Arch Regent and Gore Warden. The Gore Warden deepstrike is impacted by the Arch Regents Carrion Call spell. For example, a Hollowmorne army with the crusading army delusion. The Gore Warden and a unit of Morbheg Knights start in reserve. In the hero phase, the Arch Regent casts Carrion Call. The Gorewarden and Knights deep strike in 9 away, then move a d6. In the charge phase they get a +2 to charge thanks to their musician and the crusading army delusion. So basically they have to make a 1 to 6 inch charge. This is huge potential for an alpha strike.
  2. Details please! I would love to hear some performance evaluations regarding the new units. I have seriously been thinking about running a Hollowmorne army with double gorewarden and 2x6 Morbheg knights. With the Crusading army delusion, they drop down 9 away and get +2 on the charge. They should be a pretty devastating alpha strike.
  3. Hello. I have started the ambitious task of initiating and organizing a year long path to glory campaign. My goal is to make it a heavy narrative, and allow for home brew character making, and to change things up every few months to keep it interesting, while having a relaxed enough pace to not intimidate players with heavy work schedules. The first three months will be as a Crusading force, letting players get their feet wet while keeping things somewhat balanced. Months 4 through 6 is about base building. Months 7 through 9 is about quest management, and the final three months should be absolute anarchy. Rules pack are; The valley of Ashfell is surrounded by a volcanic mountain chain located in Western Aquishy. The Necroquake set off turbulent volcanic activity. The valley was covered in ash and the air fowled with toxic fumes. Life ceased in the valley and it seemed doomed to ash and ruin. Then Alariell's great spell of life was cast. The Volcanos calmed, and the rich volcanic soil burst into life resurgent. Where once was an inhospitable wasteland, there was a lush and fertile valley. New land, ripe for the taking! Who will claim it? Welcome to our narrative path to glory campaign! Here are the the basic rules for the campaign. Anything not listed here should be covered in the core path to glory rules, or in specifically specified supplements. Initial army construction. 1. No named characters. 2. You may start with a single custom hero made using the Anvil of Apotheosis rules. You don't have to, but it is encouraged! 3. You automatically are counted as having a Thondian outpost, and can recruit more Anvil of Apotheosis heroes once those quests are available. This does not apply to your outpost limit. 4. Anvil of Apotheosis characters do not have the "Unique" keyword. Therefore they are going to be eligible to receive enhancements like generic heroes. 5. The armies start as a Crusading force as per the rules in the Cities of Sigmar book. However there is a slight tweak. You must adhere to the Starting Order of Battle Limits that are found in the Path to Glory rules. You may expand your army as normal, but must adhere to these restrictions until you increase your limits with territories. Likewise you do not adhere to normal pitched battle restrictions found in the general's handbook, as we are using narrative rules. 6. All army path to glory supplemental rules are allowed and encouraged. 7. Since this is a narrative event, forge world and legend units are allowed. So feel free to dust off those models! 8. The starting army will be a 600 point vanguard force, but can be expanded upon normally. 9. Rules or abilities that add a keyword to a hero, do not count towards unit limit restrictions. For example, the arcane tome is an artifact that gives a hero the wizard keyword. It counts toward your artifact limit, but doesn't increase the number of wizards on your path to glory roster. Fighting Battles In addition to the standard path to glory rules, we will be implementing the following rules for fighting battles in this campaign. 1. All battles must be fought against a fellow participant in this campaign, or it doesn't count. That way there are equal stakes for both players. 2. All battle results and aftermath must be reported in the appropriate forum, and verified by your opponent. This way there is full transparency. 3. When deciding to fight a battle, both parties must agree to the points limit. If one player has a Quest that requires a set battleplan, then that battleplan will be chosen. If both or none of the players are in need of a Quest battle, then they will roll off to see who gets to choose the battle plan. Phase 1: Crusade For the first three months we will be following the Crusading Army rules except as otherwise noted. Each player is trying to earn 25 crusade points. Once they have, they can establish a stronghold and chose a starting territory. At that point they can proceed to phase two early. Anyone that hasn't achieve 25 crusade points after three months will be given a starting territory at random, and estblish a starting stronghold. Phase 2: Stronghold Building The goal for the next three months will be to establish a mighty stronghold, claim territories, and expand your roster. Once you have established a mighty stronghold, you may proceed to phase 3. At the end of three months, phase 3 will begin. Phase 3: Rumors and intrigue. During phase three, the envoy and spymaster quests unlock. Each of lines of quests allow you to establish specialized outposts. You are limited to how many outposts you can have by the type of stronghold you control. Communications Outposts unlock the following benefits; you get to roll on the receiving messages table found in Dawnbringers Crusades book 1, spend alliance points to request aid from your allied faction as per the Dawnbringer Crusades book 1 requesting support tables, gift glory points, and allowing the player to play as an ally force in your games. Allied forces are controlled by their owning player, and are counted as friendly units for rules purposes. They take up your ally/mercenary/coalition/ regiment of renown slot, and cannot have more that one quarter of the agreed upon points limit for the battle.They follow through the normal aftermath steps, except that they get no territories, and relieve one quarter of their sides glory point rewards. Surveillance outposts allow you to make an Intel roll at the end of each battle. Add +1 to the roll if your spymaster has enough renoun to be a mighty hero. The results are as follows: 1-2: all is quiet. 3: vague murmurings. 4. Gossip and rumors. 5. Second and third hand accounts. 6+. Actionable intel. Once the result of the roll is provided, I will privately message you about what you learned. Envoy quests Diplomatic Chanels Pick one hero from your order of battle that is not your Warlord. Send them off to establish diplomatic ties. At the end of a battle where they did not participate in, add 2 quest points and roll a dice. If the result is lower than your accumulated quest points, then you have successfully establish diplomatic channels. That hero is considered your envoy and now has access to the establish an alliance quest. Establish an alliance Once you have an envoy, you may choose this quest and have them not participate in the next battle. If they do so, pick another player belonging to the same grand alliance and request an alliance between your two armies. If they accept, spend 5 glory points to establish a communications outpost. Spymaster quests Ears to the ground Pick one hero from your order of battle that is not your Warlord. Send them off to gather intel. At the end of a battle where they did not participate in, add 2 quest points and roll a dice. If the result is lower than your accumulated quest points, then you have successfully gathered your intel. That hero is considered your spymaster and now has access to the establish a spy network quest. Establish a Spy Network You may choose to have your spymaster not participate in a battle. At the end of a battle where they did not participate in, add 2 quest points and roll a dice. Add the accumulated quest points, +1 for each 5 renown your spymaster has. If the total result is 12 or greater, you may spend 10 glory points and establish a surveillance outpost. Pursue the Lead Once you have a result on an intel check that is 3 or higher, you may have your Spymaster not participate in the next battle. If you do so, you may upgrade the initial intel roll by one. Phase 4: Bedlam and Devastation Months nine through twelve will initiate the events that were previously hinted at. In addition, home brew supplements for siege battles and Mega battles. Mega Battles are optional rules for battles that go beyond the normal 2,000 points limits. Siege battles are optional rules for battles involving players Strongholds. In addition, the following Envoy and Spymaster quest is unlocked. Envoy Quest Plea for aid! You may choose to have your Envoy not participate in a battle, and go to request aid. At the end of a battle where they did not participate in, add 2 quest points and roll a dice. Add the accumulated quest points, +1 for each 5 renown your spymaster has. If the total result is 12 or greater, your pleas are successful. You may pay the glory points costs for a named character belonging to your faction, and have them join you for one battle. After which, they are removed from your roster. You may repeat this quest and purchase them again. Spymaster Quest Saboteurs You may choose to not have your Spymaster take part in the next battle. If you do so, the next time one of your territories is attacked, roll a d6. A number of attacking units equal to the result take a d3 mortal wounds. Please let me know what you guys think!
  4. Got to play my first game with the new rules today. I used the list that I posted earlier, and proxy'ed a model for the Cardinal. It was against my friends Kruelboyz. His dirty tricks sent my Crypt infernals in reserve, which side tracked them for a bit and really set them back on their Noble Deeds points. Turn 1, I teleported my Gorewarden and AGKoRT forward 9 inches from his bolt boys. The AGKoRT gave himself a 5+ ward via charnel conviction. The Cardinal was out of range of anything, so he blessed himself with a 6+ ward just to earn noble deed points. The Cardinal also was on the throne and used rousing oration to generate additional points. Flayers ran into wild woods to be set up for turn 2 shooting. The 3 Morbheg knights charged into his Skumdrekk and dropped him down to just 3 wounds! My deathshriek killed a few bolt boys, but he failed his charge. Skumdrekk killed the three nights with his return hits. His turn 1 he fired into my AGKoRT with his bolt boys and the 5+ ward proved invaluable. He then charged Gobsprakk, a unit of gut rippers, and a killaboss into my AGKoRT. I unleashed hell with my deathshriek and killed a few gutrippas. My attack dice were cold, but my save dice were extremely hot. He ended up double turning me, and the AGKoRT took even more punishment. In hindsight I should have used roar instead of delectable appetizers. Their low bravery, combined with the Grim Garland would have made for a brutal battle shock roll. Still, my AGKoRT survived the double turn. My save dice were hot, but I can't emphasize enough how great the 5+ ward is on him. He also maxed out his noble Deeds. My turn 2, the Cardinal maxed his noble Deeds as well, and brought back the Morbheg knights. They popped in off his table edge with a shot at charging his bolt boys. My flayers moved up to light up a unit of hobgrots and gutrippers, and then charged them. My AGKoRT shrieked and in combat killed off the final gutrippa, the killaboss, and did 5 wounds to gobsprakk. The flayers mauled the units they charged, the Gorewarden charged the boltboys, and the Morbheg Knights failed their charge. Battleshock wiped out the hobgrots and boltboys. I won the roll off, and the game was called for time. He was ahead on points, but it was clear that I was going to pick up a lot of his units this turn, and probably table him in the next turn or two. Thoughts? My mvp was definitely the AGKoRT. Shadowy Obfuscation kept the killbows from sniping him. Horribly Resilient and delectable appetizers kept him healing, and counting as a priest and being able to chant Carnel Conviction was huge. I was also extremely impressed with the Morbheg Knights. I really want to have a squad of 6. Next time I think I will go with the crusading army delusion. I can deepstrike them with a Gorewarden and they would need a 7 inch charge roll to get in combat. The flayers really would have benefited from the Crypt Infernal, but the dirty trick had them playing catch up. Blisterskin was nice, as I liked the flexibility of prayers or spells. In this case it prevented Gobsprakk from killing my heroes with unbinds. Feeding Frenzy is nice when you get it. I am curious how well I can get deed points on my infernals. Bravery shenanigans can be a legit tactic. Part of me wants to try out an AGKoRZD with the Grim Garland and using blood curdling shriek. Over all I liked what I saw from our book, and am anxious to try out some more lists as I get the models.
  5. I was thinking the same thing... then again, I am a madman.
  6. After going over the leaks, this is my first draft of a list. Sub Faction Blisterskin Abhorrent Ghoul King 450 W/ Shadowy Obfuscation, Grim Garland, Flaming Weapons, charnel conviction, Horribly Resilient Abhorrent Gorewarden 150 W/ Deranged Transformation, Curse Abhorant Cardinal 120 W/ Bless this meal Crypt Infernal Courtier 165 Crypt Infernal Courtier 165 6 Crypt Flayers 320 6 Crypt Flayers 320 3 Crypt Flayers 160 3 Morbheg knights 150 Total: 2,000 The general has the potential to be extremely tanky with a potential 5+ ward healing 2d3, and can't be targeted outside of 12. The Garland helps amp up his shriek. The Gorewarden provides utility, as he can either deep strike a unit of flayers or Morbheg knights, or slingshot himself and another unit across the board. This could be my general as well. Since Blisterskin makes him a priest, curse helps up the mortal wound count. The 6 man flayers will be supported by the Courtiers. Morbheg knights are there because they fit the Flying theme, neutralize an unleash hell, and are new and coming in my pre-order box anyways. Lastly, I had 120 points left, so I threw in a Cardinal. He can start on the throne, generate Noble Deeds, and be airlifted out by the squad of 3 flayers. I was running Blisterskin before, and had already been working on an anvil of Apotheosis priestess that I can proxy as a Cardinal. The rest I will get from the pre order box, so I will be up and running. What do you guys think?
  7. Some interesting Intel here. It is interesting. We are very hero hammer dependant, so stats will be king here. I am cautiously optimistic, but it seems like it is going to be a tough balancing act to get right.
  8. I am fine with ghouls, horrors, and flayers staying as is. They aren't bad sculpts and have aged well considering. What I am miffed about is that the Varghulf is the only Courtier getting remade. I was really hoping for new Courtiers more than anything else, as it is asinine that we have to short ourselves models from boxes. Used to be that way with demon heralds, and they eventually released some. Fingers crossed that they do the same.
  9. Thanks for the replies! Up ontil now I have been running a Sancrosanct list. Now I am trying to do something a little more competitive. This is the list that I was thinking about running. - Army Faction: Stormcast Eternals - Army Type: Scions of the Storm - Subfaction: Knights Excelsior - Grand Strategy: No Place for the Weak LEADERS Celestant-Prime (330)* Lord-Imperatant (140)* - General - Command Traits: Master of Magic - Artefacts of Power: Arcane Tome Lord-Relictor (130)* - Prayers: Translocation BATTLELINE Annihilators (300)* Annihilators (300)* Annihilators (300)* Vindictors (110)* OTHER Stormstrike Chariot (150) - Great Stormbow and Stormstrike Axe Stormstrike Chariot (150)* - Great Stormbow and Stormstrike Axe ENDLESS SPELLS & INVOCATIONS 1 x Everblaze Comet (90) CORE BATTALIONS *Battle Regiment TOTAL POINTS: 2000/2000 I wanted to maximize my deep strike ability. Vindictors hold a backfield objective and provide look out sir to the two Lords. Chariots provide some mobile options, and the rest are deep strike bombs. What do you guys think?
  10. https://www.warhammer-community.com/2023/11/24/weave-a-web-of-chivalrous-delusion-in-battletome-flesh-eater-courts/ Big changes. Whether I like them or not will depend on the stats of the units, as Noble Deeds encourages our heroes to get into combat. Great for our Varghulf, but probably not so much for the Cardinal. On the plus side it confirms that we get a priest. Feeding Frenzy is weaker as an individual unit, but can potentially impact multiple units at once. The timing becomes important as most likely you will need to have your Heroes fight first to top off their Noble Deeds, and trigger feeding frenzy. Abhorrents have been changed to summon in destroyed units, so we no longer start with more points on the board. At a glance I am not a huge fan of the Delusions, as crusading army seems to be the obvious choice. Especially with the Noble Deeds mechanic encouraging aggressive play.
  11. Hey guys. I am looking to expand my Stormcast a bit, and had a question.. is the Celestant Prime's Retribution from on high ability still cumulative? So if I drop him in on turn 3, he would have +4 attacks or just 2?
  12. Your not alone. I think the faces on the bats look derpy. Almost like an older sculpt.
  13. Ushoran looks amazing! I am also really excited for the Cardinal. The potential to have a priest really opens up possibilities.
  14. What do you guys use to kitbash Warpfire guns on your Rat Ogors?
  15. Kind of crappy for GW to put the Harbinger box with the old ghouls if it is a replacement sprue. I think our sculpts, excluding the Varghulf, are fine. I am hoping they have focused on new units instead.
  16. I had second thoughts about going the Gargant route. So I came up with a new list. - Army Faction: Orruk Warclans - Army Type: Bonesplitterz - Subfaction: Drakkfoot - Grand Strategy: Waaagh! - Triumph: Inspired LEADERS Wurrgog Prophet (170)* - General - Command Traits: Master of Magic - Spells: Gorkamorka’s War Cry Wardokk (80)* - Spells: Hoarfrost Wurrgog Prophet (170)* - Spells: Power of the Were-boar Wardokk (80)** - Spells: Merciless Blizzard Wardokk (80)** - Spells: Glowy Green Tusks BATTLELINE Savage Orruk Morboys (160)** Savage Orruk Morboys (160)** Savage Orruks (160)** - Bone Totem Bearer - Skull Thumper - Savage Stikka OTHER Savage Boarboy Maniaks (300) Savage Boarboy Maniaks (300)** Savage Boarboy Maniaks (300)** ENDLESS SPELLS & INVOCATIONS 1 x Prismatic Palisade (40) CORE BATTALIONS *Andtorian Acolytes **Battle Regiment TOTAL POINTS: 2000/2000 Created with Warhammer Age of Sigmar: The App I leaned in harder on the casting. Double Wurrgog and a Blizzard should pick things up. Casting up to 7 Spells a turn with potential extra Primal Dice. I keep the pigs in big units to maximize the impact of buff spells, though it may pay to break one up, to focus on objectives. I think shooting is going to be a big deal in the coming months with cities out, and the double tapping KO army of renown incoming. So I am going to experiment with the palisade. Being able to potentially turn off shooting and unleash hell could be handy. I just wish that I had 20 more points to play with. I would upgrade a Wardokk to wierdnob to help keep up with the maniacs. What do you guys think?
  17. Page 3, Tunnel Team battalion. [This battalion starts the game in reserve. At the start of your 2nd round hero phase roll a d6. On a natural 1 every unit in the battalion suffers a d6 mortal wounds due to a cave in. On a 6+, the battalion can be deployed inside the opponents line of defense. The units must be deployed outside of 3 inches of any enemy model or garrisoned siege fortification, and the hero must be wholely within 6 inches from the other unit in this battalion. This counts as these units move for that turn and cannot charge that turn. Keep rolling every turn, adding +1 to the roll for each additional round they are in reserve until the battalion is either destroyed or comes in from reserve. ] page 4 Prepared Defenders Battalion [Once per game in their hero phase, each unit in this battalion can deal 1d3 mortal wounds to any unit that is within 3 inches of a siege fortification that they are garrisoned in. This can only be activated once per siege fortification.] page 4 Rune Warded Defenses Battalions [As long as the Wizards in this battalion are within your line of defense and not removed from play, all siege fortifications under your control have a 6+ ward save.] Thanks again!
  18. Well... my list got invalidated today thanks to the battlescroll update. So I said ****** it, and decided to go with a fun list. - Army Faction: Orruk Warclans - Army Type: Bonesplitterz - Subfaction: Drakkfoot - Grand Strategy: Waaagh! - Triumph: Inspired LEADERS Wurrgog Prophet (170)* - General - Command Traits: Master of Magic - Spells: Gorkamorka’s War Cry Wardokk (80)* - Spells: Glowy Green Tusks Wardokk (80)* - Spells: Hoarfrost Wardokk (80)** - Spells: Merciless Blizzard Bundo Whalebiter (440)** BATTLELINE Savage Orruk Morboys (160)** Savage Orruk Morboys (160)** Savage Orruks (160)** - Bone Totem Bearer - Skull Thumper - Savage Stikka OTHER Savage Boarboy Maniaks (300)** Savage Boarboy Maniaks (300)** ENDLESS SPELLS & INVOCATIONS 1 x Emerald Lifeswarm (60) CORE BATTALIONS *Andtorian Acolytes **Battle Regiment TOTAL POINTS: 1990/2000 Created with Warhammer Age of Sigmar: The App Bundo replaces the Incarnate, and is the new big distraction piece. He offers some tactical options with his objective kicking, and the life swarm will help keep him topped off. Took the Acolytes battalion for extra primal dice, Hoarfrost and glowing tusks buff units, Blizzard Wardokk and Wurrgog nuke things. I don't expect it to do particularly great, but it should be fun and take advantage of the new GHB stuff.
  19. I don't suppose I could sweet talk you into one more update? The Rune Warded defenders has the same text as the prepared defenders. Was probably a copy and paste error. Also, I think NinthMusketeer was right, and it should be changed from base to base to within 3 inches. Other than that, it looks amazing!
  20. Yes. The Quest is basically playing the battleplan as an attacker. No need to unlock them.
  21. Holy ******! That is awesome. I may need to sweet talk you into doing one for the Mega battle rules pack I am working on.
  22. I appreciate all of the feedback. Regarding ranged attacks on garrisoned units, that is my bad. It was my intention that they could be shot at, but be immune to melee from the front. I will edit it and clarify it. That one is on me. I will also clarify the sappers battalion so that if they die, the damage rolls stop. Regarding the tunnel fighters, I appreciate the feedback. I wanted to provide a means for armies to get inside the line of defense that otherwise might not have the option. I think I may put a restriction that prevents them from charging the turn they come in, and in echang3 they add the turn number to their reserve roll. Spotters would do exactly as you describe. There may be better options for it. Perhaps a reroll ones mechanic. I will think on it. Lastly, I think prepared defenders are ok. In order to fight, the attackers have to pile in to fight, do the next hero phase they should be in base to base Great feedback, I very much appreciate it
  23. I wanted Siege fortifications to be resistant to regular damage, monsters and artillery to have a chance to whittle them down, and Siege weapons to have a definitive roll and purpose. One of my biggest concerns while creating these rules was to make them durable enough to be a factor, while destructible enough to be destroyed after a turn or two of focused fire.
  24. I am not a fan of the current AoS siege rules. Random dice rolls don't really capture the excitement and I want to actually have the terrain play a significant role. I want to actually play out the defenses and assaults on the walls. Yeah, I want to recreate the Total War feel on the table top. I also want there to be stakes in path to glory. Where defeats can cause genuine setbacks. So I came up with this system. Please give it a look over. I would love feedback and suggestions to improve it 1. Siege Fortifications All siege fortifications have the following rules, in addition to any additional ones found on thier warscroll. Reinforced Fortification: the damage characteristic for all attacks that target a siege fortification are reduced by 2. If the unit has the monster or artillery keyword, then thier damage is only reduced by 1. If the unit is a siege weapon, then it's damage isn't reduced at all. If an attack or ability would automatically destroy a siege fortification, it deals d6 mortal wounds instead. Towering Edifaces: Every siege fortification is impassible to non Flying units, and has a front and rear facing. Flying units can charge garrisoned units from either facing, however non Flying units can only charge the rear facing. Ranged attacks targeting garrisoned units have a -1 to their hit rolls, and targeted units get +2 to save rolls. Units attempting to garrison a siege fortification can only do so from the rear facing. Fortification Types Towers: 16 wounds, 4+ save. Add 6 inches to the range of ranged attacks, spells, and other abilities. Totems and general's can issue commands to all friendly units in their line of defense, regardless of range. Towers must be connected to two Siege fortifications that are not towers. Walls: 14 wounds, 4+ save. Walls must be either connected to a table edge and or another fortification. Gate: Gates have two profiles, one for the walls, one for the door. If the doors are destroyed, the walls remain and the door is considered open. If the walls are destroyed, the doors are destroyed as well. Walls: 14 wounds, 4+ save. Door: 12 wounds, 4+ save. The gate can be opened and closed by garrisoned units during the hero phase. Gates must be connected to two other Siege Fortifications. While open, the door is no longer considered impassible terrain. 2. Siege Battalions Siege Battalions are split into two categories, Attacker and Defender. These Battalions can only be used during a siege battle. Multiples of individual Battalions can be taken, though some may gain no benefit from being taken multiple times. Attacker Battalions Sappers: 1 hero + troop When the battalion gets in base to base with a siege fortification remove them from the board. If the unit hasn't been destroyed, then at the begining of your hero phases roll a d6. On a 2+ deal 1d6 mortal wounds to that siege fortification. On a roll of 1 results in a cave in. Deal 1d6 mortal wounds to each unit in the battalion instead. If the siege fortification is destroyed, return the units back to the table wholely within 3 inches of where the siege fortification was taken off. Tunnel team: 1 hero + 1 troop This team starts the game in reserve. At the start of your 2nd round hero phase roll a d6. On a natural 1 every unit in tge battalion suffers a d6 mortal wounds due to a cave in. On a 6+, the battalion can be deployed inside the opponents line of defense. The units must be deployed outside of 3 inches of any enemy model or garrisoned siege fortification, and the hero must be wholely within 6 inches from the other unit in this battalion. This counts as these units move for that turn. Master of ordinance: 1 hero + 1-3 siege weapons Once per shooting phase, a siege weapon from this battalion my reroll a to hit roll as long as they are within 12 inches of the hero from this battallion. Ladder teams: 1+ troops When a unit from this battalion gets in base to base with a siege fortification, the following turn they can attack garrisoned units as if they had the Flying keyword or garrison it if it isn't already attended. Defender Battalions Engineering crew: 1 hero + 1 troop. During the hero phase, instead of doing any other actions, the the hero may heal a d3 wounds to any siege fortifications that is in base to base contact with or being garrisoned by both units in this battalion. Spotter: 1 hero + 1-3 artillery Artillery from this battalion are treated as having line of sight if the hero from this battalion does. Normal ranges still apply. Prepared defenders: 1+ troop Once per game in thier hero phase, each unit in this battalion can deal 1d3 mortal wounds to any unit that is in base to base with a siege fortification that they are garrisoned in. This can only be activated once per siege fortification. Rune Warded defenses: 1-3 Wizards As long as the Wizards in this battalion are within your line of defense and not removed from play, all siege fortifications under your control have a 6+ ward save. Quests Raid: pick a territory that your opponent controls, and play a Raid battleplan with you as an attacker. If you win a minor victory, gain 10 glory points. If you win a major victory, then you gain 5 glory points and remove any upgrades purchased on that territory. Siege: Play a siege battle against your opponent, with you as the attacker. If you win a minor victory gain 5 victory points. If you win a major victory, then the defenders stronghold looses all fortifications, and their stronghold level goes down by one. A mighty Stronghold goes down to an Imposing Stronghold, and an Imposing Stronghold drops back down to a a basic Stronghold. Siege Training: as per the Form warriors into a battalion quest, but you may select a siege battalion instead. * if the defender loses a major defeat, and loses upgrades or has their stronghold reduced, they may be over their limit for certain units or Enhancements. If this happens, they cannot actively use those units or Enhancements again until they either they lose enough units to get under the new limit, or they once again raise their limit. Either way, they don't have to repurchase those units again once they are available and they retain any veteran or command abilities that they have. Any Siege Fortifications that were destroyed during a siege can be bought back for 5 glory points each. Siege Weapons Siege weapons can only be used by the attacker during Siege battles. They cost 5 glory points each to purchase. They do not count towards the allowed point limit for the battle. 1. Catapult: wounds 5, move 4, Bravery 6, save 4+ Range: 6-36, attacks 1, hit: 4+, wound: 3+ rend -1, damage 1d3 2. Siege Tower: wounds 10, move 4, bravery 6, Save 3+ Siege Towers cannot move without at least 6 embarked models. Siege assault: when the Siege Tower is in base to base with a wall or gate, embarked units can attack garrisoned units as if they had the Flying keyword or garrison it if it isn't already attended. Transport: up to 22 models can be embarked in it. Embarked units still count as being on the battlefield. Range and visibility to and from models in an embarked unit are instead measured to and from the transport in which they are embarked. Embarked units are in cover. In addition subtracts one from hit rolls for attacks that target an embarked unit are measured to and from the transport. Embarked models can't contest objectives, and cannot move. However when a transport makes any kind of move, embarked units are considered as having made the same kind of move. 3. Ram: wounds 8, move 4, bravery 6, save 3+ Melee: range 2', attacks 2, hit 2+, wound 3+, rend -2, damage d3 Rams deal an additional +2 damage to gate doors. Rams cannot move without at least 6 embarked models. Transport: up to 12 models can be embarked in it. Embarked units still count as being on the battlefield. Range and visibility to and from models in an embarked unit are instead measured to and from the transport in which they are embarked. Embarked units are in cover. In addition subtracts one from hit rolls for attacks that target an embarked unit are measured to and from the transport. Embarked models can't contest objectives, and cannot move. However when a transport makes any kind of move, embarked units are considered as having made the same kind of move. 4. Ballista: wounds 5, move 4, bravery 6, save 5+ Range: 30, attacks 1, hit 3+, wound 3+, rend -2, damage 2. Stronghold Upgrades Strongholds: Regular strongholds allow a player to purchase one Siege Weapon and one Attacker Siege battalion. Can be upgraded to a Fortified Stronghold for 10 glory points. Fortified Strongholds get two walls and a Gate. They can also have 2 Defender Siege Battalions. Up to 2 towers and 2 walls can be added for 5 glory points each. Imposing Strongholds: Imposing Strongholds allow a player to have up to three Attacker Siege Battalions and three Siege Engines. A Fortified Stronghold can be upgraded to a fortress for 20 glory points. A fortress can purchase two additional towers and two additional walls for 5 glory points each, for a max of 6 of each, and one additional gate for 5 glory points. In addition, a Fortress can have up to 4 Defensive Siege Battalions. Mighty Stronghold: Mighty Strongholds can have up to 5 Siege Battalions, and 5 Siege Engines. A Fortress can be upgraded to a Citadel for 40 points. A Citadel can purchase two additional towers and walls for 5 glorypoints each, for a maximum of 8 of each, and an additional gate for 5 glory points, for a total of 3. In addition a Citadel can have up to 6 Defensive Battalions. Battle Plans Raid The Armies: the player who is doing the Raid Quest is the Attacker. The challenged player is the Defender. The Battlefield: the Defender sets up the battlefield, and has to have at least 3 terrain pieces wholely within their territory. Faction Terrain: the defender can set up a Faction terrain feature. Deployment: The Defender deploys first. Each player must deploy at least 6 inches from the the center of the table, wholely within their territory. Battle Length: the battle lasts for 5 battle rounds. First Turn: the Attacker determines who gets first turn. Victory Points: The Defender picks three terrain features wholely within their territory. At the end of the game, the Defender gains a victory point for each of these terrain features that the opponent has not destroyed or control. The Attacker gains a victory for each terrain feature that they have destroyed or control. Glorious Victory: the Defender wins a major victory if they control all three terrain features at the end of the game. The attacker wins a major victory if they have destroyed or control all three terrain features at the end of the game. Bonus Renown: Attacker: each unit that captures one of the three designated terrain features gains 1 renown point. Defender: each unit that controls one of the three terrain features at the end of the game, or recaptured one from an enemy, gains 1 renown point. Siege The Armies: the player who is doing the Siege Quest is the Attacker. The challenged player is the Defender. The Battlefield: the Defender sets up the battlefield, first he needs to set up an objective or terrain feature within his his territory. Next, they set up any Siege Fortifications that they have available to them. Walls must connect to either a table edge or another Siege Fortification, all other Siege Fortifications must connect to two other Siege Fortifications. All siege fortifications must have their front facing toward the opponents territory. Any area that is behind the fortifications closest to the attacker is referred to as the line of defense for rules purposes. Lastly they set up any other terrain as normal. Faction Terrain: the defender can set up a Faction terrain feature. Deployment: The Defender deploys first. Territories split the table in two through the middle of the long table edges. Battle Length: the battle lasts for 5 battle rounds. First Turn: the Attacker determines who gets first turn. Victory Points: The Defender gains a victory point for each siege fortification that the opponent has not destroyed or controls at the end of the game. The Attacker gains a victory for each Siege Fortification that they have destroyed or control. Glorious Victory: the Defender wins a major victory if there are no enemy units within their line of defense at the end of the game. The attacker wins a major victory if they have destroyed or control all the designated terrain feature or objective at the end of the game. Bonus Renown: Attacker: The first friendly unit that controls or destroys an enemy siege fortification gains 1 renown point. This renown point can be earned once her enemy siege fortification that the enemy has deployed. Defender: any friendly unit that destroys an enemy hero gains 1 renown point.
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