I've made quite a few updates to this including a brand new undead list and some changes to the Desperate Times pack to reflect the Aenarion Short Story in the Age of Legend Anthology.
As usual any feedback is much appreciated.
Updates are still ongoing if anyone is interested. I've rijigged the Tribes of Man list quite a bit so I would be interested to hear feedback on it. I've also included some Monstrous Arcanum Units.
I've started adding scenarios to the packs to represent some of the major historical battles. Over the next few weeks I'm planning to add the following:
The Defence of Itza
The First Stand of the Elves in the Forest of Cothique
Aenarion vs N'kari in Ellyrion
The Fall of Averlorn
Oakheart's rescue of Aenarion's children
Grimnir at the entrance to the Realm of Chaos
Any further suggestions would be welcomed, I'm aware that currently it is very elf centric.
I'm also planning to add in a section explaining how the Great Chaos Horde rules in Tamurkhan work with regards to this expansion.
If you have suggestions, constructive criticism or ideas for scenarios please let me know.
Dawn of Hope
Bravo on the effort you've put forward. This stuff if really impressive.
A couple questions and recommendations:
- Magic in WHFB is so predicated around the mega spells in Death and Shadow that I was wondering if you've done anything to counter it. Otherwise, Level 4 Wizards remain mandatory in a competitive setting and that's a little sad. This is especially a concern for me here because you've added more power dice to the game.
- I recommend a formatting change that separates the army lists from the other parts of the documents. Right now, the scenarios and the rule changes feel tacked on to the army lists, which isn't fair considering the thought and effort you put into them, and there is some redundancy in the army lists being printed twice.
- As an extension of my last point, you may wanted to consider a serious campaign ruleset for this. A separation of the documents will provide a great place for a campaign to determine the fate of the world.
Keep up the good work, and again, bravo.
-I haven't directly, I agree with you about magic in 8th being far from perfect but I don't want to make alterations to the core game (thats a whole different project although I have been tempted before). However their are a few things which hopefully play down their influence a bit. One is that the extra power dice only come into play in games above 3000pts at which point the effects of these spells is limited by the scale of the game and the core rules mean each spell can only be taken once. The second factor which slightly limits magic is that miscasts are more likely as I've made it harder to ignore them through throne of vines or the like. In the end the I think its for gaming groups themselves to house rule if they don't like the core rules. Having said that did you have any suggestions?
-When I've finished the scenarios I am planning on playing around with the formatting and generally beautifying the whole document. I'll try and demarcate the sections a bit more as well.
-Hmmm a campaign, very tempting. Maybe something along the lines of the campaigns in the warhammer forge books where each battle has an effect on the subsequent ones.
Great Concept. Warhammer's got thousands of years of history to cover.
Just to bug you, Marauder's didn't have Zars back then. The term Zar is a Kurgan bastardization of the Kislevite title Tsar. It happened at some point after the Gospodars arrived in the Kislev region in 1500 IC.
I love this project. As an old dwarf player I can tell you that a tough hard dwarf is a tough hard dwarf so most of the list is pretty samey (but this a dwarf problem generally). Given the dwarf list is so restricted in the types of units available then I would add the other 2 ancestor gods to the list for more variation. They don't have to be psycho like Grimnir (who I like a lot) although he needs killing blow. I mean come on he walked to a warp gate alone.
Didnt the dwarfs have anvils by then? Add some super heavy spells that have since become non-castable.
Remember whilst dwarfs didn't have slayers they were pretty primitive at this time. Grimnir is described as being a tattooed warlord. You could add slayers back as "bezerker dwarfs" and stick them in the rare section.
#EDIT ah I see the second pdf has some of this included, so, good job, err, as you were, carry on
Last edited by static grass; 29-05-2012 at 20:32.
I had always imagined Grungni as a ridiculously powerful runelord. A good combat character from his absurdly powerful gear, but his primary focus should be on blasting stuff with his own personal anvil and swatting enemy spells aside like annoying flies.
As for Valaya, I don't know she would take to the battlefield much, but I would think of her as a healer and guardian and inspiration. Probably not great in individual combat, but with some awesome bubble effects.
This is a great take on Warhammer in general. The idea of pitting "god" characters against each other is taboo in my gaming group. That being said I would relish the chance to play Grimnir at the gates of Chaos. One quick question, why do like 3 people have the Tzarkan rule. Been ages since I read the Malus books, so just curious if it represents them being imbued with his power or the whole possession thing?
I will give you more feedback as I go. I like the idea of the dwarfs having insane runes...but they were still primitive. Grungi is still around, and he is the dude who taught them to bind magic into runes. Good call on no ironbreakers, they were not even around by the war of the beard if I recall correctly. I see what you want to do with the slayer army, but I like them better as a rare unit to represent disciples. Not sure what else...
As for the humans. I see an uphill battle. Yea, they are cheap, but battling demons, I just do not see them standing a chance. I would change the rank bonus to +2 to simply make them able to survive. Also, I should preface this, as I LOVE adding rules for mundane equipment. In warhammer ancients there is a heavy throwing spear weapon. I like the idea of tribesmen using this more than javelins. I would update the rule so that the unit equipped with heavy throwing spears, in the first round of combat, get to fight in an extra rank and have +1 strength. The extra rank represents them throwing the spears before charging home, or the back ranks throwing spears overhead at the enemy. Basically they are a one hit pony. I like the idea of rugged tribesmen charging in and actually doing some damage, as these folks are supposed to be tough as nails humans. Just an idea. Feel free to say it sucks.
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