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 Nippon Warband v.6 (Final)

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PostSubject: Nippon Warband v.6 (Final)   Tue 24 Nov 2009 - 1:26

Well there are alot of new people on the forums nowdays and many probaly havnt had a chance to see my list. When I was getting the file to post it up here, I found it was corrupt and I had to redo it. I feel that it has ended for the better, and I am alot happier with the feel. The addition of the 2 special rules I feel makes the samurai true masters of the sword, whilst enforcing their suspicious beliefs. I am looking for someone to format this into a pdf document like all the other warbands are (all fancy and mordheim-like). so if you can help me out I'd appreciate it Smile.

[size=18]The Warriors of Nippon[/size]

To the east of the World Edge Mountains and further even then distant Cathay lies Nippon – The Island of Spirits. This land is a mysterious one of honour and tradition. The land is ruled by the shogun, a warrior emperor who bears the approval of their mysterious gods. This land, much like the empire was a collection of feuding warlord states amongst the four major islands that make up Nippon. After almost a thousand years of warfare Jintoki, Child of Chang-Er (goddess of the sky, moon and dragons) was born. Jintoki quickly conquered the waring tribes of Nippon, uniting them as one nation. Their culture is one of a keen devotion for whatever their role in life is. For many, this is the way of the samurai – devout to the service of their lord and mastery of warfare.

Until recently, the lands of Nippon have remained closed to outsiders, but recently a Shinto High Priest received a vision of a great cataclysm to the west - the powers of light waning whilst the powers of darkness wax. The shogun – Tokamoto Iemitsu, decreed that warriors of Nippon venture forth to investigate this darkness, and aid in what way they can to ensure the survival of their cousins to the west and Nippon.

Special Rules

Bushido: Bushido, meaning way of the warrior is the code by which all noble samurai govern their lives with. The code stresses honour in combat, and loyalty unto death. Bushido gives the samurai them their drive and pushes them to excell.

The Samurai may never use poison

The Samurai may never use blackpowder weapons
The Samurai will never charge a knocked down or stunned enemy if there is another model that is closer that is on their feet.
The samurai will never panic and break from combat, nor will he take all alone tests.


Only promoted ronin are effected by the bushido rule.


Soul of the Samurai: The samurai caste (daimyo, ronin and samurai) view the katana as part of their soul and will never take part in a battle unless they have one. Because of their dedication to the katana, Thei constant and rigorous training has led the warriors of Nippon to be masters of the blade. The Daimyo, Samurai and Ronin may re-roll any failed hits when charging if wielding a katana.

Highly Superstitious: The Nippon culture is a very spiritual one, and they are swift to distrust strangers and foreigners. No hired sword may join the Nippon Warband unless they are human. In addition, no more then 2 hired swords may be in the warband at any one time (they need to be watched veeeery carefully). Mopdels in the nippon warband as treated as mercenaries for mutation purposes.


Choice of Warriors

A Nippon Warband must include a minimum of three models. You have 500 gold crowns to recruit your initial warband. The maximum number of models in the warband may never exceed 15.

Daimyo: Each Nippon Warband must have one Daimyo

Samurai: Your warband may include up to two Samurai

Ninja: Your warband may include a single Ninja


Sage: Your warband may include a single Sage

Ronin: Your warband may include up to five Ronin

Ashigaru: Any number of models may be Ashigaru


Starting Experience

A Daimyo starts with 20 experience

Samurai start with 12 experience

A Ninja starts with 12 experience

A Sage starts with 8 experience


Henchmen start with 0 experience

Nippon Skill Table






Combat

Shooting

Academic

Strength

Speed

Special

Daimyo
X
X
X
X
X
X

Ninja
X
X

X
X

Sage
X

X




Samurai
X
X
X
X
X


Last edited by mrbretonnia on Sat 28 Nov 2009 - 16:47; edited 7 times in total
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PostSubject: Re: Nippon Warband v.6 (Final)   Tue 24 Nov 2009 - 1:31

Nippon Equipment List

The following lists are used by Nippon warbands to pick their equipment




Samurai Equipment List

Ashigaru Equipment List



Hand-to-hand combat weapons

Hand-to-hand combat weapons



Dagger 1st free/2 gc

Dagger 1st free/2 gc

Mace 3gc

Mace 3 gc

Halberd 10 gc

Hammer 3 gc

Spear 10 gc

Axe 5 gc

Morning Star 15 gc

Sword 10 gc

Double-handed weapon 15 gc

Halberd 10 gc

Katana 20 gc

Spear 10 gc


Morning Star 15 gc

Missile Weapons

Double-handed weapon 15 gc



Bow 10 gc

Missile Weapons

Longbow 15 gc

Throwing knives 15 gc **

Bow 10 gc

Armour

Longbow 15 gc


Crossbow 25 gc

Light Armour 20 gc*

Handgun 35 gc

Heavy Armour 50 gc


Lammellar Armour 50 gc***

Armour
Helmet 10 gc



Hardened Leather 5 gc


Light Armour 20 gc


Helmet 10 gc



*: A ninja may only wear light and hardened leather.
**: Ninja only
*** This price represents the cost when purchased with the starting warband. After purchase, the item must be found and purchased as normal.


Last edited by mrbretonnia on Thu 26 Nov 2009 - 2:05; edited 4 times in total
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PostSubject: Re: Nippon Warband v.6 (Final)   Tue 24 Nov 2009 - 1:31

Heroes

1 Daimyo


70 gold crowns to hire


The Daimyo lead their clan in its endevours. They are masters of all things from statesmenship to warfare and their word is followed as law.


M

Ws

Bs

S

T

W

I

A

LD

4

4

4

3

3

1

4

1

8

Weapons/Armour: A Daimyo may be equipped with weapons and armour chosen from the Samurai Equipment List

Special Rules

Leader: Any warrior within 6” of the Daimyo may use his Leadership characteristic when taking Leadership tests.

0-2 Samurai

45 gold crowns to hire


The elite servicemen of the Daimyo. These elite warriors are masters of both the sword and the bow, being an equal for many lesser men on the field of battle.


M

Ws

Bs

S

T

W

I

A

LD

4

4

4

3

3

1

3

1

7


Weapons/Armour: A Samurai may be equipped with weapons and armour chosen from the Samurai Equipment List

0-1 Ninja

50 gold crowns to hire


The Ninja are elite warriors trained in guerilla warfare. They are looked down upon by the noble samurai for their trickery and deceipt. The Daimyo's have learned that it is important to have one who is not bound by honour in their service.


M

Ws

Bs

S

T

W

I

A

LD

5

4

4

3

3

1

4

1

7
Weapons/Armour: A Ninja may be equipped with weapons and armour chosen from the Samurai Equipment List.

Special Rules

Loner: The ninja is used to operating by himself deep in enemy territory. He never has to take all alone tests, He may never use the leaders leadership characteristic nor may he be the warband leader (he is just too sneaky!)


0-1 Sage

35 gold crowns to hire


The sages are mystic masters of the elements. They serve as spiritual advisors to the warband as well as supporting them with elemental magic.



M

Ws

Bs

S

T

W

I

A

LD

4

3

3

3

3

1

3

1

7

Weapons/Armour: A Sage may be equipped with weapons and armour chosen from the Samurai Equipment List.

Special Rules

Adept of the Elements: The sage is a wizard, and uses the "power of the elements" spell list presented below.


Last edited by mrbretonnia on Tue 1 Dec 2009 - 0:49; edited 5 times in total
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PostSubject: Re: Nippon Warband v.6 (Final)   Tue 24 Nov 2009 - 1:32

Henchmen

0-5 Ronin


35 gold crowns to hire


M

Ws

Bs

S

T

W

I

A

LD

4

4

3

3

3

1

3

1

7
Weapons/Armour: Ronin may be equipped with weapons and armour chosen from the Samurai Equipment List.

0+ Ashigaru

25 gold crowns to hire


M

Ws

Bs

S

T

W

I

A

LD

4

3

3

3

3

1

3

1

7
Weapons/Armour: Ashigaru may be equipped with weapons and armour chosen from the Ashigaru Equipment List.


Last edited by mrbretonnia on Wed 25 Nov 2009 - 2:24; edited 1 time in total
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PostSubject: Re: Nippon Warband v.6 (Final)   Tue 24 Nov 2009 - 1:32

Nipponese Special Skills

Melt into Shadows (Ninja Only)

The Ninja seems to have the uncanny skill to just disappear into the shadows, especially when his life is in danger. A Ninja may decide at the start of his combat round, if he is going to leave the battle at the end of that combat round. This means he makes a tactical retreat from the battle (so he is factually out of the game), with all consequences that come with it. This does not count as being Out Of Action, it does not matter if the character is Knocked Down.

Infiltrate (Ninja Only)

As the skaven skill

Sword Techniques (Samurai, Daimyo and promoted Ronin only)

Sword techniques can only be used when wielding a katana. no two sword techniques can be combined or used in the same combat round with the exception of the Shinsoku technique.

Kuzu-ryusen - Nine-headed Dragon Strike

The Warrior attacks in a rapid succession of attacks focusing on piercing the 9 major points of swordsmanship relying on his skill rather then strength to defeat his foe. A warrior using this sword technique may double his attacks for one turn if he halves his base strength (rounding up).

Mizu no Tai - Body of Water

The warrior has mastered the art of using the katana defensively. He may re-roll a failed parry attempt made with the katana and only needs roll equal to or over their highest to hit roll

Hirazuki - The Killing Blow

The ultimate killing move of the samurai, the Hirazuki is a single blow aimed at one of the 9 vital points of the human body. The samurai replaced all his attacks with a single attack. This attack is at +1 to hit, +1 to wound and +1 on the injury rolls. This attack leaves the warrior off balance, and he may not parry with his katana in the same turn he uses this technique

Shinsoku - Godlike Speed

The warrior appears to move faster then normal, appearing as a blur to all but the keenest. The model will always strike first in combat whilst wielding a katana.


Last edited by mrbretonnia on Wed 2 Dec 2009 - 17:43; edited 7 times in total
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PostSubject: Re: Nippon Warband v.6 (Final)   Tue 24 Nov 2009 - 1:33

The Power of the Elements

1. Fire (8+)

By invoking the element of fire, a number of balls of fire begin to circle around the Sage before launching of towards his enemies. This attack has a range of 12” and causes D3 S4 hits which cannot cause critical hits.

2. Water (9+)

Calling upon the element of water, the moisture coagulates to transform the ground from cracked pavement to a marsh. A single model within 12” may be affected by this spell. The effected model’s movement is reduced to 1” a turn, which cannot be increased for running or charging. This spell remains in effect and only ends if the sage loses line of sight to the target, engaged in combat, attempts to cast another spell or the sage and the target are more then 12” apart.

3. Earth (Auto)

Summoning the might of the element of earth, animated rock golems rise from the ground to serve and protect the sage.This spell is automaticly cast at the start of each battle. A single golem is summoned with the following characteristics;


M

Ws

Bs

S

T

W

I

A

LD

3

3

3

4

4

2

1

1

10

This models start the game within 6” of the sage and cannot move further then 12” away from the sage or they are removed as causalities. It is completely immune to psychology and does not count as casualties for rout test purposes.

4. Wind (8+)

Bidding the element of wind to aid him, the sage directs the wind in powerful gusts. This spell has a range of 12”and affects a single model. The affected model is pushed D6” directly away from the sage note: this spell can be used to push models off buildings. If the model hits a building it takes a S2 hit. if it hits another model, they both suffer a S2 hit.

5. Ether (6+)

The sage shouts out in a large, booming voice ancient proverbs of wisdom inspiring all those around him with confidence. All friendly models within 6” are immune to fear until the start of your next shooting phase.

6. Thought (8+)

Bending the element of thought to his will, the sage instils horrific visions of doom upon his foes. Every enemy model within 12" must pass a leadership test or fear every model in your warband until the start of the casters next shooting phase.


Last edited by mrbretonnia on Thu 26 Nov 2009 - 14:41; edited 4 times in total
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PostSubject: Re: Nippon Warband v.6 (Final)   Tue 24 Nov 2009 - 19:02

why does the ninja get academic?
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PostSubject: Re: Nippon Warband v.6 (Final)   Tue 24 Nov 2009 - 19:14

as it stands, the warband is way overpowered compared to, say, reiklanders

also, i think you are trying to do too much
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PostSubject: Re: Nippon Warband v.6 (Final)   Tue 24 Nov 2009 - 19:51

Asp wrote:
as it stands, the warband is way overpowered compared to, say, reiklanders

also, i think you are trying to do too much

Ninja has academic because its a typo Sad.

Its cool to say its overpowered, as long as you actually say why. Im sure you wouldnt like people saying "you need to improve" but not why.

Note: this list is designed to be used in a campaign which consists of numerous house rules. The major one is that shields give a 5+ in combat. The special rules in regards to the samurai armour are compensation for the lack of shields accross the entire warband. The swordsman special rule accross the warband makes up for/encourages not dueling clubs ect which is a lot more cost effective then the katana.

Quote :
also, i think you are trying to do too much

Personaly I think its borderline. One of the main problems you probaly have is the number of diffrent heroes. I feel that this is counteracted by the limited henchmen available. Im sure theres as much "going on" as a BTB warband. Perhaps the skill list could be culled a bit, Ill remove one now I think.
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PostSubject: Re: Nippon Warband v.6 (Final)   Tue 24 Nov 2009 - 21:36

I like it.
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PostSubject: Re: Nippon Warband v.6 (Final)   Tue 24 Nov 2009 - 22:21

I like it but a few things look a tad bit strong or unnecessary.
I say remove the samuri armour and replace it straight up with heavy armour or if playing in the BTB setting a reduced costing lamelar armour, if it is kept the way it is I recommend increasing its price.
With the expert swordsman, does that still apply for swords or is it only for katanas? If it applies only with katanas you leave it the way it is but if it also applies for swords remove it from the ronin skills (with compensation).
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PostSubject: Re: Nippon Warband v.6 (Final)   Tue 24 Nov 2009 - 22:50

I don't think it is nearly as powerful as some warbands out there.

It may be a tad more powerful than the core rulebook warbands (Still, lack of a big guy.) but hey, most warbands are.

Everything from lustria to BtB seems to be more powerful than the norm!
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PostSubject: Re: Nippon Warband v.6 (Final)   Tue 24 Nov 2009 - 23:17

thanks for the comments guys Smile
Quote :
I like it but a few things look a tad bit strong or unnecessary.
I say remove the samuri armour and replace it straight up with heavy armour or if playing in the BTB setting a reduced costing lamelar armour, if it is kept the way it is I recommend increasing its price.
With the expert swordsman, does that still apply for swords or is it only for katanas? If it applies only with katanas you leave it the way it is but if it also applies for swords remove it from the ronin skills (with compensation).


Cheers for the suggestions mate. The expert swordsmen only works with katanas. The fluff to it may be a bit missleading with "swordsmen" and "masters of the blade".

and thank you for recommending Lammellar armour. it is exactly what I was after and have replaced it now Smile

]quote]It may be a tad more powerful than the core rulebook warbands (Still, lack of a big guy.) but hey, most warbands are.[/quote]

They may appear to be over powered because of their stat line, but in the end, they each need a 20gc weapon and have little to no armour. I have tried to design it so that it is elite but still human. Im glad you think its around balanced Smile.
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PostSubject: Re: Nippon Warband v.6 (Final)   Tue 24 Nov 2009 - 23:34

I never quite got the power of Lamellar Armour in BtB ... as I'm pretty sure Lamellar is less effective than the types that come under Heavy Armour (chainmail, platemail, etc). At best coming equal to Heavy Armour .... thats just my thoughts on it though.
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PostSubject: Re: Nippon Warband v.6 (Final)   Tue 24 Nov 2009 - 23:43

Mortimer wrote:
I never quite got the power of Lamellar Armour in BtB ... as I'm pretty sure Lamellar is less effective than the types that come under Heavy Armour (chainmail, platemail, etc). At best coming equal to Heavy Armour .... thats just my thoughts on it though.

Lamellar is typically placed over the top or incorperated into existing armour, not used exclusively.
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PostSubject: Re: Nippon Warband v.6 (Final)   Wed 25 Nov 2009 - 0:07

Lets see.

Daimyo
Katana, Long Bow

Samurai
Halberd, Long Bow

Samurai
Katana, Long Bow

Ninja
Katana, Long Bow

Sage
Staff (Mace)

3 Ronin
Spears

8 members who are all pretty decent fighters, seems okay. The only thing I can add is with the Ronin only 5 gold dearer theres not much incentive to get any Ashigaru to begin with ... perhaps buff the stats and price on the Ronin to make the cheaper warriors a considerable alternative?
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PostSubject: Re: Nippon Warband v.6 (Final)   Wed 25 Nov 2009 - 0:58

compared to reiklanders, their statlines and skill lists are better, for example

longbow heroes with BS4
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PostSubject: Re: Nippon Warband v.6 (Final)   Wed 25 Nov 2009 - 1:43

Asp wrote:
compared to reiklanders, their statlines and skill lists are better, for example

longbow heroes with BS4

You seem really set that reikland is the average warband. Honestly I think that is wrong and that warbands have developed. Besides, Reikland is a savage warband if you want it to be. cheap heroes and lots of effective crossbows As apposed to 4 heroes who cost over 260gcs with no other equipment besides longbows. And the statlines are better, but they dont cost the same.

@mortimer, personaly approx I run the following;

Diamyo with katana and longbow
samurai with katana
samurai with katana
ninja with katana and longbow
sage with spear

2 ronin with katana
1 ashigaru with handgun

I do see the issue with a lack of reason for taking ashigaru. I guess at the moment I am relying on them being picked early to start gaining xp for a unit that will be needed later on (as only 5 ronin are available). I COULD do a global I4 on everything but ashigaru and increase the cost of units, though that may be a bit much. Any suggestions on how to make them a bit more appealing?
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PostSubject: Re: Nippon Warband v.6 (Final)   Wed 25 Nov 2009 - 1:52

Hard to say the Ashigaru are your basic human warrior types and I don't see why they should be lesser than that.

Perhaps a Knights Virtue style rule for the Samurai types? Might justify a cost bump up?
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PostSubject: Re: Nippon Warband v.6 (Final)   Wed 25 Nov 2009 - 2:02

Thats not a bad idea at all, but perhaps instead of making a new special rule I could move "The Code of Bushido" to a warband special rule.

Bushido: Bushido, meaning way of the warrior is the code by which all noble samurai govern their lives with. The code stresses honour in combat, and loyalty unto death. Bushido gives the samurai them their drive and pushes them to excell.

The Samurai may never use poison (obvious one)
The Samurai will never charge a knocked down or stunned enemy if there is another model that is closer that is on their feet. (Stressing their lust to prove themselves honourable in combat.)
The samurai will never panic and break from combat, nor will he take all alone tests.

This rule only applies to the Daimyo, Samurai and Ronin who are promoted as a hero (he regains his honour by becoming a samurai to the daimyo. Historicly ronin had been dishonoured or had lost their master, so I think this fits in nicely).
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PostSubject: Re: Nippon Warband v.6 (Final)   Wed 25 Nov 2009 - 2:07

I think a couple of models are highly underpriced.

Ninja
25 - basic profile
+1 BS (worth 10gc)
+1 WS (worth 10gc)
+1 I (worth 5gc)
+1 M (worth 10gc)
+infiltration skill (worth 10gc)
70gc instead of 50gc (-20gc)

Ronin
25 - basic profile
+1 WS (worth 10gc)
+expert swordsman trait (assumed it may be worth 5gc, as it is for Samurais and Damiyo)
40gc instead of 30gc (-30gc)

The others have a pretty well balanced cost.
Plus i think a warband with unique weapons, unique skills AND magic is a bit too much.

Overall it seems to me the warband is quite balanced with the "new" warbands wave trend (Dwarves, Orcs and Gobs, etc) but not with the core ones (Reiks, Undeads, etc) but it may be just an impression since i have not tested your list and i'm speaking from a theoric point of view.
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PostSubject: Re: Nippon Warband v.6 (Final)   Wed 25 Nov 2009 - 2:19

ObsidianLord wrote:
I think a couple of models are highly underpriced.

Ninja
25 - basic profile
+1 BS (worth 10gc)
+1 WS (worth 10gc)
+1 I (worth 5gc)
+1 M (worth 10gc)
+infiltration skill (worth 10gc)
70gc instead of 50gc (-20gc)

as below, the points per attribute I find is a bit silly. Perhaps I can drop infiltrate and add it to the skill list, but I still think 60 is too far for a model with alot of restrictions. From all my play testing he has been a real glass cannon. He can run out and snatch stuff, but if he gets tied down he dies very quickly and takes a large chunk of the warband with him.

Quote :

Ronin
25 - basic profile
+1 WS (worth 10gc)
+expert swordsman trait (assumed it may be worth 5gc, as it is for Samurais and Damiyo)
40gc instead of 30gc (-30gc)

Swordsmen have WS4 and the expert swordsman trait and cost 35. So using this logic expert swordsman should be free to anyone who takes it as swordies dont take it. I see room for a bump up to 35, and wouldnt argue with that.

Quote :

Plus i think a warband with unique weapons, unique skills AND magic is a bit too much.

I have no unique weapons, they are all from BTB which is the biggest too much ever Razz I find most warbands come with a new skill list and their own magic list. shadow warriors, orcs, and the starting warbands all have their own list. I think its more of a knee-jerk reaction to all the rules rather then a sincere problem.

Quote :
Overall it seems to me the warband is quite balanced with the "new" warbands wave trend (Dwarves, Orcs and Gobs, etc) but not with the core ones (Reiks, Undeads, etc) but it may be just an impression since i have not tested your list and i'm speaking from a theoric point of view.

Cheers mate, your input is greatly appreciated
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PostSubject: Re: Nippon Warband v.6 (Final)   Wed 25 Nov 2009 - 2:21

ObsidianLord wrote:
I think a couple of models are highly underpriced.

Ninja
25 - basic profile
+1 BS (worth 10gc)
+1 WS (worth 10gc)
+1 I (worth 5gc)
+1 M (worth 10gc)
+infiltration skill (worth 10gc)
70gc instead of 50gc (-20gc)

Ronin
25 - basic profile
+1 WS (worth 10gc)
+expert swordsman trait (assumed it may be worth 5gc, as it is for Samurais and Damiyo)
40gc instead of 30gc (-30gc)

The others have a pretty well balanced cost.
Plus i think a warband with unique weapons, unique skills AND magic is a bit too much.

Overall it seems to me the warband is quite balanced with the "new" warbands wave trend (Dwarves, Orcs and Gobs, etc) but not with the core ones (Reiks, Undeads, etc) but it may be just an impression since i have not tested your list and i'm speaking from a theoric point of view.

Must say I agree with Obsidian on this one. Remember: Less is more.

EDIT: I acknowledge your arguments, though, as I didnt see your answer to Obsidian before I posted.
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PostSubject: Re: Nippon Warband v.6 (Final)   Wed 25 Nov 2009 - 2:23

Changes made;

Ronin +5gc

Ninja: lost infiltration. Retains his immunity to all alone tests.

Bushido rule implemented

The warband may now only have 2 hired swords in their warband (and they can only be human!) as they need to keep all eyes on the strangers.

I think the list is really starting to look the part Smile
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Jadex
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PostSubject: Re: Nippon Warband v.6 (Final)   Wed 25 Nov 2009 - 3:02

First of all, I have no experience in creating warbands myself, so these are just my simple 2 cents... ; )

First cent: I would make the Ronin 35gc: only 5gc more compared to human stats for +1Ws and the "expert swordsman/katanaman" skill is a bit low. 40 seems to much, but 35gc about right.

Second cent: Maybe this is just taste, but I don't like warbands with all the heroes at Bs4... I see samurai fluffwise more combat oriented, so would make the Samurai have BS3 (not BS4 give them I4 instead of I3 and let them cost 40gc instead of 45gc. (since "human stats +1WS = 35gc", as for Averlanders Sergeant, Kisletive Esaul, Mercenary Champion, Osterlanders Bloodbrothers, Sister Superior)

All in all, it seems very close o being balanced and looks very nice!
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PostSubject: Re: Nippon Warband v.6 (Final)   Today at 6:34

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Nippon Warband v.6 (Final)
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