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Let us know how it turns out, I think it sounds like fun and might see if any one at the local shop wants to give it a shot
Also imho a monster should be able to carry a magic ring/pendant or something like that but not weapons.
I'll tell you what mate; the fact that you've gotten 100% positive replies on Warseer of all places is as sure a sign as any that you should start the army.
Knowledge: Know your own and opponents armies rules and units.
Experience: Good grasp of tactics and how rules impact on this.
Luck: At least getting an average deal from the dice.
Psych: Sometimes you can convince the opponent they are facing an uphill battle.
Well i dont think you need to assume the dragon is 'using' a particular magic item. Rather that the dragon has the same particular ability as the magic item. I wouldnt mind so much if playing against a dragon using the abilities tbh. Dragons are supposed to be Mystical, powerful creatures so why not i say. If 4+ ward seems to powerful go for something similar to the Blessing. 6+ vs normal attacks, 5+vs magic and 4+ vs attacks S7+ perhaps. At the end of the day it will be an unusual game that is gonna get house ruled whatever way you play so why not add your own designed rules for the game. So long as your opponent is happy with it. I mean maybe add a rule for him that he gets double XP for every monster slain or something.
@ Bingo, of course it's 100% more wounds. You have a 50% chance to save a wound. Put into perspective, that is 1 wound taken for every 2 wounds caused. Hence, you essentially need to double the amount of wounds caused.
Why not use a Poison Emperor Dragon? Regrowth, Lifebloom, Regeneration and Immunity to Miscast enough to keep him alive? Or a Carmine Emperor Dragon to shoot Cannonballs into him, or a Warpfire Dragon to shoot Stone Thrower Templates into the enemy unit.
Last edited by Antipathy; 17-07-2012 at 13:03.
Ok, you're right. The way I was looking at it was that if a normal dragon took 6 wounds, it would have 3 remaining, effectively giving it 9 wounds and therefore 50% more. Flawed logic in a vacuum .
Seconding the 4+ ward = double wounds correction. Its just too much. Why not a 6+ ward?
Anyway, I for one like your style and we house rule with my friends in home/casual games all the time throwing in random beasties and all kinds of trippy stuff (last night we played with a mid board christmas tree granting regrowth on a roll of 6 within 2 inches). Seriously dont think the monsters will need that much of a buff as someone who has effectively played what you are going to, just not with bretonians or an emperor dragon. I say give him and any other "boss" monster a 6+ ward save so they hav a small suspense filled chance to stop a hkb which shouldnt crop up anyway. The thing is that with the monster army you can dominate the movement phase with the march and turn so steadfast is overated and wont last long with a few beasts in there anyway
I'm pretty sure a 4+ ward =/= 100% more wounds. I'm not that hot on probabilities but I bet there is a significant difference between 10 wounds and a 4+ ward and 20 wounds. Not sure what that might be however.
not with my dice it isn't
So a 20 wound monster would always take 20 wounds to kill, with a zero s.d.; but a 10 wound monster with a 4+ ward could take any number greater than or equal to 10, depending on how lucky they player is. So could be 10, could be 100, but in an infinite number of games the average would tend to 20.
And the more wounds the less likely luck will come into play. Failing 3 out of 3 ward saves is not that unlikely. Failing 10 out of 10 is very unlikely.
Having thought about it more, I suppose if you pick the magic items carefuly they would not be out of place. Something like the other tricksters shard for instance could be caught up in the monsters fur/scales without it actively knowing it was there.
I'd still try out the first game as is, just to see how it goes. Often stuff you don't forsee can suprise you and significantly effect the game.