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Post by Arguleon Veq on Jul 21, 2008 20:49:08 GMT -5
Right, after reading Sigmar, Time of Legends [The equivelant of the 40K Heresy books but for Fantasy] I thought I should try making a list for the Realms of Man at the time of the Battle of Black Fire Pass.
We already have Dwarf and High Elf armies from roughly this period in the War of the Beard articles, so they would represent great opponents for this force. Orcs are almost unchanged so they would be decent opponents, as would Chaos. Lizardmen are unchanged, Wood Elves are pretty much the same. This gives us lots of opposing armies, which is something that the Warhammer 30,000 armies on other sites havea problem with when it comes to finding opponents that arent also using one of the armies from their rules.
For now i'll just think of some unit choices;
Lords -
King of Men.
Heros -
Wych.
Warrior Priest of Ulric.
Priest of Taal.
Sword Brother [May be upgraded to a Battle Standard]
Kings Champion.
Core -
Spearmen.
Swordsmen.
Bowmen.
Horse Archers.
Light Cavalry.
Special -
Asoborn Chariots.
Tuetogen Warriors Eternal.
0-2 White Wolves.
0-1 Raven Helms.
Thuringian Beserkers.
Taleuten Horsemen.
Cherusen Huntsmen.
Rare -
Catapults.
Heavy Cavalry.
The Forlorn Hope.
Special Characters -
King Marbad.
King Artur.
King Bjorn.
King Otwin.
Queen Freya.
Sigmar.
Magic Weapons -
Dragon Sword of Caledfwlch.
Ostvarath.
Soultaker.
Ulfshard.
Wyrmslayer Sword.
Dragob Bow.
Armour of Artur.
Shield of Kings.
Talisman of the Hagwoman.
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Post by Arguleon Veq on Jul 21, 2008 20:51:14 GMT -5
Ok, starting with the king, I think he should be harder than a current empire general. I was thinking of giving him Grand Master/Bret Lord stats but these were harder times and the kings were their greatest warriors, not relying on great weapons, armour, technology or magic. So maybe I should make him even harder. ________________________________________________
King of Men
M - 4 WS - 7 BS - 5 S - 4 T - 4 W - 3 I - 6 A - 4? Ld - 9
Points - 125
Equipment: Hand Weapon, Light Armour.
Options; - May have an additional hand weapon (+5 pts), or a Great Weapon (+5 pts). - May have a Longbow (+ 10 pts). - May wear Heavy Armour (+ 5 pts). May also carry a Shield (+2 pts). - Mat ride a Warhorse (+ 10 pts) which can have barding (+ 5 pts). If mounted may have a Spear (+3 pts).
SPECIAL RULES::
Lead from the Front. Kings of men of this age were mighty warriors, an inspiration to their men. Leaders who fought amongst the rank and file in the very thick of battle.
If the King is engaged in close combat, he adds +1 to his sides combat resolution. ________________________________________________
This provides a fairly hard combat character at a decent cost. I may introduce a system were you choose which tribe your king comes from giving you access to their warriors as troops and giving further options on equipment. Tuetogens can have full plate, Asabron can have chariots, Telueten can have lances etc.
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Post by Arguleon Veq on Jul 21, 2008 20:53:56 GMT -5
Warrior Priest of Ulric
M - 4 WS - 4 BS - 4 S - 4 T - 4 W - 2 I - 4 Ld - 8
Points - 85
Equipment; Light Armour, Hammer-Axe of Ulric.
The Hammer-Axe of Ulric is the symbol of office for Priests of Ulric, at the start of any close combat you can choose to use it as either a Halberd or Great Weapon.
Options; - May wear Heavy Armour (+4 pts).
SPECIAL RULES
Blessings of Ulric. Priests of Ulric at +1 Dispell Dice to the army. Crush the Weak. The Priest and any unit he joins hate any unit with a Ld of 6 or less. Prayers of Ulric.
In each magic phase a Priest of Ulric can use one of the following prayers, counting as a Bound Spell with a Power Level of 4.
Battle Howl; Remains in Play, as long as the howl is in effect, the priest and any unit he leads add an extra d3'' to their charge moves. If the charge fails, the extra movement is wasted.
Destruction; Every single model in base contact with the priest suffers a single S5 hit.
Winters Chill; All enemy units engaged in combat with the priest or unit he is with take a Ld test. If failed they suffer a -1 to hit penalty in the next close combat phase.
Fury of Ulric; Remains in play, the priest and any unit he leads become immune to fear, terror and panic.
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The prayers are a little better than the current Ulric ones and at a higher power [as the people of the time were closer to Ulric], he also starts with a good weapon, he does not grant hatred though and is lacking in options. So he is cheaper than a Warrior Priest. Plus the Sigmar prayers are way better. He's cheaper for some cheap dispell dice as the army finds it hard to come by.
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Post by Arguleon Veq on Jul 21, 2008 20:55:17 GMT -5
0-1 Wych
M - 4 WS - 2 BS - 2 S - 3 T - 3 W - 2 I - 3 Ld - 9
Points - 90
MAGIC Level 1 Wizard. May choose from any of the 8 lores of magic.
Equipment; Hand Weapon.
Options; - May be upgraded to a Level 2 Wizard for + 35 points.
SPECIAL RULES Untamed Magic. The Wych has 1 extra power and dispell dice more than is usually granted by their magic level. Feared by Men. If the Wych joins any unit they suffer -1 to their Ld and cannot use the Wyches Ld. Unholy Protection. The Wych has a 5+ Ward Save. ________________________________________________
The Untamed magic gives a much needed magic boost to the army, although that is offset by the fact she either weakens a unit or is left vulnerable. As that is a little too lilmited, she has the Unholy Protection rule. She is more expensive than a normal wizard though.
I think alltogether the rules should work pretty well for her within this list.
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Post by Arguleon Veq on Jul 21, 2008 20:56:41 GMT -5
Priest of Taal
M - 4 WS - 3 BS - 4 S - 3 T - 3 W - 2 I - 3 A - 2 Ld - 8
Points - 65
Equipment; Hand Weapon.
Options; - May take Light Armour (+ 2 pts). - May take Additional Hand Weapon (+3 points). - May Also take a Longbow (+ 5 points).
SPECIAL RULES Blessings of Taal. Priest of Tall grant any unit they join magic resistance 1, increasing to magic resistance 2 if they are within a forest or water feature. Forest Walker. Any unit joined by the priest suffers no movement penalty for moving through forest of woods. Call of the Wild.
In each magic phase a Priest of Taal can use one of the following Calls, counting as a Bound Spell with a Power Level of 3.
Bird Call; Any enemy unit within 24'' suffers D6 S3 [Magic Missile ] hits, no LOS needed.
Wolf Call; Any enemy unit within 12" suffers D6 S4 [Magic Missile] hits. ________________________________________________
I think it makes a nice alternative to the more offensive/combat oriented Priest of Ulric.
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