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Nielspeterdejong

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Everything posted by Nielspeterdejong

  1. Okay, thanks! I’m running 2000 points, and I’m thinking about using this list based on some advice from a Redditor. Thoughts? Gnarlroot Wargrove 130 Household 100 Treelord Ancient 300 (General, Gnarled Warrior, Artifact: The Oaken Armor. Deepwood spell: Regrowth) BranchWraith 80 (Artifact: Acorn of the Ages, Deepwood spell: Throne of Vines) Branchwych 80 (Artifact: The Silverwood Circlet, Deepwood spell: The Reaping) Tree Revenants 80 Tree Revenants 80 30 Dryads 270 3 Hunters (Scythes) 200 Arielle 600 (Deepwood spell: Throne of Vines) Cogs 60 (for Rerolling charges) Quicksilver Swords 20 2000
  2. I’ve looked around, and everyone keeps saying how I need the Gnarlroot grove, is it that good? and can’t I simply play without battalion, and use the points for better units? How viable is that? I’m thinking about this: Alarielle 600 Tree man Ancient 300 Spirit of Durthu 380 (+1 hit/wound sword) Branchwraith 80 Tree Revenants 80 Tree Revenants 80 20 Dryads 200 Kurnoth hunters (3 models) 200 Cogs 60 1980
  3. Good evening, I’m just starting with Sylvaneth, as a Lizardmen Seraphon player, and I was looking for some tips: I have Alarielle, A tree man she can summon, Durthu, Drycha, tree man ancient, 40 Dryads, 6 Hunters, 5 revenants, 6 wood models, as well as the Kong’s and Balewind endless spells. can anyone help me make a good army with this? I’m thinking about using as much models as possible, and not take battalions.
  4. Yes, I am aware. But this is just an indication of how powerful the newer factions are.
  5. So while I appreciate all the changes you guys are making, I fear that they will need quite a bit to be competitive with the newest factions XD Here is an battle between Bretonnia and the Beastclaw Raiders: https://www.youtube.com/watch?v=F4SQdraa0nQ
  6. I’m not sure what you mean? I love this project, and I just really want it to succeed
  7. Well to be honest, playing is only fun if you have a somewhat equal chance of winning.
  8. Well next time let us know, because I thought you still had the old version there. And I like most of these changes, especially to the Noble Champion Massed Accuracy seems to be the same though, or is just the title the same? I think the Mounted Yeoman are missing an edge now, so I'd suggest changing their melee attacks to 4+ hit and 4+ wounds for both the spear and hooves. And perhaps the cost of Sons of Breton could be lowered to 180? And I'd lower the cost of the Peasant militia to 60. Also the Sage's Order seems to be missing something for 120 points, perhaps you could give it one additional minor effect? The rest seems great though
  9. Well to be honest, I don't see any changes into it ^^; Are you certain you've uploaded the right file?
  10. I strongly disagree. They lack the variety of the free guilds, and if they want to compete then they definately need those boons. I’d argue the stakes should also give -2 charge against enemy units with move 7 or higher (like Saurus Knights). this makes sense as the longbow men had stakes which could hinder cavalry.
  11. Also, how do you feel about using the model for the Free Guild Generals as a potential model for a Arch Duke on Griffon?
  12. Good evening, thank you you for the update, I love seeing Bretonnia come to life like this I looked it over, and there are some small things which I think would be more fair: 1) For Protection from the Spirits: I think we could make it simpler: “Nobility units may ignore wounds and mortal wounds on a 6+ dice roll. Peasantry units may gain this effect as well, provided they are within 6” of a Nobility Hero. With all the nerfs this would really help them out, especially since they get most of their boons only in the turn they charged. And if they are charged instead they gain no boons at all. This would help them be a bit more durable in sustained combat. 2) Nature’s wrath: It feels like it is missing something. Right now it is too situational. Perhaps we could add 2 versions to the spell: you can choose to either: A) Target a Terrain and all units within 6” suffer D3 mortal wounds (this seems more fair for range, as 7+ is a high casting cost). or B ) we could give the spell the option to be cast on a single enemy target dealing D6 damage, but if the enemy is not within 6” of any terrain then you must roll a dice and succeed at a 3+, or the damage becomes D3 instead. This would also give the Bretonnians their direct damage spell. 3) I miss the +1 protection from the spirits boon for the Blessed Lake. Right now it is not worth the cost. For 100 points you can get a game changing Balewind Vortex. Why would I want to spend points on it now? It is definately not worth it for the summoning, unless you make it so that summoning the Sons of Breton would not cost any points, which might make it overpowered. Might I recommend returning this feature? As the General can no longer gain this effect as one of his command traits. In addition, I would add that summoning the Sons of Breton does not cost any points, but each turn afterwards the Damsel must recast the spell at a +1 difficulty per turn after casting to maintain them. If she fails then the Sons of Breton will be removed from play and cannot be summoned in this manner again. Afterwards the Blessed Lake will lose the “Protection from the Spirits” boon for the rest of the battle. Sons of Breton which were summoned with points don’t cause these penalties, and they may move in the movement turn when summoned. 4) For it’s cost the Field Trebuchet should have 3 attacks instead of 2, like the hellfire rocket launcher. 5) with a 7+, perhaps the Lady wills it could be in every situation and not just in charges? That way it would also benefit the Questing Knights for example. Or better yet: make it so that it triggers on a natural 6 Wound roll on non-mount attack’s after a charge. This way the lances for example for the Demigryph knights are no longer a must, as each Nobility unit has a equal chance of getting the mortal wounds during a charge. But the lances let you deal more damage with it. 6) Perhaps the Green Knight his Foliate Shield could instead cancel mortal wounds on a 4+? Similar to the Bastiladon. Also he only has 1 hoof attack, and 4 instead of 5 blade attacks. (This is provided the Protection from the Spirits works in the combat phase as well). 7) The rangers are too expensive for what they do now, 60 points would be fine. Especially when compared to Chameleon Skinks, who can appear everywhere. 8) Demigryph: I would once again give the Demigryph the option to get lances. Both will gain the same chance to deal the mortal wounds (provided you go with my idea), but the lances would deal more damage. 8) Men at arms: I feel that the 5+ original safe was fair, as they only gain the +1 save if they didn’t charge. I would return this, as that defensive stat is all they have going for them. 9) bowmen: I’m fine with these changes, provided Stakes gives some protection against large targets. Perhaps this as additional text: “Enemy units with a move of 7 or higher (like Saurus Knights) suffer a -2 on charge rolls against this unit, provided it did not move in the movement phase and there are no enemy models within 3” of this unit.” I love how you made this simpler though, nice work! 10) Battle Pilgrims: I like the changes! However, I would give them 2 attacks instead of 1. As that seems more fair for their cost. 11) The exemplar Order: I love it! Great idea I would remove the limit though, orcs Warboss don’t get an limit either. 12) Where is the defenders of the realm? —— These are my suggestions after taking a quick look through it. I think that changing “the Lady wills it!” to that it triggers on natural dice rolls of 6 (ignoring modifiers) after a charge would feel more natural. And the other changes would help them in small areas where they could receive some love.
  13. In which case they should do better in sustained combat. Though I quite like the charges, due to the fact that you still have to roll for them.
  14. We will look forward to that I see where you are coming from, but in that case I would trade that nerf for some more offensive power. Remember, aside from charges, the Bretonnians lack the amazing damage from the other factions. also, how do you guys feel about giving the Paladin the command to buff peasantry? Like the new Lord-Ordinator who can greatly buff warmachines? just to add more fun and good mechanics
  15. Well actually I have, and you have the "turn up the steam" ability that lets you re-roll all random values (aka dice). My comparison is to show that for 280 you get a very strong unit with the other factions, so I feel that the current price of the Green knight is warranted. Especially if you are only allowed to field one at a time. And no problem, we are here to discuss our opinions after all. Though I feel that you have a tendency to under-power units. I love the current draft, but I fear that they will be blandly under-powered. And one of the fun things about playing is also the concept of having a good chance at winning.
  16. Well in which case he would have to be on par with the Steamtank, so he would have to be buffed. Remember, the Steamtank has 3+ ward save, 4 ranged attacks, and provided you didn't take too much damage you can reroll ALL dice that are involved with the unit. Along with having 12 wounds.
  17. Yes, and the Nobility units can only have that 5+ if they are close to a General as well, provided you invest a command trait into it. Or near a 100 point costing Blessed Lake. The lack of monsters means that they are reliant on their Nobility units, so it is natural that those should be more tanky.
  18. For 280 he would be butchered. The Steamtank (which is amazing! You can reroll all dice that are involved with it) costs 280 as well, and has 4 great ranged attacks, and Mortal wounds whenever it charges. And as I remember, the Undead already have that. Have you forgotten that they have a 6+ ward save on ALL undead units, including fodder? And if they are close to a General the value changes to 5+ which is the same. And these fodder units ALSO have the ability (not even battle trait) to ressurect units. Peasantry, if they are allowed to have the same ability as a battle trait, still don't have the 6+ ward save. Only Nobility units have those, which is a huge limit.
  19. Well to be fair, the Bretonnians lack the monsters of the other races, so they will have to rely more on their strong heroes. I think the Green Knight is in a good spot right now, due to his current capabilities. If anything, making it simpler by giving the Protection of the Spirits boon for all phases (it is just for half the army), and removing the exceptional steeds in favor of a boon for the Peasantry should be enough. Though the point cost for the battalions would also help a ton!
  20. Personally I think the Longbowmen are fine. Remember, the Bretonnian are inspired by both France and England, and in the 100 year war those longbows kicked ******!
  21. Hmm, honestly I don’t know. The crossbowmen for example could fire twice as well: perhaps we could instead make this similar to the reload fire mechanic?
  22. You are welcome, and thanks! Please don’t see this feedback as being negative, but I play a lot with a friend who runs a free guild army, and we both brainstormed on how this would work out in practice. We would especially recommend trading the exceptional steeds trait for one that benefits the Peasantry as well.
  23. I just made some small tone downs in my previous draft. However we really hope you will consider our proposed suggestions, as they would add for a lot more synergy with other aspects of this Allegiance. I hope we weren't too harsh in our previous post, but we really want this Breton Allegiance battletome to become successful. And part of that it not only having a fun one that has good synergy with it's content (in which you mostly succeeded by now, though I think our 11 suggestions would really freshen it out), but also have a decent chance at winning. The charges are great, but keep in mind that a 200 point unit of 10 Knights Unproven only has a chance to deal mortal wounds during a charge, and still has to succeed at hitting a target with a 66% chance, so say that 7 attacks go through. Then of these 7 attacks on average two will score a total Wound of 6+. That is still 4 mortal wounds ONLY during a charge for these 200 point cost units. Giving them the 6+ Ward save in prolonged combat, so not just during a charge, would be more then fair I think. And again, we never used the Exceptional Steeds Battletrait, so we really hope you will consider removing that, and instead add the proposed suggestion for a different 4th trait that benefits the Peasantry (all other traits just benefit the Nobility, or in the case of the Favor benefit the Nobility the most). And even with all of our suggestions, they would still be sub-par with the newest Allegiance armies, due to their amazingly strong Warscrolls.
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