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Dear Community members and knights of the realm, 1. INTRO - WHY BOTHER (you can skip this and go straight to the rules) I am a long time hobbiest and recently came back to WarhammerF or AOS 2. And now 3. I am a long term/child hood fan of Arthurian legend, medieval history and all kind of knightly stuff. Now wonder I am a huge fan of the Bretonnian faction created a long time ago and started collecting some stuff. The current suggested battletome is outdated, but there are a few fan-based resources for AOS Bretonnian-like faction rules out there that captured my interest to play them in AOS. However, I am currently not quite happy where the GW branded rule-systems on AOS, and especially 40k – another topic went: summing it up - everything got quite complex and gave a lot of focus on tiny details on rules. So I was looking for something more streamlined, hobbiest-play style, less focus on detail. I am also a father-to-be and have many other interests, so time is of the essence as well as I do not want to get lost in complex games that take a long time to play. 2. RULES for a Bretonnian faction in AOS 3: Starting position: my general take on the modified rules are - Simplified: less individual rules on units (modified and simplified unit rules- WIP) - Narrative game-play: Bretonnians should play like a Knight army relating to Arthurian legen, mid-period medieval history or French-style 100 years war. i.e. Knightly Vows, Chivalry Code - Integrated Meta-game play: a Playstyle that is focused on the army as a whole and not on rules of individual units. i.e. a faction mechanics that is quite integrated on Allegiance ability level; Chivalry points. - Not reinventing the wheel – build on previous work: I heavily draw on work I consider well-though through and interesting… keeping in mind and altering according to my other “starting position” remarks. YOUR OPINION IS VERY MUCH WELCOME!!! How to provid feedback - understand the colour code : YELLOW (changes I made in the text of fluff text inserted to better understand made changes), Turquoise (have not yet thought through, copied from abovementioned sourecs); no colour (kept original from existing sources) 2a. Rules Overview (please comment in the thread or DRIVE document) DRIVE DOCUMENT https://docs.google.com/document/d/1snea2uomFuocvE_lF1XAaVxJ1veg6pMt6twHCf3zB9c/edit?usp=sharing Based on Sources This work draws heavily on - An Unofficial ORDER BATTLETOME BRETONNIA https://war-of-sigmar.herokuapp.com/bloggings/4890 - The Order of the Sacred Lady: An Unofficial AoS Faction https://www.lustria-online.com/threads/the-order-of-the-sacred-lady-an-unofficial-aos-faction.24636/ Congrats and my deep appreciation for their work! 2b Allegiance Abilities (DONE; only part here in topic thread) THE BLESSING OF THE LADY – Army-wide WARD SAVE LANCE FORMATION – one-time charge bonus for knight units with lances KNIGHTLY VOWS – different knight vows (unit ability) offer boni and ways to acquire chivalry points CHIVALRY CODE & KNIGHTLY VIRTUES – knight units gather chivalry points to be able to spend on abilities PEASANT’S DUTY – bravery bonus for peasantry units when near knight units 2c Units (to be continued) 2d Artefacts of Power (tbd) 2e Command Traits (tbd) 2f The Lore of the Lady’s Grace (tbd) 2b. Allegiance Abilities An Order of the Sacred Lady (or similar fashioned Bretonnian faction) has the following Allegiance abilities. 1. THE BLESSING OF THE LADY OPTIONAL: POSSIBILITY OF GAINING FIRST TURN VERSUS AUTOMATICALLY GOING SECOND - on the roll off for first turn the Bretonnian players automatically loses the roll off on a result of 1, 2 and 3. (still leaving some change and randomness) - OR - The Bretonnian player automatically loses the roll off for first turn. The Bretonnian army kneel to pray for the Blessing of the Lady before the battle begins. The Lady's Blessing is automatically granted. The Blessing affects all units and characters that have the Knight's Vow, the Questing Vow and the Grail Vow. In addition, Prophetesses of the Lady and Damsels of the Lady are also affected. The Blessing also affects the mount of any affected model (so, Hippogryphs gain the benefit of the Blessing as long as their rider is affected). The effects of the Blessing are as follows: ● Affected models get a 6+ Ward save against close combat Attacks. ● Affected models get a 5+ Ward save versus missile attacks (including magic missiles). ● Models with the Grail Vow always have a 5+ Ward save. LOSING THE BLESSING Characters and units can lose the Blessing, and once lost, it cannot be regained. Keep a note of which units have lost the Blessing (perhaps using counters). A unit or character loses the Blessing for the following reasons: - The unit or character flees for any reason (including breaking from combat) or fails a battle shock test. 2. Lance formation: LANCE key word: the firs time a unit with the LANCE key word made a succesful charge, Lance and Sword melee weapons range characteristics is 3” and gets +1 wound roll, +1 rend and +1 Damage. In addition, the units save characteristic is improved by 1. This requires the units models to be within 1” of another model before rolling for the charge distance. OR the firs time a unit with the LANCE key word made a succesful charge, for Lance and Sword melee weapons add 1 to the Damage and rend characteristic and +1 to wound rolls, and improve its save characteristic by 1. This requires the units models to touch another models base before rolling for the charge distance. https://en.wikipedia.org/wiki/Cavalry_tactics#Tactics_of_heavy_cavalry_using_lances “Tactics of heavy cavalry using lances Medieval European knights attacked in several different ways, implementing shock tactics if possible, but always in formations of several knights, not individually. For defense and mêlée a formation of horsemen was as tight as possible next to each other in a line. This prevented their enemy from charging, and also from surrounding them individually. The most devastating charging method was to ride in a looser formation fast into attack. This attack was often protected by simultaneous or shortly preceding ranged attacks of archers or crossbowmen. The attack began from a distance of about 350 metres and took about 15–20 seconds to cross the contemporary long range weapon's effective distance. A most important element, and one not easily mastered, was to stay in one line with fixed spaces while accelerating and having the maximum speed at impact. Often knights would come in several waves, with the first being the best equipped and armored. The lance as a primary weapon pierced the enemy. If an enemy soldier was hit in full gallop by a knight's lance couched under the armpit, he was thrown backwards with such a momentum that he knocked over several of his compatriots, and was more often than not, killed; in some cases, the lance would even skewer the man and kill or wound the soldier behind him. The heavy lances were dropped after the attack and the battle was continued with secondary weapons (swords, battle-axes, war-hammers, or maces). […] The Polish-Lithuanian hussars' primary battle tactic was the charge. They carried the charge to, and through the enemy. The charge started at a slow pace and in a relatively loose formation. The formation gradually gathered pace and closed ranks while approaching the enemy, and reached its highest pace and closest formation immediately before engagement. They tended to repeat the charge several times until the enemy formation broke (they had supply wagons with spare lances). The tactic of a charge by heavily armoured hussars and horses was effective for nearly two centuries. The hussars fought with long lances (a hussar's lance usually ranged from 4.5 to 6.2 metres in length), a koncerz (thrusting sword), a szabla (sabre), one or two pistols and often with a carbine or arquebus, known in Polish as a bandolet. Winged hussars also carried other weapons, such as a nadziak type of war hammer and battleaxes. The lighter, Turkish-style saddle, allowed for more armour to be used by both the horses and the warriors. Moreover, the horses were bred to run very fast with a heavy load and to recover quickly. This was achieved by breeding old Polish horses with Eastern horses, usually from Tatar tribes. As a result, these horses could walk hundreds of kilometres, loaded with over 100 kilograms and still be able to charge in an instant. Also, hussar horses were very quick and manoeuvrable. This allowed hussars to fight with any cavalry or infantry force, from Western heavy kissaiers, to quick Tatars. They were widely regarded as the most powerful cavalry in the world. In the battles of Lubiszew in 1577, Byczyna (1588), Kokenhausen (1601), Kircholm (1605), Kłuszyn (1610), Chocim (1621), Martynów (1624), Trzciana (1629), Ochmatów (1644), Beresteczko (1651), Połonka (1660), Cudnów (1660), Chocim (1673), Lwów (1675), Vienna (1683) and Párkány (1683), the Polish-Lithuanian hussars proved to be the decisive factor, often against overwhelming odds. For instance, in the Battle of Kłuszyn, during the Polish-Muscovite War, the Russians and Swedes outnumbered the commonwealth army five-to-one, yet were soundly defeated.[5][6]“ 3. KNIGHTLY VOWS Knighly vows provide different units with the KNIGHT key word to acquire Civalry points Knights Vow: “To serve the Lady of the Lake , To defend the domain entrusted to him , To protect the weak and fight for the right” - Whenever any unit with the Knights Vow captures an objective in its own deployment zone, this unit receives a Chivalry Point - Whenever any unit with the Knights Vow successfully charges an enemy unit in contact (1”) with a friendly PEASANTRY or DAMSEL unit, this unit receives a Chivalry Point Questing Vow: - add +1 to damage characteristic of KNIGHTLY GREATBLADE when fighting a MONSTER; - Whenever any unit with the Questing Vow keyword destroys an enemy MONSTER or HERO unit, this unit receives a Chivalry Point. Grail Vow: - Whenever any unit with the Grail Vow keyword destroys an enemy CHAOS, DESTRUCTION or DEATH unit, this unit receives a Chivalry Point. - This unit has a 5+ ward save. 4. Chivalry Code & Knightly Virtues Whenever any Order of the Sacred Lady unit with the KNIGHT keyword captures an objective or destroys an enemy unit whose starting points value was greater than their own, this unit receives a Chivalry Point, which is added to its own pool. During your hero phase, each unit with Chivalry Points may spend them to activate one of the following Knightly Virtues, providing it has enough Chivalry Points for that Virtue: “ THE SEVEN COMMANDMENTS OF CHIVALRY or ADEPT RULES ON HOW TO GAIN CHIVALRY POINTS The Bretonnian code of chivalry requires that a Knight always obey the seven commandments of chivalry. - To serve the Lady of the Lake. à KNIGHTS VOW + SPELL: FOR ACQURING EXTRA POINTS FOR CHARGING A MARKED UNIT - To defend the domain entrusted to him, à KNIGHTS VOW: starting territory protected: i.e. destroyed a unit capturing objectives in their starting territory - To protect the weak and fight for the right. à KNIGHTS VOW - Always to fight the enemies of virtue and order. à GRAIL VOW: DESTROY A UNIT OF DEATH; CHAOS OR DESTRUCTION - Never to give up the fight until the foe are defeated - Never to break faith with a friend and ally. - Always to display honour and courtesy. THE RULES OF HONOUR à ADAPT RULES ON HOW TO GAIN CHIVALRY POINTS Apart from the commandments of chivalry, there are certain traditional 'rules of honour' which are adhered to and respected by all Knights. These rules are an important part of the code of chivalry. They date back to the very origins of knighthood in Bretonnia and mark out Bretonnian Knights as distinct from those of any other realm. The most important rules of honour are summarised below: - A Knight may only fight hand-to-hand, he may not use a missile weapon. - A Knight shall always accept a challenge to personal combat. - A Knight shall not draw sword against a fellow - Bretonnian Knight except in a trial by combat or in a tournament. - A Knight shall not allow himself to be captured. - A Knight shall not retreat from the enemy. “ Virtue of Stoicism (1 Chivalry Point): Unflappable in the heat of battle, the Knights maintain a cool aura of disciplined pragmatism. Until your next hero phase, if this unit fails a Battleshock test, it may re-roll the dice used. Virtue of Noble Disdain (1 Chivalry Point): Disgusted at the foe eschewing the martial values of meeting one's foe face-to-face, the Knights fight all the harder to show these cowards the error of their ways. Until your next hero phase, this unit may re-roll all failed hit rolls in close combat if the target unit has one or more missile weapons. Virtue of Knightly Temper (2 Chivalry Points): With hearts of stone and resolute tempers, the Knights stand unbowed and spill the blood of the foe with every strike. Until your next hero phase, for each close combat attack this unit makes that successfully hits and wounds the target, the unit may make an additional attack - roll to hit and wound with this attack as normal. These attacks do not generate any additional bonus attacks. Virtue of Purity (2 Chivalry Points): With the Lady in their every thought, the Knights, through their loyalty and heroism, have been rewarded with her blessing for a time. Until your next hero phase, whenever this unit suffers a wound or mortal wound, roll a dice. On a 5 or more the wound is ignored. If this unit already has such a save, add 1 to this roll whenever it is made. Virtue of Dominance (3 Chivalry Points): The refusal of the Knights to take even a single backward step instills fear in the hearts of the common bully and blackmailer, for the favoured tools of their trade have now backfired on themselves. This unit may only activate this Virtue if it did not fail a Battleshock test in its previous turn. If it does so, whenever an enemy unit within 6" of this unit fails a Battleshock test, double the number of models that flee. Virtue of the Ideal (3 Chivalry Points): Emboldened by their success, the Knights seem to become peerless in their skill-at-arms, cutting down enemies right and left without ever breaking their stride. Until your next hero phase, add 1 to the Attacks characteristic of this unit's melee weapons and add 1 to hit rolls and wound rolls for this unit's close combat attacks. 5. Peasant's Duty Increase the Bravery characteristic of any friendly PEASANTRY unit by 2 if there is a friendly KNIGHT model with at least one chivalry point within 6" of that unit .
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Since there's been a lot of discussion about balancing, balance as a whole, point values, GW's business practices and the likes I figured we should take this to a more focussed constructive level by posting actual constructive feedback. Write your factual opinion about what you like and what you would like to see improved and why. Please do not attack other Forum members and be civil and try to be positive while doing so. Cheers Jack
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Hi all, I've been playing about creating some warscrolls after a couple of guys from the club I attend encouraged me to give it a go. Being a big fan of a lot of the Dogs of War models, I decided I would try for those guys, to balance them in some way to hopefully get them on the table again in Age of Sigmar. Would love to hear your feedback on the warscrolls I have done up to yet. Are they any good? Balanced? Ridiculous? Should I not bother with anymore? Do it for the rest of the Dogs of War army? Any feedback is appreciated. Thanks in advance.
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Dear community, I’m Corkinimus and new to this community seeking for help, I’ve been looking at everything on this page for a long time now and decided to join in so Hello! I would like to ask for feedback. Soon I will play a rematch for a local tournament with my Destruction/Ironjawz army vs Kharadron overlords, the tournament is basicly deathmatch... wish it was objectives but it isn’t. from memory he plays, chemist, admiral, 6 edrinngers with drillguns, gun hauler and two squads of argonauts, And perhaps something more I can’t remember, in my last game I got shot of the table easily, playing mawcrusha, 5 brutes, megaboss on foot, moonclan grot shaman, no wounds I know. I was planning on this fun list tell me what you think! 1, General, troggoth hag 2, moonclan grot shaman 3 moonclan grot shaman 4 gore gruntas 5 gore gruntas 6 Rock lobber. 7 rock lobber Tactic. Stay behind, shoot his edringgers with rock lobers, when he gets closer move everything up, charge with the boars, vomit with the hag and cast arcane bolt and curse of the bad moon with he shamans while shooting with my rock lobbers, what do you guys think? Mans if you got any suggestions let me know I got lots of ironjawz models and moonclan alike. Thanks already. Corkinimus.
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Hi all, With AngelCore 2017 out of the way we would like to collect feedback from players / others about what could be improved and what you would like to see more of next time. Please also include what you liked, so that we can make sure we keep delivering. We had a blast running the event. Thanks to everyone who came and made it brilliant. Once again, thanks to our hosts & sponsors http://www.expleisure.com/ and https://www.magicmadhouse.co.uk/ Matt & Kieron