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Nielspeterdejong

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Everything posted by Nielspeterdejong

  1. Hello Henin, Thank you for the updated draft. We like some of the new changes that you added, yet also feel that other changes are a bit unwarranted. I think you guys are still too afraid of making your army "OP", to the point that it has become too complicated and underwhelming. Don't get me wrong, I don't want to give other players the impression that your Battletome is too strong, however after the new Legions of Nagash I really think even your first draft was a bit on the weak side. Remember, you did mention that this Allegiance is meant to make playing Bretonnia models viable again. At it's current state I fear that people will play one or two matches, and then put their army away again and play the new Allegiance armies because that is the only chance they have at winning. While the Bretonnia Warscrolls have decent defenses and good mobility, they lack the flexibility and ability to deal mortal wounds that all of the newer models have. There is no problem with that, but in that case they will need to gain their strength from their battle traits as well as unique abilities. I understand that you want to keep them on the weak side, in order to prevent people from complaining about playing them. Therefor we have discussed some suggestions based on the current way you are going. We tried to make these without giving them a chance to be as competitive as the current new armies. yet still strong enough that they can compete with the old armies. Keep in mind that aside from their charges the Bretonnian units are pretty mediocre, so we based that on our previous plays with them (we love the direction you have taken with them, and understand where you are coming from): 1) Protection from the Spirits (can you also just change this to Protection of the Spirits? We simply called it like that as it felt more natural): Just change it so that NOBILITY units can ignore Wounds/Mortal Wounds on a dice roll of 6+ in ALL phases. Right now your current description is just too complicated, and will just make the games unnecessary long while making the supposedly tanky Knights weak as kittens in prolonged combat. This also has the nasty side effect that you will HAVE to use the Lady's Favor battletrait solely for the retreat and charge trait, as your units are now fully reliable on it as they cannot be allowed to stay in combat. Most only have 2 wounds, so any unit that has a chance to deal mortal wounds will just destroy them. Just put up some fodder, and they are dead unless you pull them immediately out, jeopardizing objectives. 2) The Lady's Favor: I take it that with the description you mean that you can only spend one Token per turn? If so then that would neuter the battletrait. Just change it to that it instead is written that one unit is limited to receiving one Favor per turn, but that you can spend multiple per turn. Also make sure to add that the Favor Tokens can be spend on dice rolls that have already been rolled, otherwise it would just be too weak of a battletrait. Meaning that if you fail a charge you can spend a Favor token to reroll a failed charge. 3) Exceptional Steeds: Please remove it. It was complicated, annoying to remember, and most of the time we just forgot about it. Instead, just give a 4th Battletrait that actually benefits the Peasantry. Right now ALL battletraits benefit only nobility, so people will build ONLY Knight armies, which is not fun, and not balanced to say the least. Please use my following suggestion: 4) Add a different 4th Battletrait: This could be called Devoted to the Lady (or how you would like to name it), instead of Exceptional Steeds: Giving the Peasantry their own version of the "Deadly Invocation" ability that was just introduced in the Legions of Nagash. This is an already existing trait, and it can reflect the very numerous and devoted Peasantry, as they become inspired by their beloved Noble Heroes, and quickly refill the ranks of units who lost models. With all NOBILITY HERO units being able to restore D3 wounds worth of Peasantry models to up to 2 Peasantry units within 12" in the Hero phase. Named Heroes and Handmaiden Heroes may target an additional Peasantry units (2 if the Handmaiden unit is a Morrigna). 5) Fair Tailwind: For a spellcast of 5+ required I think it would be more fair to let the spell move the target unit 3 inches in any direction in the Hero Phase. Plus an additional D3 inches if the target unit can fly. This will allow for much more synergy with the other items and abilities in the roster. 6) Nature's Wrath: For a 7+ spellcast I feel that it would be fair to also allow the targeted terrain to also count as a Blessed lake for all intents and purposes. (I like your ideas to the other spells though). 7) Duardin Greathelm: Change this so that it allows you to re-roll all failed Save rolls, as you already have a favor token that can do this for you. (We like the rest of the changes to the items though). 8) Prayer Icon of Quenelles: I would recommend also adding +1 to Unbind spells, to make the item more viable. 9) Blessed lake: I like the direction you took with this, but I would recommend the following additional changes: *Mystic Shimmer also affects our proposed "Devoted to the Lady" battletrait: the amount of returned Peasantry models that had been previous lost in a Peasantry unit increases by 1 for Peasantry units within 12" of a Blessed Lake. *We simply love the suggested summon (I take it the base models will be the hexwraiths, due to the scythes?), however we feel that you could add something unique to it. Something that allows you to summon the Sons of Breton with the spell, but you can choose not to spend points in them, however in return they would only last until the start of your next turn. We would recommend adding the following line behind it: "In addition you can choose not to spend points when summoning the Sons of Breton, however they will then only exist on the battlefield until the start of your next Hero phase after which they will be removed, and you may not place them within 9" of enemy units during the summon. When summoning the Sons of Breton with this spell without any point cost, you must roll a dice and let the unit gain the following effects: 1: The Sons of Breton may not move in the movement phase, nor charge this turn. 2-5: The Sons of Breton may not move in the movement phase, but they may attempt to charge this turn. 6+: The Sons of Breton are not hindered in their movement this turn. Morrigna may add +1 to this dice roll. 10) Battle Pilgrims: We strongly disagree with the changes to the Battle Pilgrims, both to their Point cost as well as their Warscroll. To show why we want to compare them to a 60 point unit from the Undead: The Dire Wolves. They also have 5 models but they have 10 Bravery, 2 Wounds, 10 move, 5+ save (4+ if near a Corpsecart), similar hit and wound (also +1 to wound when charging, not bound by models), AND 2 attacks instead of 1 per model. Therefor we want to propose the following 2 changes: *Lower the point cost to 40 points per 5 models. This also gives the Bretonnians their 40 point cost units, which most other armies have as well. *And also add the following text to the Grail Relique ability: Peasantry units within 9" of the Grail Relique MODEL gain an additional attack in the combat phase, and do not lose any more models if they roll a natural 1 or 2 in the battleshock phase (ignoring modifiers). This would warrant their Warscroll a lot more, and make them a more supportive unit who can then be used to make Peasantry units more viable in armies (so that people won't field only Nobility unit armies). 11) Battalion costs: While we feel that the Battalions feel a lot more natural, and the wording makes much more sense, we do feel that for some battalions the price cost is a bit too high. For example, if we compare it to the Legion of Sacrament battalion (which costs 70 points), we gain +1 to spellcast on the Undead casters, and +1 save on all wizard heroes. As such we wanted to propose changing the point cost to the following values: *Peasant Militia: 70 points *Defenders of the Realm: 70 points *The Order the Chasseurs: 80 points (also I would remove the text stating that the Questing vow replaces the Lances and Swords ability, otherwise this situational anti-monster boon would not be worth it). *The Order of the Burning Lance: 60 points *The Sage Order: 80 points *Brothers of the Round: 60 points (as it only affects the battalions 1-2 units of Men at arms. If the two abilities will also affect the Nobility units from this battalion, provided that the Noble Champion is still alive, the cost could be increased to 80 points). *The Exemplar Order: Due to having only one ability, as well as a pentalty, we would recommend one of the two following changes: Either A: reduce the cost to 60 points, or B: grant them a second boon, which grants a free Artifact to the Marshal on Warhorse. *The black Brotherhood: 60 points. Keep in mind that even with these low costs the battalions will still be mediocre compared to the most recent battalions from other factions. However, these changes should make Bretonnia competetive enough to have a chance at fighting the newer Allegiance armies. ---- Again, we like the direction you are going with this. But please keep in mind that matches are only fun if you have a decent chance at winning. Even with these suggested changes they will still not be up to par with the newest Battalions, but good enough to give enough of a chance to win. Creating a army that relies on either mobile elite units, or large hordes of weak fodder to grint enemies down, or both!
  2. This would also have better synergy with my proposed additional effect to the Blessed Lake terrain: All healing and model restoration effects are doubled for friendly affected units within 3” of a Blessed Lake. This to compensate for the Peasantry no longer having the ward save, as their model restoration will be greater instead. However, the Blessed Lake is still stationary, meaning that affected units can’t go after objectives. (A Blessed Lake can be a basic terrain, which you can then set up in addition to the other terrains, and place it 6” away from a Damsel in the set up phase. with that in mind, perhaps the Sons of Bretonnia damage spell could be used instead of Nature’s wrath? Where the spell can only be cast from terrain, but the Terrain then also counts as a Blessed Lake? It could work as a foot of Gork, but with Peasantry units being able to pray to support the spell on a 3+ (high spellcast roll necesarry, gaining +1 Spellcast per successful prayer). However, if the spellcast fails then the Damsel suffers the anger of the Sons of Bretonnia and is damaged for D3 mortal wounds. If the targeted Terrain for this spell is already a Blessed Lake, then you may succeed in dealing D6 mortal wounds to enemies each time you roll a 3+ instead of a 4+ on the dice to determine if you can deal damage again.
  3. We talked it over with more players, and they felt that our previous ideas (The New Battletraits, as well as the Grail Relique change to the Battle Pilgrims) would be balanced. We did so by comparing it to the current Daughters of Khain Battle traits. These namely let all Daughters of Khaine roll dice rolls on Wound/Mortal Wound rolls of 6 or higher without having to be near heroes, and also allowing them to reroll hit/Wound/save rolls etc of 1 after they enough turns which stacks. The Nobility units of Bretonnia would also gain this trait, as well as the Mortal Wounds instead of normal Wounds on a wound roll of 6+ after a charge. This would make it more powerful, but this is to compensate for the "The Lady's Favor" trait, as that is a weaker compared to the Daughters of Khaine their second trait. The Lady's Favor only affects one unit for one turn, and even though it is stronger, it is still just for one unit while having a limited amount of uses. The Peasants would not gain the offensive and defensive boon that the Nobility units gain, but instead they would gain a boon based on their large numbers. Allowing them to replenish lost models (basically crusading peasants would move in to replace those fallen on the battlefield. We could call this second trait "Sacrement of the Lady", as the Lady of the Lake blesses even the lowly peasantry of Bretonnia, whom she grants fortune in their daily professions. In exchange the peasantry are willing to die for her. Joining grand crusades to fight alongside her chosen Knights, even if they are not the Lady's chosen and do not receiving the protection and might of the Gheist like they do. When Peasantry models are removed from a unit, brave and zealous Peasants quickly move forward to fill the ranks. Provided a Noble Hero is nearby to grant them the courage to move into the fray. Regardless, all Bretons are favored by the Lady. And are able to perform great and heroic deeds, which could dictate the outcome of a battle. From the mightly Knights, chosen of the Lady. To the lowly Peasants, grateful for the fortune that the Lady grants them in their difficult lives.
  4. Speaking of ideas, perhaps we could make the 3 Bretonnian traits in the following fashion: One for Nobility, one for Peasantry, and one for all? 1) Chosen of the Lady: The Nobility units gain the mortal wounds on a wound roll of 6+ In the combat phase after a charge. As well as the ability to ignore Wounds/Mortal Wounds on a 6+ Dice roll in all phases. To reflect their amazing charges, as well as divine protection. This due to the Gheist Spirits strengthening and protecting Bretonnia’s Nobility. 2) Sacrement of the Lady: The Peasantry units gain something that reflects their courage based on the amount of Nobility Heroes you have. We could give them the legions of Nagash new Deathly invocation ability. With the idea that more filthy peasants are joining the crusade, inspired by their Noble heroes, to fill the place of those poor peasants lost during the battle. Each Nobility Hero may bring back D3 wounds worth of lost Peasantry models in 2 Peasantry units within 12” of them. One additional unit if the Hero is a Damsel or a Legendary Hero. 3) The Lady's Favor: The boon for all would be The Lady’s Favor, where you gain a starting Favor token for each Hero that you field. But also with my suggested boons to them (however now without the free Favor for a Peasantry unit each turn): 1: You may reroll all failed hit rolls for this unit this turn. 2: You may reroll all failed save rolls for this unit this turn. 3: You may reroll the failed charge roll for this unit this turn, and you may choose this after having initially rolled for its charge. 4: This unit does not have to take a battleshock test this turn. 5: A Mounted unit may gain +1 attack with their non- mount attacks this turn. 6: This turn a Mounted unit may and must retreat and charge in the same turn. This basically means that Breton units have two traits, but with the first two having different effects based on the type on unit. With Nobility units becoming more durable and gaining godlike charges. And Peasantry units relying on large numbers of expendable units. How does this sound?
  5. This could be the new Inspired Fervour ability from the Battle Pilgrims, and the base hit of the Battle Pilgrims could become 4+, and the base wound could become 3+ instead. This will be a straight buff, but it would give them a place alongside the cheaper Men at Arms. And after discussing we think it would not be too powerful, even with the extra attack. After all, the Grail Relique would only affect Peasantry units, so Battle Pilgrims could be very valuable for Peasantry heavy armies. Allowing nearby Peasantry to ignore battleshock on a 1-3 dice roll, and gaining another melee attack.
  6. Also, in Warhammer Total war the grail relique gives a leadership boon to nearby allies and makes them immune to psychology. Perhaps the Grail relique could also boost Peasantry units (so not Nobility units). How about we also give those within 9” of the grail relique the “Stubborness” boom from the dispossessed? On a natural dice roll of 1 to 3 this unit does not lose any additional models. And in addition all Peasantry units within 9” gain an additional attack in the combat phase?
  7. Oh and don't forget, pretty much every faction has a way of dealing a lot of mortal wounds right now. And seeing as aside from King Louen and the General on Griffon (if you are okay with that), they don't have any monsters. Meaning that the 6+ on wound rolls in all phases would be crucial for the knights. We could instead of this boon grant my suggestion of a free Blessing of the Lady to one of your poor Peasants. Because peasants are filthy and they could use the love. Or they could gain this boon while within 6" of a Damsel as well? Also, aside from charges, they lack ways of dealing mortal wounds, Perhaps one of their 6 spells could be a damage spell? or they could cast the Sons of Bretonnia spell as long as they are within 10" of a Blessed lake?
  8. Just saw that for some reason the text on my iphone turned out wonky. I just rewrote my previous message to make my ideas more clear.
  9. Also I noticed how many factions have 2 battletraits, but they are either insanely good or split in several parts. How does this sound as their new battletraits? The Lady’s Chosen: Nobility units may roll a dice once they suffer a wound or mortal wound. This Wound is ignored on a dice roll of 6 or higher. In addition, when a mounted Breton unit charges and rolls a 6 or higher on wound rolls in the same turn with its non-mount melee attacks, it will instead deal mortal Wounds equal to its current damage characteristic. The Lady’s Favor: While the Peasantry are not part of the Lady’s chosen, they do enjoy her favor. As long as you have a Damsel Hero currently in your army, you may give one of your Peasantry units one of the following boons once per turn. Nobility units may gain these boons as well, but they must spend a Favor token each time they use it. However, they may spend as many Favor tokens as they can per turn (though not multiple on the same target). You start with a number of Favor tokens equal to your number of Hero units, and you may gain a new one each time you slay a Hero or monster. Once you no longer have any Damsels in your army, you may no longer receive the Lady’s favor. 1: You may reroll all failed hit rolls for this unit this turn. 2: You may reroll all failed save rolls for this unit this turn. 3: You may reroll the failed charge roll for this unit this turn, and you may choose this after having initially rolled for its charge. 4: This unit does not have to take a battleshock test this turn. 5: A Mounted unit may gain +1 attack with their non- mount attacks this turn. 6: This turn a Mounted unit may and must retreat and charge in the same turn. ---- With these battletraits, perhaps we could add the following additional effects to the Blessed Lake (still 100 points, and retains its previous boons): *All Damsel Heroes know the spell “Sons of Bretonnia”, (18” range from the caster) but they may only cast it while within 10” of a Blessed Lake. *Healing and resurrection effects are doubled on units within 6” away from the Blessed Lake You can simple designate a random terrain as being a “Blessed Lake", put it into play and let it grant you its boons. Also, perhaps we could give a trait to the Damsel and Enchantress, stating that each time a Damsel Hero suffers a wound or mortal wound roll a dice. On a 3+ a Nobility unit within 3” of the Damsel may suffer it instead. As for Revivification, may I propose this?: Cast roll 7: the target heals D3 wounds. In addition, it resurrects 1 lost model (if any), or D3 if the models of the target unit have a wound characteristic of 1.
  10. Oh I very much understand that, and I agree However, the Daughters of Khaine would still be more competetive for example. This because A) all of their units gain that defense trait while they can move independently from heroes, unlike Undead armies, and B ) they are far stronger in prolonged combat while having a lot of ways to easily deal mortal wounds. Breton Nobility units also have that independence with their defense trait, but not Peasantry. And seeing as you will usually take 1 damsel (or 2) per army, and you want to keep her more to the back, that means that that trait is more meant to help Peasantry units Protecting the Damsel. (which fits with the lore!) Making them heroic enough to benefit from the Gheist's protection. If you want to field Peasants, you will always end up with having to send most forward to key positions, while keeping just a few back to protect your Damsel. Hence why it is a weaker version of the protection Battle Trait that other armies have. Same with the others, as The Lady Wills it! only benefits your mounted units and only while they charge. And you still have to roll well in order to gain those mortal wounds, while the Daughters of Khaine have a much easier time dishing out mortal wounds and are far better in prolonged combat. With The Lady's Favor only helping a single unit for one turn, with a limited amount of charges. And Bretonnian's Finest only A) benefits your Heroes mobility, or B ) grants you a limited free item and only to a certain unit, or C) grants you a extra terrain but one which will be placed on your side of the map, and will be mostly used defensively and will not help with claiming objectives. The Daughters of Khaine have two Battletraits, but they are far more powerful. With the second one greatly aiding your units in prolonged combat. While their standard units are also a lot more powerful, able to dish out mortal wounds with ease! But that is what I like about Bretonnia: They are a mounted army of noble knights, who are protected by benevolent spirits of Ancient Nobility, able to perform great deeds, whose armies have been blessed with greater mounts/a sacred Banner/a Chosen of the Fey Damsel. Their charges are devastating, but their weakness lies in their prolonged combat. which is why it will also be important to field the cheaper and more numerous Peasantry. Keep in mind that aside from their charges, and potentially their "Sons of Bretonnia" spell (provided fielding a Blessed Lake grants Damsels access to this spell), they have very little options to deal mortal wounds. Meaning that their strength lies in mobility, great charges, and sturdy knights. The 4 Battle Traits are meant to strengthen the aspects of Bretonnia for which they are most known. Giving them 4 weaker Battle traits as opposed to 2 stronger ones. Just like the Legions of Nagash Battle Traits, with the Legions of Nagash being far more competitive though.
  11. Alternatively, we could make it so that all Damsels know the "Sons of Bretonnia" spell, with the limit that it may only be cast from a Blessed Lake. Meaning that you either have to spend 100 points to field at least one, or you choose the 3th option from the Finest of Bretonnia battle trait. In hindsight, we think this might be the best, as it makes more builds equally viable In which case the 3th option for the Finest of Bretonnia Battle Trait could simply give you a Blessed Lake for free, which you can then place in the set up phase from one of your Damsels.
  12. You are most welcome However, with all the (very fun!) new strong factions coming out, I once again wish to stress that you should not be too afraid to make them powerful. Remember, all the other factions are getting updates as well (such as undead), meaning that it's best to compare them to the newer factions, and not the currently weaker older ones. In fact, we looked at the new Daughters of Khaine Allegiance traits, and realized that our 4 Bretonnian traits were basically weaker versions of theirs, and that we could even amp them up a little bit and also make them simpler. The other ideas we had in this page, and which we hope you will consider using, stay the same though: Protection of the Spirits: The Gheist are long dead spirits of noble champions, come to aid the Bretons in their times of need. They are especially drawn to noble champions, but are willing to aid the peasantry through the guide of a Damsel as well. Whenever a Nobility unit suffers a Wound or Mortal Wound you may roll a dice. On a 6 or more the Wound is negated. Peasantry units may gain this boon as well provided they are within 6" of a friendly Damsel Hero. The lady Wills it!: Stays the same. The Lady's Favor: Unless specified otherwise, you must choose to spend a Favor token before making the related rolls: 1) Reroll ALL save rolls 2) Reroll ALL hit rolls 3) You may choose to reroll failed charge rolls AFTER charging 4) The target unit does not have to roll for battle shock results this turn 6) Nobility mounted units may and must both retreat and charge in the same turn (provided you also add the change to the Revivification spell that I posted a few comments back). Finest of Bretonnia: You may now choose one of 3 options: 1) Exceptional Steeds: All your mounted Heroes may gain one of the exceptional steed traits, as listed in the PDF. 2) Banner of the Lady: You may choose one Paladin Standard Bearer (you must field one in order to gain this boon), and grant it a free banner Artifact. However, you may not field any more Paladin Standard Bearers as the Banner of the Lady must shine brightest and uncontested. 3) Chosen of the Fey: One damsel in your army may be a chosen of the Fey. This Damsel may deploy a Blessed Lake in the set up phase, free of cost. However, you may not field any additional Blessed Lakes. The Chosen of the Fey Damsel knows and may cast the "Sons of Bretonnia" spell from a Blessed Lake, towards enemies within 18" of it. You may choose a standard Terrain feature, and declare that it is a Blessed Lake. The first Battle Trait is a weaker version of the Daughters of Khaine Battle trait, as only Nobility units are able to move independently. While Peasantry units only gain this boon if they are within a specific type of Hero, not all Heroes, making it a weaker version of the Undead Battle Trait. Taken into account that The Lady Wills it Battle Traits only helps the Breton untis in a charge, and the Lady's Favor is only for one unit for one turn, and you only start with 1 Token per Hero that you field, as well as that Finest of Bretonnia gives you the option to choose one of 3 situational boons, this would seem fair. Keep in mind that these Battle traits are more limited, but in exchange allow for more unique options.
  13. Well the Lady doesn't eat kids, but she DID turn them into magical Water Knights called "Sons of Bretonnia": http://warhammerfantasy.wikia.com/wiki/Sons_of_Bretonnia That is why I suggested, provided you take option 3 which gives you a Blessed Lake on your side of the map, also allowing you to cast a spell from that lake against targets within 18" of it. Similar to how the Lady of the Lake summoned the Sons of Bretonnia to help out King Louen Leoncoeur during his ascension to Grail Knight: http://warhammerfantasy.wikia.com/wiki/Louen_Leoncoeur#Ascension_to_Grail_Knight But yes, that was also my suggestion To have the Bretonnians go to a Elven made Realm where they can be more like how they always envisioned themselves (no more inbred peasants, but good looking ones. Though still "filthy"). However, their dark side would now be the Dark elves, who aren't as bad as Morathi, but who still distanced themselves from the mindless cruelty. And instead revel in the necessary bloodshed and seduction. Making sure Bretonnia succeeds, as the humans there are a great source of sacrifices and rituals for lust. Plus they need the humans in case Morathi comes back. We could just make it all Aelf factions as potential allies, and you just have to state that she is in disguise or something. Basically having the Bretonnians, yet also the Wanderers who are allies along with the Sylvaneth. But also the High elves and "reformed" Dark Elves. With the background lore being that they created half elves as well, basically Hyhlians if you would. We could be very flexible with that, as Age of Sigmar is very High Fantasy after all.
  14. Or... we could simply state that Morathi is pretending to be part of the "good guys" like she does in the current Age of Sigmar lore. Which would make it simpler ^^;
  15. I like the idea of having a more "dark side" to the new Bretonnian realms. Here the Bretonnians could have been joined by High elves, Wood elves, but also Dark elves. As the realms that the Grail Guardians were send to were unique elven realms. The Bretonnians could have been saved by the Lady of the Lake afterwards, thus making it mostly Bretonnian. We could add some lore that the Dark elves there are refugees from Moriathi, who know that Moriathi is lying about Khaine: https://www.warhammer-community.com/2018/02/19/daughters-khaine-part-1-daughters-khainegw-homepage-post-3/ as all the power that her normal worshippers send to Khaine, is actually send to her. They could then have been accepted in the new realms, in exchange for becoming more moderate and less sadistic. They would still worship Khaine in secret though, but their motivations would be to make sure Bretonnia thrives from the shadows, as many of their kin are now Half Elves as well. This way we could field Daughters of Khaine units alongside Bretonnia, however Moriathi her model could be renamed into another Legendary hero (the one bringing them there, a old disciple of Morathi), with all daughters of Khaine allegiance features referring to Moriathi refering to her now instead. Just as an example, that would make their more even more interesting
  16. Oh, and I hope you will consider my suggestion to the Surefooted Stalker Trait for the Woodsmen. About letting you roll a dice every time you would lose a model, provided the model is within terrain. And on a 4+ the model would not be slain. This way they could be a bit more self sufficient, seeing as they are meant to be placed on terrain (basically like the Chameleon Skinks, but much more limited, as the enemy can place his units away from terrain, or place strong melee units nearby). This way it would also make sense lorewise, as they are meant to be surefooted and able to deftly evade danger. As well as the change to Ambush: Which lets you set up your Woodsmen, without having to roll a dice, on top of terrain. Even in the first turn. However the Woodsmen will then be limited to terrain, which might not always be the best solution.
  17. Oh, and I would make one small change to my Favor suggestions: 1) Favor effects have to be taken right before the related dice are rolled (so the first favor has to be taken before you roll for hit with an attack), unless specified otherwise. 2) Favor 1 and 2 now allow you to re-roll all failed Hit and Save rolls. You are now able to take Favor 3 after you rolled for a charge. Favor 4 now instead means that the target unit does not have to roll for Battleshock tests this turn. Along with that Favor 6 is now only for Nobility units (as long as the Revification resurrects D3 Mounted Yeomen). This due to how little Favor points you have now.
  18. On second though, we could keep the change to the favor that only lets Nobility units Retreat and Charge at the same time, as long as the Revivification spell resurrects D3 of Mounted Yeomen their models with my suggestion (1 resurrected for Nobility units, D3 for Peasantry units). This way it will always be more viable to resurrect Nobility models, as they can both retreat from combat and charge again, as long as you have Favor points left. Plus the Skirmishing Mounted Yeomen are often far in the field going after objectives, so it is much less likely for them to be near a Blessed Lake. Thus giving them their unique Skirmishing role.
  19. This would then be the new Allies list for Bretonnia: Allies: Stormcast Eternals, Sylvaneth, Collegiate Arcane, Fireslayers, and all Aelf factions (Morathi may be fielded, but will instead be named as a Dark elf character in the new Breton Lore who led her people away from her influence) We could then have a lore where there was a Dark elf disciple of Morathi, but one who rejected her sadistic ways, and who made her followers worship the killing aspect of Khaine (she could argue that as Khaine is an aspect of Khorne, created through the worship to that aspect, their worship could be even more tame and worship the killing with a cause aspect). Morathi would instead be renamed to that character whenever playing for Bretonnia. With all possible formations and abilities that would involve her in the upcoming Daughters of Khaine would also be renamed in such a manner.
  20. And about Revifification: Perhaps we could change it in the following manner: Spellcast 8, the target unit heals D3 lost wounds. If the target is a Nobility unit you may also revive one lost model. If it is a Peasantry unit it may revive D3 models instead. The number of wounds healed and models revived is doubled if the targeted is within 6” of a Blessed Lake. This way the description is more clear, and you are rewarded for pulling back wounded units to safety near a Blessed Lake as you can restore them faster. I would love love to see this in addition to the changes to the Damsel items, the change to fair tailwind, the Lady’s favor changes, the change to Protection of the Spirits, and the 4th Battletrait suggestions I mentioned before. Again, these will not make them powerhouses, but they will give them a fighting chance.
  21. Back to my lore suggestion, I looked it up a bit more and I think my idea might actually have not been so bad (with the Bretons and Aelfs being intertwined, and due to greater fertility also creating half Aelfs): The Elven Goddess Lileath http://whfb.lexicanum.com/wiki/Lileath also known as the Lady of the Lake, send her daughter to a new realm along with several Grail Guardians as she sacrificed herself. We could add to the lore that she was reborn and then guided the Bretonnians towards the realm as well. Creating a more High Fantasy like realm and dubbing it New Bretonnia: http://whfb.lexicanum.com/wiki/Araloth This mortal realm was untouched by Chaos, and the mists could be the cause of that. The Bretonnians could then decide to involve themselves in the grand scheme again once Chaos was able to peer through the mists between the realms that hid them, so now they decided to take the fight to Chaos itself before it can fully corrupt their lands again. For Allies we could then add that Bretonnia can ally itself with all of the Aelfs, even Dark elves as those were also saved (with the idea being that they are now freed of Morathi, and want to make sure New Bretonnia prospers, and although they are less sadistic and more seductive, they deploy whatever means necesarry to achieve that goal. Performing necesarry taksts that many Bretonnian Nobility would be unwilling to do themselves). And perhaps also Sylvaneth, as those are spirits similar to the Gheist that now protect all Bretons. Thoughts?
  22. Also, how about increasing the damage of the Silver mirror against enemy Wizards to D6 if they have the Death or Chaos keywords? And Sacrement of the lady: How about instead allowing it to let you reroll all cast rolls of 1 in all your Hero phases? And in addition allowing the Damsel to reroll one spellcast roll regardless of value once per turn, if they are within 6” of a Blessed Lake. This would make them viable options when compared to the Prayer icon of Quenelles, when that item lets a Damel Hero cast one additional spell per turn. EDIT: Also, how about increasing the distance from Fair Tailwind from 3” to 4” for Flying units? This would allow you to use it to cycle charge with flying units, opening up a lot more strategies!
  23. Well I didn't mean exactly the same, just that with a similar price we could create similar effects. The Mist of the Lady could create a defensive mist against ranged attacks (-1 to hit?) to those around the Enchantress, while granting additional spells per level to her and those Damsels that are part of the battalion. Just to give ideas For example: For a similar price We could have a battalion called: "Devotees of the Lady". And it could provide the following benefits: 1) Chosen of the Fey: The Enchantress, and the Damsels from this battalion within 6" of her, can cast one additional spell per turn. 2) Mist of the Lady: Enemies within 9" of the Enchantress suffer a -1 on Wound Rolls and suffer 1 mortal wound per turn, due to the chilling Mist surrounding her.
  24. Oh, and about the Lady's Favor: Perhaps we could make it so that a unit may either reroll ALL failed Hit, or ALL failed Save rolls? You only have a limited number of Favor tokens after one (one per each of your Hero units), and you need to slay enemy Hero or Monster units to gain new ones. However, in return you must now state before the action which it improves for that single unit (like right before Hit, Charge, or Save rolls) that you will use a Favor token for it. You can no longer choose to spend a Favor Token to improve already rolled results. Also I would keep option 6 (May and must retreat and Charge in the same turn) for all mounted units, so that Mounted Yeomen will be good and viable skirmish units.
  25. Also this is just a silly Lore idea, but how about we add some new relations with the Aelfs? In the Old World, their Lady was a Elven Goddess after all, so perhaps she and the Bretonnians could have made peace and she became their patron again? I've been playing a lot of Zelda lately, and to me the Hylians always felt like Half Elves, as they were pretty much humans with similar limited lifespans but with more grace. Perhaps we could add to your lore for Bretonnia that the reason their realms have been able to thrive and evade the Chaos invasions was thanks to the magical mist of the Lady, and the magic of several Aelfs? We could add that many Aelfs, High Elves/Wood Elves/Dark Elves, had joined the Bretonnians as they were a dying breed and the Lady promised them that she would make sure their future was safeguarded. In the newly more magically realms the Elves could then be immortal, aiding their human brethren and sisters (even the Dark Elves, who would no longer be sadistic but now more seductive. Yet despite wanting Bretonnia to succeed as it benefits them, they would still hold many of their guile and practice, even if they do it in secret). These elves would have been blessed with greater fertility as well, increasing their numbers. However they would then also be fertile enough to breed with the human Bretonnians. Those born from such a union would no longer have their Aelven parents immortality (aside from the "Fabled ones", I will get to that in a bit), but they would maintain their Elven grace and beauty and some of their magical affinity (that doesn't mean that every one of them can cast magic though, similar to standard Aelfs), while gaining the Bretonnian humans their fertility along with their ingenuity and endurance. Bretonnians as a whole would also be more like how they would like to have envisioned themselves in the Oldworld: Less ugly and inbred, and being more attractive. Those that perform deeds of greatness or are meant for it can become "Fabled ones", who are immortal (yet can be killed by the Sword and natural disasters). This is inspired by the Fables Comic book, which only makes sense as Age of Sigmar is a very High Fantasy setting. With the Bretonnians their realms being more idealistic, yet still also very strict and often harsh as it is still medieval times (often they have to). But with laws that protect it's citizens more, and with magic that can discern misconduit and makes sure Nobles will be less likely to torment poor Peasants. However, there are still ways to work around that due to guile, and although most Dark elves perform horrid deeds for the greater good (sometimes actually necesarry), there will still be those that fall to Darkness. As such there are still villians and danger within Bretonnia, which calls for the need of Heroes, which are a plenty in new Bretonnia as well. Perhaps the name of the Bretonnian realms could be New Bretonnia? Or a similar name? Just tossing some lore ideas out there I like the idea of the Bretonnian realms being more High Fantasy, with areas where the population looks like Hylians (Half Aelfs), and others being more harsh, yet overall being not as depressing or dirty as the original Bretonnia (they went a bit too far with the Dark Fantasy story there, making the Peasants horrible ugly inbreds. So I would love to see a more idealistic Bretonnia ). This would also make more sense with their Elven allies in the Battalion. And we could then make them allies with all Aelfs (and yes, even Dark elves, as those could represent the more seductive members of Bretonnia society, making it less ideal. However, it would also make it more interesting, as the Dark elves are not "evil" here, but do things for their own people's future. They no longer follow Morathi, and see Bretonnians prosperity as benefitting their own. They still have sacrifices to Khaine though, either from criminals or citizens, which would arrise the need of Bretonnian heroes to stop them. With the Dark elves working their way around the courts, and doing what is necessary for their own benefit, or doing the ugly things necessary to protect Bretonnia. Perhaps similar to Khaine, they could be worshipping a aspect of Slaanesh and also give her a different name? Meaning that both the Lady with her magic of life, but also the worship and sacrifices that aspect have given the Bretonnians their overall increased fertility). How does this all sound?
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