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SpiritofHokuto

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Everything posted by SpiritofHokuto

  1. So after much deliberation here's the first set of revisions that are being contemplated. Exact wording to be worked out if the suggestions pass muster. 1. Protection of the Spirits - change to "Each time a NOBILITY unit suffers a wound or mortal wound in the enemies hero and shooting phase. Roll a dice, on a 6+ ignore that wound or mortal wound. 2. Lady's Favour - Additional - If a friendly NOBILITY unit slays an enemy HERO/MONSTER, gain one favour token (up to a maximum of 6) Addendum - Only one favour token may be used per phase 3. Virtue of Favour - Additional "Add +1 to all friendly units Protection From the Spirits rolls, while within 6" of this model. 4. Virtue of Duty - Change to 9" 5. Fair Tailwind - CV5 friendly unit within 18", +3" to move. 6.Entanglement - Remove 10+ CV kicker. 7. Fateful Boon - CV6, gain 1 favour token, can't take total above 6 - Replaces Glimpse of Fate 8. Obfuscation of the Spirits - CV7, a BRETON unit within 18" ignores Rend. Replaces Strengthen Spirits 9. Revivify - CV8 friendly BRETON unit within 18" 1 slain model from that unit is returned. 1D3 for PEASANTRY unit. 10. Duardin Great Helm - Replace with "This model may re-roll save rolls of 1." 11. Ducal Shield - Replace with "+1 to saves if they made a charge movement this turn." 12. Guilded Cuirass - Replace with "Heal 1 wound every hero phase." 13. Sirenne's Locket - Add - "When this model suffers a wound from a weapon with Rend -, roll a dice. On a 5+ ignore that wound. 14. Tress of Isloude - Add - "+1 to wound rolls" 15. Silver Mirror - Remove LOS ignoring - Add "An enemy caster that is unbound by the Silver Mirror suffers 1D3 mortal wounds. 16. Prayer Icon of Quenelles - Replace with "Add +1 to casting rolls" 17. Twilight Banner - Increase range to 12" 18. Banner of Chalons - Replace with - "Enemy models targeting friendly BRETON units within 12" of this model, must re-roll to hit rolls of 6+ in their shooting phase." 19. Louen Leoncouer - attacks go from 4 to 6 on Sword of Couronne. Point drop to 360, Wounds down to 11 from 13, Lion Shield wording same as Ducal Shield plus unbind attempt. 20. Green Knight - Attacks go from 4 to 5, Foliage Shield go from 6+ to 5+, remove Summon Green Knight spell, wounds go from 5 to 7. 21. Ducal Lord on Pegasus/Demigryph - +1 attacks & wounds 22. Ducal Lord on Warhorse - Replace Lord of the Realm with: "Target NOBILITY unit within 15" may re-roll charge rolls and gain +1 attack if they charge this turn. Doesn't stack with additional attack from favour token usage." 23. Remove Mounted Squires, replace all references to Mounted Squires with Knights Errant. 24. Grail Knights - Grail Vow range increased to 12" 26. Points changes: Men-at-Arms 60 for 10/200 for 40, Peasant Bowmen 100 for 10, Grail Knights 180 for 5, Pegasus Knights 160 for 3, Trebuchet 180, Royal Air Force 140, Ragged Brotherhood 120, Sage Order 140, Exemplar Order 100, Defenders of the Realm 100, 27. Brothers of the Round - Ignore battleshock on a 1 or 2. 28. Add Fyreslayers as Allies 29. Black Order - Remove -1 Bravery, add "Enemy units must roll 2 dice and pick the highest when taking battleshock tests while within 3" of a unit from this battalion. 30. Order de Chasseurs - replace second ability with "In addition the Knight Errant units from this battalion gain the Questing Vow ability from the Questing Knights. Provided they are within 10" of a Questing knights unit." 31. The Lady's Favour - Favour Token Choice 6 - replace with "NOBILITY unit may retreat and charge this turn, however they must attempt to make a charge move this turn.
  2. You can move your models in any order you wish. As long as at the end of their retreat move all models in the unit are >3" away from any enemy model.
  3. Yes, retreat is still considered movement and so can't be done over other models unless otherwise specified.
  4. No I believe that the only qualifier for a successful retreat is that all models in the unit end up 3" or more away from any enemy models. Skinks retreating through units to claim objectives is a main reason why they're so good.
  5. Yeah I'm still not sure about that spell. I don't think it's massively overpowered in and of itself but as you said the way Bretons can leverage it means that the Enchantress is somewhat of an auto-include. Retreat and charge is a very powerful ability but as others have said Bretons need a bit of a leg up. Retreating may seem un-chivalrous but if it's to face the existing enemy or a new one with renewed zeal I think it fits with the fluff. I'll probably put a stipulation in that the unit must attempt a charge after the retreat move. Yeah that spell is being replaced. The idea I'm thinking of is basically a spell that gives a unit pseudo-ethereal, so they gain the benefit of ignoring Rend for a round. As far as I can tell the only way to make Bowmen hit on a 2 is to not move, have 20 or more of them, and to be in range to benefit from a Celestial Hurricanum. Powerful on the Arrowstorm turn to be sure, but that's using all your ally points up and it'll be tricky to try and get your cavalry in a position to benefit from the CH as well.
  6. Yeah they're a relatively new addition to the Breton social dynamic. Designating them as battleline would make them appear more common and accepted within the Breton society than they really are.
  7. I think making all knights battleline will devalue the likes of the Questing/Grail knights relative rarity. It would also mean that Errants/KotR probably wouldn't be taken except as battalion qualifiers. We have 4 battleline choices which is as much or more than quite a few factions.
  8. In all honesty Chaos Knights are pretty ****** unless used in the Fatesworn Warband. Non-Monstrous cavalry have been given the short shrift in AOS for the most part. With the Breton allegiance abilities I'd easily rank Grail Knights as equal if not better than Blood Knights. Have any of your games stacked Blessing of the Lady and Wildform? Doing mortal wounds on a 3+ to wound on the charge is something to behold. I know that this is a situation that isn't always going to happen, but we have to take the big picture into account.
  9. Yeah I know it was only present in the revised legacy PDF. But I think it's fair enough as the rule doesn't hinder the Trebuchet's main role of thinning out hordes due to the Seismic Impact rule.
  10. Yeah a 5+ for the Foliate Shield seems to be reasonable. As for the Trebuchet I think it's mainly to be a deterrent from hero sniping which is something I very much endorse deterring. It's very good at it's job of thinning out large units, but I can see the merit in dropping it down to 180. The reason it wasn't included is because I think it's the only warscroll that we made no changes to.
  11. Oh yes most certainly. I didn't splash out on a mainly Gamezone miniatures army just to have it sit idly by.
  12. Well Grail Knights have always been like that, none are considered to be above another. Or to put it another way, they all have a champions statline. So basically it's a fluff justification. Pegasus Knights have never really been considered epic/elite more like standard knights that have lucked out with an unusual mount. However with these suggestions I'm thinking that perhaps a shifting down of points is on the cards (Grail Knights down to 180, Pegasus Knights down to 160). Two games doesn't make for a particularly great sample size. There's so many variables from list selection, comparative player skill, plain old luck etc that many more games would need to be played before any solid conclusions could be drawn. A few bad outings doesn't mean we need to knee-****** buff faction-wide, but just keep things in mind as we go forwards.
  13. 32. Buffing an already powerful ability seems to be a bad idea. 33. This sounds like a good idea and I'll give serious consideration into including it. 34. I can see what you're trying to do but it would be awkward and clunky to word and implement. Maybe giving the units a rider (sic) effect similar to Furies would work? In all honesty you saying that they appear to be above average means that we're on the right track. The goal is to be above average to good.
  14. Yeah the Foot Knights are something new that we're experimenting around with, so changes are definitely on the cards.
  15. Perhaps. On average that would equate to three missed attacks and so six less mortal wounds/damage. I haven't even factored in the horses attacks either.
  16. They only have to be within 10" in the combat phase, towing the line 10" from the furthest model gives you a hell of a lot of leeway. Even without the re-rolls to hit a 2+/2+ unit that does mortal wounds on a 4+ to wound tears through a lot of things.
  17. Of all the things I think Grail Knights are fine as they are, most well made armies are more than their individual components. Let's actually break it down. Realistically you won't make a commitment with them unless you're sure that they'll do something. I'm going to make the following (I think reasonable) assumptions: 1.They make a charge, 2. They have The Blessing of the Lady cast on them, 3. They're within 10" of a Damsel model. So that means they're hitting on 2+ with a re-roll, factoring in a favour token for +1 attack on the charge that's basically 20 attacks that hit. As to wounding it's on a 2+ but a 4+ converts those into mortal wounds, so that's 20 mortal wounds off the bat. Factoring in the 8 wound rolls that are 2+/3+ (erring on the side of caution here) against your example of a unit that has a 4+ save. 4 will get through and inflict a further 8 damage. That means with the application of one spell 5 Grail Knights will just fall short of wiping a 10 man unit of Brutes, so I fail to see how they're toothless at all.
  18. Huh for some reason the uploaded version didn't include the fact that we already had a rule in place that gives you a favour token when one of your heroes kills an enemy hero or monster.
  19. Hmm perhaps I'm being overly self critical. I do tend to err on the side of caution, and I'm acutely aware that in some ways I'm standing on the shoulders of giants (namely @Auticus and @Oppenheimer). As I said before, all these suggestions really gives me some food for thought, and all of them are welcome as it helps us to strive for the best outcome to this project.
  20. In relation to the Foot Knights they're pretty much an altered version of Freeguild Greatswords so I feel like they're attributed and costed appropriately. That being said in terms of scaling things back it's more the Allegiance abilities rather than the warscrolls. And as always bumping things up and down is part and parcel of the process.
  21. Thanks for the comments @Nielspeterdejong there's a couple of things in there that has given me food for thought. However overall it seems like you think that the rules we're putting forward are somewhat underpowered? In all honesty I feel like they're a bit too good in some areas (spells and items particularly). If anything going forward we're going to be scaling things back a bit, while also tightening up wording and interactions. Our intention isn't to have a battletome that can challenge the top tier Skyfire Spam or Vanguard Wing lists (or whatever the list de riguer becomes). But to have something that sits squarely in the middle of the pack.
  22. Yeah I don't think there's a single warscroll that hasn't been altered in some way. Some are just subtle changes, others are more prominent in their changes.
  23. The points values we're thinking about are a bit higher than what you're proposing. But considering the new allegiance abilities and changes to warscrolls I think they're proportionally in line.
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