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Thread: Gods why are Witch Hunters 12 man max?

  1. #21

    Re: Gods why are Witch Hunters 12 man max?

    Quote Originally Posted by Tulkas View Post
    And how did that work out for you, Richard?
    Pretty well overall - admittedly I had changed a lot by then (have a rulebook errata I wrote up, voted on with my players and it was pretty unanimous to keep using my rules) so I honestly cannot talk to the original rules viability BUT I will say that GW was never especially good at making Specialist games overly balanced to begin with (sometimes WFB suffers from this as well, some armies are just better than others)

    If you are interested I will post my errata online (and eventually everything I have done) for those that are interested.

    The Errata
    http://return-to-mordheim.blogspot.c...-rulebook.html

    The Blog Homepage
    http://return-to-mordheim.blogspot.com/
    Last edited by Richard_III; 26-03-2012 at 13:30. Reason: Link changes/updates

  2. #22
    Librarian Tulkas's Avatar
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    Re: Gods why are Witch Hunters 12 man max?

    Richard, if you were to start a new topic about this, we can discuss it without this topic going off-topic. I would post in that topic, as I already have some questions (but want this one to remain ON topic).
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  3. #23

    Re: Gods why are Witch Hunters 12 man max?

    Quote Originally Posted by Tulkas View Post
    Richard, if you were to start a new topic about this, we can discuss it without this topic going off-topic. I would post in that topic, as I already have some questions (but want this one to remain ON topic).
    Ok - have done - there you go - Refer all Questions relating to them here
    http://www.warseer.com/forums/showth...g-(For-Tulkas)

  4. #24

    Re: Gods why are Witch Hunters 12 man max?

    Warhounds...

    15gc. M6, WS4, S4! Look at it this way. For 15gc you get a henchman with 3 advances (2 movement, 1 WS, and who comes with a halberd. That is a *******' steal.

    Flagellants...

    Fearless. Str4, T4. What's not to love?

    Back them up with 3 crossbow toting witch hunters, a captain with a crossbow pistol and a warrior priest. That's a damned strong warband right there. If the cap was 15, you'd have your 5 heroes, 5 hounds and 5 flagellants. That would be a bit much.
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