I don't really like the idea of warrior priests of anything but the angry three (Sigmar, Ulric, Myrmmidia). It just doesn't seem right. Nevertheless, the rules you've made look like they would be fun to use.
Please, no scythe for the priest of Morr! It's not associated with Morr in any direct way, and is not in character for his priests.
I agree most of these wouldn’t see battle – especially Ranald, but I just wanted to write it up….
I know they don’t use scythe’s, but I need something to give him that makes his armament unique… Do you (or anyone else) have any suggestions?
Why can't witch hunters wear full plate? It's part of the required trappings in WFRP (V1).
Fixed – and changed to remove them from taking shields.
Not even light armour for huntmasters? Why?
I originally had the Hunters cloak with a rule for -1 to hit in close combat as well – removing part of the requirement for armour. I still am not convinced that light armour will make a difference, and I also worry that opening the door to Magic Armour will suggest to people ‘here is your new candidate for AoMI’. Our scouts can’t take armour, so why should he? High Elf scouts only get light armour, and they are nimble elves… He can always take a ward save. His role is to support the huntsmen (primarily IMO) rather than lead them into frequent combats.
I'm not to keen of the upgrades for the Captain. I would never take the Hunt master, he seems kinda useless and just a way to get a HLR on another guy with bs 5.
Thats your choice. I see it more as having the ability to have a hero level character in a unit of scouts. Most other armies that have scouts allow it - so why can't we?
Eh, yeah but that doesn’t really mean we need to have a hero that can scout. Since we still have to take the huntsmen in numbers of ten. That unit coupled with the addition of a weaker character is just easy victory points in an army that relies on denying victory points. But we already have a great warrior priest and a lord level warrior priest, it just seems like he is low on the list of things that the Empire army needs.
I hear your point, but the whole point of giving all these options is simply for that; Options. You don’t have to take a Hunt Master, but you may find him fluffy in certain situations or certain builds. It can be argued that we don’t need to use the Warrior Priests either, alternatively the inclusion of these ‘great’ warrior priests means that we can include one.
Just a quick question – what province does your army hail?
What about Priests of Shallya? Sure, they wouldn't really be in the thick of it, but spells of healing, calming and anti-adverse psychology would be theirs...
I considered it, but the priest of Sigmar can heal already. Short of resurrecting the dead, Shallya wouldn’t add much that a WP of Sigmar or Light Wizard couldn’t.
Besides, they don’t fight, they just head – and the profile would not reflect this…
but a priest of Ranald? Or of Shallya? Surely, T4, A2 and WS4 doesn't really fit these characters. Some of these priests would rather benfit from a wizard-like profile I think.
No and Yes… For Shallya yes, however for Ranald, those guys are sneaky and lucky. They have had a lot of experience getting out of tough situations. The elevated profile reflects this IMO.
I like the engineers rules it makes them worth taking. I would like to bring up one point. I like the fact that the engineer can repair the Steam Tank out in the field. However, I feel taking the Steam Tank beyond its starting wounds is a little over powering.
It can make it overpowering, but no more than the Black Coach (and future Black Coach from what I hear). Also, it doesn’t take much effort to take many wounds off the tank, rendering it useless.
Spending a few turns at the beginning 'repairing it' while keeping it out of combat - and therefore in greater risk from missile fire could be a good or bad thing. It may be more reliable later in the game, potentially you miss an opportunity to charge, or find it out of position against the enemy because you were trying to 'bolster it' to long. In general I think it will only be used in the first or send turn, and possibly in the last 2 turns to repair damage. The thing is, keeping it out of missile fire, etc. could mean the rest of your army suffers. It becomes a tactical choice.
I am thinking of re-writing this rule though… I will update the current one, and write a new one. I will leave both there so you (and others) can compare and decide which is better…