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Messages - Prince Nuada

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1
Thanks for your critical assessment.  :happy:

A fair point about Beastial Surge. I will consider whether to drop the movement boost or frenzy.

As you say, there is not an abundance of rocky terrain so the added benefits of Bones of the Earth are not too over-powered. I really want to keep this aspect of the powers along with Verdant growth – I like the idea that the priest can gain added benefits based on the natural terrain.

Galeforce can easily be dropped to just the WS penalty, so thanks for that.

And Verdant Growth we are in agreement about.  :smile2:

2
…would you care to elaborate?

In what way are they too over-powered!

3
For anyone who is interested; I'm going to be including some new special characters – one to three per province (depending). So if you have some suggestions, please feel free to submit them. The only exception will be Reikland/Altdorf as there are quite enough already (Karl Franz, Kurt Helborg and the Ludwig Swarzhelm). I'm not just looking for Elector Counts, but for other characters (from game fluff, books, etc). I will also be paying particular attention to origional characters, so feel free to get creative. Please note — those chosen will also require an acompanying picture.  :happy:

4
Hey, thanks. I'll look over them.  :mellow:

5
@ Commander Bernhardt: Lol! You're right! It is completely out of nowhere.  :biggriin:
To be honest I wanted to give On Target to a province other than Nuln and I didn't really have a lot for Ostland and I thought they might benefit from some accurate mortar fire. I think mortars are often neglected, so perhaps this is a good way to encourage some people to give them a try.

Thanks for the feed-back on the Priest of Taal. Good call. I have altered Wild Harmony and adjusted the points cost. In regards to the power level of the prayers, 3 is the going rate for all priests. I am reluctant to increase it to 4 in case they start looking like wizards. Tell me what you think.


@ Radetski: The Resurrection prayer is more of a "It's not your time yet". This power reflects Morr's power over death. Don't think of it as necromancy - the resurrected are not unnatural undead but fully living beings. Borrowed time is perhaps a little complicated for a prayer.  :smile2:


@ Osterkicker:  :happy:


Thank guys, your feed-back is really important and well appreciated.

6
Hey, thanks.  :happy:
You're absolutely right.
I had considered the same but I haven't been prepared to write divine prayers yet.
I have changed this (see above), tell me what you think.

7
Ostland fluff states:
Quote from: The Grand Principality of Ostland, A is for Altdorf, Warhammer Empire Library
The Middle Mountains, the highest point in The Empire, are a refuge for bandits and chaos warbands, though it is also home to many Ogres. These Ogres often serve in Ostland’s state army and are much feared for their tremendous strength and ferocity.
Also, the Ostermark fluff states:
Quote from: The League of Ostermark, A is for Altdorf, Warhammer Empire Library
Ogres are almost common in Ostermark, as in Ostland, and can often be found serving in the army.
The reason I included them in Ostland and not Ostermark is that I wanted each province to have its own uniqueness. I considered that Ogres embodied some quintessentially Ostlander traits – strength, resilience, bull-headedness. Ostermark on the other hand (I thought) has more of a morbid nature, being the province of the damned city of Mordheim, being on the opposite bank of the Stir from Slyvania, sharing a border with Kislev (who are often beset by Chaos).

The reason I included Kislevites for the Ostermarkers are because the fluff states:
Quote from: The League of Ostermark, A is for Altdorf, Warhammer Empire Library
The frontier lands with Kislev are known as the Ostermark Marches. Wooden watch-towers line the border, equipped with beacons to quickly send word of trouble.
I considered that as Ostermark shares the longest border with Kislev, they would have the beat relations.
For the same reason as why I limited Ogres to Ostland, I have limited Kislevites to Ostermark.
Other provinces can of course ally with the Kislevites however (both are Forces of Order), you may need a copy of Warhammer Armies: Kislev.

8
Yeah, I'd like to keep them as pure archers though (no spears). Besides, Mounted Yeomen are Ld 6.
The way they deploy as scouts means that they don't just surge ahead of the army like other light cavalry, but range far ahead as mounted scouts. I would model them with extra saddle stowage, etc. to reflect this.

Ok, well if we're satisfied with Wissenland Roughriders, maybe we can move on to examining the other provinces?
Just so we're clear on this; this is the rule of thumb I've been using for applying traits to each province:
  • Each province get two traits.
  • City-states get thee traits (two from the province, one of their own).
    The only exception to this is Wissenland and Nuln (Wissenland gets three traits, Nuln gets two). Nuln is actually an independent city-state, situated between four provincial borders and is not technically part of Wissenland (this is why Wissenland's capitol is in fact Wissenburg). As Nuln gets very good gunnery I thought it acceptable to limit its traits to two, whilst Wissenland required a third trait and so a compromise was made.
  • If a province receives a negative trait (generally an army-wide penalty or unit restriction/s) this is counter-balanced by adding another positive trait (this is why Stirland for example has four traits).
  • If a trait comes with certain conditions/restrictions, it may cancel itself out and another trait may be added (this is why Ostland has three traits).

At this stage I'm fairly happy with most if them, although I would like to hear your thoughts.  :happy:

I'm also toying around with the idea of including another two "provinces" (well, they're not exactly Imperial provinces, more like factions):



The city-state of Marienburg

•Sovereignty: May not take any special characters, Grand Masters, Arch Lectors, Warrior Priests, Witch Hunters, Flagellants or Steam Tanks.
•Wealth: Generals and Captains may take an additional 25 points of magical items each.
•Dragoons: Outriders are exchanged for Dragoons for free. Dragoons exchange repeating handguns for handguns but may fire and move. Dragoons may be upgraded to Heavy Dragoons for +2 points per model. Heavy dragoons wear heavy armour and ride barded warhorses.
•Mariners: Free Company may be upgraded to Mariners for +2 points per model. Mariners have the Skirmishers and Marsh Striders special rules. Also, Mariners may exchange their additional hand weapons for pistols for +2 points per model.



Free Companies

•Mercenaries: May not take any special characters, Grand Masters, Arch Lectors, Warrior Priests, Flagellants or Steam Tanks.
•Enterprise: Any unit accompanied be a General or a Captain rolls 3D6 to Pursue or to Flee and discards the lowest result.
•Dogs of War: One Regiment of Renown per 500 points in the army may be taken as though the army was a Dogs of War army. For example: the Marksmen of Miragliano (which are normally a Special choice for an Empire army) may be taken as a Core choice. See Warhammer Armies: Regiments of Renown.

Author's Note: Free Company are basically Imperial Mercenaries (as opposed to Dogs of War which are Tilean). Free Companies are employed throughout the Empire and the Border Princes and are often employed to undergo dangerous campaigns beyond.



Also, if anybody is interested I am also running development on my online workshop: Warhammer Chronicles

9
Hmm… no. No, I think I'd like to keep them simple. :closed-eyes:
To make them interesting I changed the way they deploy.
I've inserted them (see above).
Tell me what you think.

10
I'm more inclined to keep them simple and uncomplicated. They're not exactly Ungol Horse Archers, but their BS 4/5 does go a long way to making them a viable choice.

11
Well, they're light cavalry, so I don't see why not.

But that does give me an idea…
Maybe we could replace Outriders with Roughriders and increase their BS to 4/5, essentially making them mounted Huntsmen? Yes, I am liking this idea. Very fluffy.  :Ohmy:

12
Bows do have the better range, but they're Str 3 vs. Str 4 AP.
Pistoliers are notorious for riding up, blasting away at close range and then riding away laughing.
They don't have light armour because basically they're simply mounted archers.
But you're right though, it would drop them to 14 points per model which does start to make them look a bit more attractive.
In many ways they would be at the bottom of the light cavalry barrel, out-classed by more versatile Bretonnian Mounted Yeomen who at least have spears.
I'm able to be convinced otherwise though, so I won't rule it out.
Can anybody suggest a simple way to make them more viable?

13
No, you are absolutely right. To include them they would look like this:
Quote from: Wissenland
ROUGH RIDERS ……………………… 15 points per model
                    M WS BS S  T  W  I  A  L
Rough Rider   4   3    3  3   3  1   3  1  7
Marksman      4   3    4  3   3  1   3  1  7
Warhorse       8   3    0  3   3  1   3  1  5
Troop Type:
•Cavalry
Unit Size:
•5+
Equipment:
•Hand weapon
•Bow
Special Rules:
•Fast Cavalry

The problem is how they stack up against this:
Quote from: The Empire Army Book
PISTOLIERS …………………………… 18 points per model
                    M WS BS S  T  W  I  A  L
Pistolier          4   3    3  3   3  1   3  1  7
Outrider         4   3    4  3   3  1   3  1  7
Warhorse       8   3    0  3   3  1   3  1  5
Troop Type:
•Cavalry
Unit Size:
•5+
Equipment:
•Brace of Pistols
•Light armour
Special Rules:
•Fast Cavalry

Now, we can include Rough Riders, but my reservations are that people will choose Pistoliers hands down nearly every time.
The only reason to include them is because they are fluffy, but I don't know if it's enough.  :unsure:

14
Thanks for that.
The problem is that Pistoliers are so damn effective and because of this they are popular!
Creating a unit like Wissenland Roughriders (like you suggest) would mean that people wouldn't take them (they'd rather pay the 3 points per model for Pistoliers), or if they were replaced Pistoliers in a Wissenland army, I think you would find that few people would play them out of choice. Sometimes fluffy is not popular and (sadly) popular usually wins. I have had to leave out other fluffy stuff simply to avoid clashing or redundancy. For example, I remember reading somewhere once that Reikland had very good archers. Also of you read the Talabecland fluff it claims that they have very good archers also. But at the end of the day I had to give it to Stirland, with Hochland having the best Huntsmen.
But I won't discount your suggestion though, I'll shelve it for now incase I (or someone else) comes up with a good idea to make it work.

15
Yes, I had wondered about Tilean mercenaries for Averland. How's this (see above)?

I will point out that although some provinces seem to get more, they also have draw-backs too.

And if anybody else has any ideas or suggestions, please feel free to share.  :happy:

16
Well, I have tried to keep it simple.
We can easily fluffy up each state with all sorts of unique rules, units etc, but I think that only serves to over-complicate things.
I like to think that these rules give you a reason to play a particular state for more reasons than you just like the colour scheme.
The best thing is that for the most part they're free. All you pay for are upgrades.

The Rustic rule relates not just to lack of skill with black powder weapons, but also the shortages of powder which make training with such weapons scarce. The rule in effect makes such weapons less accurate, reflecting on the skill of the gunners. By contrast you will notice that the Gunnery Schools rule is in fact the opposite of this, Nuln posessing such ample quantities of black powder and skilled gunners!

In relation to Halflings in your Stirland army – no, the Haflings wouldn't be Stoic. But they're BS 4 with Forest Striders!

I have tried to avoid Knightly Orders whever possible as they are a can of worms I don't want to open.

17
I had something in mind along these lines:


The Grand County of Averland

•Mountain Guard: Up to two units of halberdiers and/or handgunners per 500 points in the army may be upgraded to Mountain Guard for +1 point per model. Mountain Guard have the Mountain Striders special rule. Mountain Guard may only take other Mountain Guard as detachments and likewise, State Troops may not take Mountain Guard detachments.
•Mercenaries: Tilean Mercenaries (see below) may be taken as a Special choice.



The Grand Barony of Hochland

•Long Rifles: Hochland Long Rifles ignore penalties for shooting at long range.
•Drakwald Hunters: Huntsmen have the Forest Striders and Ambushers special rules and cost +2 points per model.



The Grand Duchy of Middenland and the city-state of Middenheim

•The Land of The White Wolf: Sigmarite Priests, Witch Hunters and Flegellants may not be taken.
•Priests of Ulric: see below
•Warriors of Ulric: Free Company are upgraded to Warriors of Ulric for +1 point per model. Warriors of Ulric have the Frenzy special rule. Warriors of Ulric may exchange their hand weapons for great weapons for +2 points per model. Warriors of Ulric do not have the Detachments rule, so may not be taken as detachments.
•Teutogen Guard (Middenheim only): Greatswords are upgraded to Teutogen Guard for +2 points per model. Teutogen Guard are armed with great hammers and have the Devastating Charge special rule.



The Grand Barony of Nordland

•Naval Enmity: All units Hate Dark Elves.
•Mariners: Free Company may be upgraded to Mariners for +2 points per model. Mariners have the Skirmishers and Marsh Striders special rules. Also, Mariners may exchange their additional hand weapons for pistols for +2 points per model.



The League of Ostermark

•Priests of Morr: see below
•Burn the Heretics!: For each Witch Hunter in the army, one unit of Free Company may be upgraded to a Lych Mob for +2 points per model. Lynch Mobs are equipped with light armour and have the Hatred special rule.
•Rustic: All black powder weapons re-roll 6's to Hit.
•Kislevites: Kislevite Ungol Horse Archers and Winged Lancers (see below) may be taken as Special choices.



The Grand Principality of Ostland

•Proud: All units re-roll failed break tests, but may not flee as a charge reaction.
•On Target!: Mortars may re-roll scatter dice.
•Ostland Ogres: Ogres (see below) may be taken as a Special choice.



The Grand Principality of Reikland and the city-state of Altdorf

•Strategists: You may place one additional terrain feature anywhere on the battlefield outside the enemy deployment zone.
•Well Drilled: All Regimental units may re-roll Leadership tests to perform manoeuvres.
•Reiksguard Foot Knights (Altdorf only): Greatswords are upgraded to Reiksguard Foot Knights for +1 point per model. Reiksguard Foot Knights have +1 Strength, but are not a Regimental unit and may not take detachments.



The Grand County of Stirland

•Stoic: All units re-roll failed psychology tests against undead.
•Stir Archers: Archers may exchange bows for longbows for +1 point per model.
•Rustic: All black powder weapons re-roll 6's to Hit.
•Mootlanders: Halflings (see below) may be taken as a Special choice.



The Grand Duchy of Talabecland and the city-state of Talebheim

•Priests of Taal: see below
•Marksmen: All Crossbows may re-roll 1's to Hit.
•Bold (Talebheim only): All Regimental units are Immune to Panic. However, if a unit is broken in close combat, it will loose this benefit for the rest of the game and will behave normally.



The Grand County of Wissenland and the city-state of Nuln

•Sundered Realm (Wissenland only): All units Hate Orcs & Goblins.
•Pikemen: Any unit of spearmen may be upgraded to pikemen for +1 point per model. Pikemen exchange spears for pikes. Pikemen may not take detachments or be taken as detachments.
•Rough Riders (Wissenland only): Outriders are exchanged for Rough Riders (see below).
•Gunnery Schools (Nuln only): All black powder weapons re-roll 1's to Hit.




Quote from: Wissenland, Nuln and Mercenaries
PIKE
 Range    Strength   Special Rules
Combat     As user     Requires Two Hands,
                                Fight in Extra Ranks (3)
Enemy models charging a unit of Pikemen to their front are subject to the Always Strikes Last special rule in the first round of close combat.
Models armed with pikes receive a +1 Strength bonus in the Close Combat phase of the turn they are charged by anything except infantry, swarms and unique units. Note that this bonus only applies to attacks directed against the above charging units, not against other models that might be part of the unit.
All of these special rules cannot be used against enemy units fighting to the Pikemen's flank or rear.

Quote from: Middenland and Middenheim
PRIEST OF ULRIC ………………………………… 65 points
M WS BS S  T  W  I  A  L
4   4    4  4   4  2   4  2  8
Troop Type:
•Infantry (Character)
Equipment:
•Hand weapon
•Light armour
Special Rules:
•Divine Power
•Prayers of Ulric
•Righteous Fury
Options:
•May be armed with one of the following:
 –Additional hand weapon ………………………………………2 points
 –Great weapon ………………………………………………………4 points
•May replace light armour with heavy armour ………2 points
•May take a shield …………………………………………………2 points
•May be mounted on a warhorse …………………………12 points
  –May be upgraded to have barding………………………4 points
•May take magic items worth up to …..………………50 points

PRAYERS OF ULRIC
Priests of Ulric know the three Prayers listed below. Prayers of Ulric are innate bound spells (power level 3). Prayers are augment spells that target the Priest of Ulric and his unit.
•Battle Howl: As long as the Battle Howl is in effect, the Priest and any unit he leads add D6" to their charge moves. If the charge fails, the extra movement is wasted; make a normal move towards the target as normal. Remains in play.
•Destruction: Every enemy unit in base contact with the Priest suffers D6+2 Strength 4 hits.
•Winter's Chill: Any units engaged in close combat with the Priest or the unit he is with suffer a -1 to hit penalty in the next Close Combat phase.

Quote from: Ostermark
PRIEST OF MORR …………………………………… 70 points
M WS BS S  T  W  I  A  L
4   3    3  3   3  2   3  1  8
Troop Type:
•Infantry (Character)
Equipment:
•Hand weapon
Special Rules:
•Divine Power
•Immune to Psychology
•Prayers of Morr
Options:
•May be armed with a scythe (halberd) …………………3 points
•May take light armour ……………………………………………2 points
•May be mounted on a warhorse …………………………12 points
  –May be upgraded to have barding………………………4 points
•May take magic items worth up to …..………………50 points

PRAYERS OF MORR
Priests of Morr know the three Prayers listed below. Prayers of Morr are innate bound spells (power level 3). Prayers are augment spells that target the Priest of Morr and his unit.
•Aspect of Death: The priest is Ethereal and causes Terror.
•Smite: All close combat attacks made my the priest and his unit are magical. Additionally, the priest's close combat attacks have the Killing Blow special rule against any undead.
•Ressurection: 2D6 casualties suffered by the priest's unit are returned to play. Note: the number of models in the unit cannot be increased beyond what it started with.

Quote from: Talabecland and Talebheim
PRIEST OF TAAL …………………………………… 70 points
M WS BS S  T  W  I  A  L
4   3    3  3   3  2   3  1  8
Troop Type:
•Infantry (Character)
Equipment:
•Hand weapon
Special Rules:
•Divine Power
•Prayers of Taal
•Wild Harmony
Options:
•May be mounted on a warhorse …………………………12 points
•May take magic items worth up to …..………………50 points

PRAYERS OF TAAL
Priests of Taal know the three Prayers listed below. Prayers of Taal are innate bound spells (power level 3). Prayers are augment spells that target the Priest of Taal and his unit.
•Bestial Surge: The priest and his unit have +1 movement and frenzy.
•Bones of the Earth: The priest and his unit unit have +1 toughness and may re-roll failed armour saves within rocky terrain. Remains in play.
•Galeforce: All enemy units in base contact with priest or his unit have -1 WS and -1 Init.
•Verdant Growth: All enemy units in base contact with the priest or his unit suffer D6 S3 hits and the priest and his unit are considered to be in hard cover when in wooded terrain.

WILD HARMONY
A Priest of Taal has the Forest Strider special and confers this on any unit he joins.

Quote from: Wissenland
ROUGH RIDERS ……………………… 15 points per model
                    M WS BS S  T  W  I  A  L
Rough Rider   4   3    4  3   3  1   3  1  7
Tracker          4   3    5  3   3  1   3  1  7
Warhorse       8   3    0  3   3  1   3  1  5
Troop Type:
•Cavalry
Unit Size:
•5+
Equipment:
•Hand weapon
•Bow
Special Rules:
•Fast Cavalry
•Scouts*
Options:
•One Rough Rider may be upgraded
to a Marksman ………………………………………………………10 points
•One Rough Rider may be upgraded
to a musician ………………………………………………………….10 points
•One Rough Rider may be upgraded
to a standard bearer ………………………………………………10 points
*Rough Riders replace their Vanguard move with Scouts deployment.

Quote from: Stirland
HALFLINGS …………………………… 6 points per model
             M WS BS S  T  W  I  A  L
Halfling  4   2    4  2   2  1   5  1  8
Tracker  4   2    5  2   2  1   5  2  8
Troop Type:
•Infantry
Unit Size:
•10+
Equipment:
•Hand weapon
•Bow
Special Rules:
•Forest Striders
Options:
•One Halfling may be upgraded to a Tracker ………10 points
•One Halfling may be upgraded to a musician …….10 points
•One Halfling may be upgraded to a
standard bearer ………………………………………………………10 points
•The entire unit may exchange bows for
spears, light armour & shields ………………………………………free
•The entire unit may skirmish …………………1 point per model

Quote from: Ostland
OGRES …………………………………… 30 points per model
             M WS BS S  T  W  I  A  L
Ogre      6   3    2  4   4  3   2  3  7
Brute     6   3    2  4   4  3   2  4  7
Troop Type:
•Monstrous Infantry
Unit Size:
•3+
Equipment:
•Hand weapon
•Light armour
Special Rules:
•Fear
•Ogre Charge
Options:
•One Ogre may be upgraded to a Brute ………………10 points
•One Ogre may be upgraded to a musician ………….10 points
•One Ogre may be upgraded to a
standard bearer ………………………………………………………10 points
•The entire unit may be armed with one of the following:
 -Great weapons ………………………………………6 points per model
 -Additional hand weapons ………………………2 points per model
•The entire unit may upgrade
to wear heavy armour ………………………………3 points per model

OGRE CHARGE
Each model with the Ogre Charge special rule that successfully charges an enemy has the Impact Hits (1) special rule. Models with this special rule that are part of a unit with ranks add their current Rank Bonus to the Strength of the Impact Hits they inflict.
In addition if, when calculating the charge range, the two highest dice score a total of 10 or more, each Ogre inflicts D3 Impact hits instead of 1. This aside, the normal rules for Impact Hits apply.

Quote from: Ostermark
KISLEVITE UNGOL
HORSE ARCHERS …………………… 14 points per model

                    M WS BS S  T  W  I  A  L
Horse Archer  4   3    4  3   3  1   3  1  7
Horse Master  4   3    5  3   3  1   3  1  7
Warhorse       8   3    0  3   3  1   3  1  5
Troop Type:
•Cavalry
Unit Size:
•5+
Equipment:
•Hand weapon
•Bow
Special Rules:
•Fast Cavalry
•Hate Chaos
•Horselords
•Kin of the Bear God
Options:
•One Horse Archer may be upgraded
to a Horse Master ……………………………………………………10 points
•One Horse Archer may be upgraded
to a musician ………………………………………………………….10 points
•One Horse Archer may be upgraded
to a standard bearer ………………………………………………10 points

HORSE LORDS
The Ungols are a fierce warrior peoples who learn to ride from an early age. They may re-roll the dice to see what distance they move for any pursuit or flee roll.

KIN OF THE BEAR GOD
Kislevites are renowned for being dour in demeanour and ferocious once roused to battle. They do not scare easily! As a result of their hard bitten nature, all Kislev units always re-roll failed Panic tests.

Quote from: Ostermark
KISLEVITE WINGED LANCERS … 20 points per model
                    M WS BS S  T  W  I  A  L
Horse Archer  4   4    3  3   3  1   3  1  8
Horse Master  4   4    3  3   3  1   3  2  8
Warhorse       8   3    0  3   3  1   3  1  5
Troop Type:
•Cavalry
Unit Size:
•5+
Equipment:
•Hand weapon
•Lance
•Heavy armour
•Shield
Special Rules:
•Hate Chaos
•Glorious Charge
•Kin of the Bear God
Options:
•One Winged Lancer may be upgraded
to a Rota Master ……………………………………………………10 points
•One Winged Lancer may be upgraded
to a musician ………………………………………………………….10 points
•One Winged Lancer may be upgraded
to a standard bearer ………………………………………………10 points

GLORIOUS CHARGE
Kislevite cavalry at the gallop are an awesome sight, their bright armour shining, their colourful uniforms blazing, accompanied by the fearsome shrieking emitted by their back banners. Any unit charged by a unit with the Glorious Charge special rule with 5 models or more must take a Panic test before making their charge reaction. Treat any unit that fails the Panic as if they had chosen flee as their charge reaction.

KIN OF THE BEAR GOD
Kislevites are renowned for being dour in demeanour and ferocious once roused to battle. They do not scare easily! As a result of their hard bitten nature, all Kislev units always re-roll failed Panic tests.

Quote from: Averland
TILEAN MERCENARIES …………… 7 points per model
                 M WS BS S  T  W  I  A  L
Mercenary  4   3    3  3   3  3   3  1  7
Sergeant    4   3    4  3   3  3   3  2  7
Troop Type:
•Infantry
Unit Size:
•10+
Equipment:
•Pike
•Light armour
Special Rules:
•Mercenaries
Options:
•One Mercenary may be upgraded to a Sergeant …10 points
•One Mercenary may be upgraded to a musician ….10 points
•One Mercenary may be upgraded to a
standard bearer ………………………………………………………10 points
•The entire unit may exchange pikes for one of the following:
 -Two hand weapons …………………………………………………………free
    •May take bucklers ………………………………1 point per model
    •May take throwing knives …………………2 points per model
 -Crossbows ………………………………………………3 points per model
    •May take pavises ………………………………1 points per model

MERCENARIES
Mercenaries may not use the Army General's Leadership.

BUCKLERS
A model armed with a buckler has the Parry rule, and may use it with two hand weapons.

PAVISES
The Pavise grants a 5+ armour save against ranged attacks to the unit’s front, which may be combined with other armour as normal.

18
I'm not sure if this has been done or how much it has been done, so I just want to put the idea out there.
I mean, I know Warhammer Armies has the Cult of Ulric supplement which pretty much covers the city of Middenheim if not Middenland, but what of the other states with all their unique talents and flavour? I'm wondering if we can put a supplement of our own together? Perhaps not as comprehensive as Cult of Ulric, but simpler?
What do you think?  :happy:

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The Electors' Forum / Re: Warhammer Armies: Border Princes Army Book
« on: April 18, 2013, 11:42:39 AM »
Ok, the workbook is updated with my latest!  :happy:

I have made some minor modifications to the current list and written a large list of special rules for all the border lands. I have not written fluff for any of it yet (I am hoping to contract others to help with this).
A tip for Empire players – pay particular attention to the realms of Kreutzhofen, Heldegrad, Mortensholm, Aldium, Vidovdan, Styratia, Munzig and Akendorf.

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The Electors' Forum / Re: Warhammer Armies: Border Princes Army Book
« on: April 18, 2013, 01:55:07 AM »
Hey man, what's been happenin'?  :biggriin:

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The Electors' Forum / Re: Warhammer Armies: Border Princes Army Book
« on: April 16, 2013, 10:02:03 AM »
Ok, so on the advice of the illustrious M4cR1II3n over on Dogs of War Online, I will be going more into depth with each of the principalities. So stand-by for an update…

In the mean-time, what can you tell me about the principalities? What do you know?
Or failing that, what can you make up? Work with me here.  :happy:

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The Electors' Forum / Re: Warhammer Armies: Border Princes Army Book
« on: April 15, 2013, 03:00:13 PM »
Mostly observations based on familiarity with Warhammer and the Lord of the Rings trilogy including the apendecies.
I don't mind if you challenge them.  :closed-eyes:
You are right that Moria Goblins are simply referred to as Orcs in Fellowship of the Ring, but in the Hobbit the Goblin King of the Misty Mountains is in fact an Orc. The terms Orc and Goblin are interchangeable in Tolkien's works and seem to point to tribal status within Orcdom.

Getting back on topic, I have included the ballista in the updated PDF.
I'm considering replacing the Bombard with a Catapult.
The Bombard is essentially a heavy-hitting immobile mortar, whereas the catapult has the better range and packs a bigger punch.

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The Electors' Forum / Re: Warhammer Armies: Border Princes Army Book
« on: April 15, 2013, 02:36:12 PM »
Warhammer High Elves are based on the Numoreans. The Numoreans of the First Age were a Human civilisation culturally inspired by the Elves (their language and writing were Elvish). The Numoreans left Middle Earth for and island. At the end of the Third Age all that's left of Numenor are its bones (ruins) and the Elves depart Middle Earth into The West.

Warhammer Wood Elves are taken from the Wood Elves of Lothlσrien.

Warhammer Dwarves (like most fantasy Dwarves) are based on Tolkien's Dwarves. Dwarves are described by Tolkien as being Semetic (ie: Jewish), but we see less of this in Warhammer. Warhammer Dwarves are decidedly Scandenavian/Scottish Highlanders.

The Chaos Dwarf realm is Mordor! Where Sauron created the Uruk Hai, Hashut created Black Orcs.

Night Goblins are loosley based on Moria Goblins.

Tolkien took the Orcadulvin out of Germanic legend and birthed the fantasy genre.
Tolkien's Orcs are callous, barbaric despoilers. Warhammer Orcs are much the same.
Warhammer Orcs are perhaps less craven though.

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The Electors' Forum / Re: Warhammer Armies: Border Princes Army Book
« on: April 15, 2013, 01:40:12 PM »
I had considered it, but ultimately I decided against it and here's why:
Whilst I agree with you that realistically (in the real world) politics should over-rude species, Warhammer is a Games Workshop game and that means WAR! Moreover, Warhammer is based on J.R.R Tolkien's Lord of the Rings. As we know, in LotR there are clearly defined forces of good and evil, light and darkness. In LotR Orcs and the undead are insidiously evil! Humans, Elves and Dearves are good and fhere can be no grey areas.
Another reason I decided against it is because the Border Princes are frequently plagued by Orc raids and Waaagh!s. Needless to say, the denizens of the Border Princes have no love of Orcs.
I have compromised by introducing Half-trolls which are often shunned by Trolls, Orcs, Dwarves and Humans alike, hence why they're a Rare choice.
Finally, there are Orc mercenaries available as Regiments of Renown!

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The Electors' Forum / Re: Warhammer Armies: Border Princes Army Book
« on: April 15, 2013, 08:51:16 AM »
Document updated.  :smile2:
Border Princes WIP – PDF

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