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mweaver
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PostSubject: Frenzy   Sun 5 Feb 2012 - 8:24

We are about to start a campaign that will (if we complete it) run for some time. In some of our past campaigns that have been lengthy, a hero has become subject to Frenzy as a consequence of a roll on the Serious Injury table. My experience is that in long campaigns a Frenzied hero becomes extraordinarily powerful - an improvement roll of of +1 attack shifts him to 4 attacks (or 5 if fighting with two weapons), and an additional +1 attack roll moves him to 6 (or 7)attacks. The additional attacks = additional kills = additional experience = additional improvement rolls = sooner or later another +1 attack.

Before this campaign starts, I was contemplating altering the rule for Frenzy . I was thinking about just a +1 A to the hero's profile. Has anyone else modified Frenzy? If so, what do you use?
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PostSubject: Re: Frenzy   Sun 5 Feb 2012 - 8:38

My experience is that heroes with frenzy tend to either have short, glorious lives or long, painful retirements. I've never found frenzy to be a problem myself. In fact, such characters are often a significant liability e.g. if lured into foolhardy charges which their mates feel honour bound to support.

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Zero2Hero-DK
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PostSubject: Re: Frenzy   Sun 5 Feb 2012 - 10:01

I agere with citizen sade - frenzied warriors are easily crowd controlled, and hereby more vulnerable..
Another thourght, can a character who is immune to psychology, become frenzied? such as vampires? Smile
no doubt flaggelants can be frenzied, if not already in respect with the fluff..
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Citizen Sade
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PostSubject: Re: Frenzy   Sun 5 Feb 2012 - 10:15

My 2c is that if you're immune to psychology, you don't experience fear, frenzy, hatred or stupidity so, no frenzied Vamps.

Flagellants are different because, in Mordheim, they are "Fanatical" (auto pass leadership tests) rather than immune to psychology.
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Von Kurst
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PostSubject: Re: Frenzy   Sun 5 Feb 2012 - 20:53

We have done the +1 Attack rather than doubled attacks since '02. My previous experience of frenzied characters was more along the lines of unkillable 8 to 10 attack monsters, which were no fun to encounter. A strikes first frenzied character never cared if it got mobbed or not and high T, high W characters with skills didn't either. I expect it depends on the group and style of play.

With the above adjustment we have since had frenzied vampires and vampires who are stupid and vampires who hate. We play psychology more along the lines of 7th edition (and perhaps 8th?) Warhammer where undead are immune to Fear and Terror not all psych.
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PostSubject: Re: Frenzy   Sun 5 Feb 2012 - 22:21

I was beginning to wonder if my experience (Frenzied = likely to produce a super-killer) was atypical. Does sound like not everyone has had that experience, though.

In the "Vampire Hunters" campaign Numbertenox is running, one of the two dwarf slayers became frenzied earlier on and he is by far the nastiest melee fellow the three warbands have, only have-way through the campaign.

I am leaning toward the +1 rather than double. I will bounce the suggestion off the players before we start (when it is purely academic!). Thanks for the input, everyone.
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PostSubject: Re: Frenzy   Mon 6 Feb 2012 - 8:29

our house rule for Frenzy is that it doubles attacks , to a max of +2.

like someone else posted.. having 10-attack whirling dervishes running around became broken. I had one skaven NightRunner who became frenzied last game. had 11 attacks total with 3 wounds. he could easily take on 4 or 5 models at a time and come out alive. just became too unbalanced after a while.
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PostSubject: Re: Frenzy   Mon 9 Apr 2012 - 12:18

I think Frenzy can become insane. I was thinking of introducing a cap of some kind on it (As Amazons start with 2 Frenzied heroes I get to play it a lot).
Maybe Frenzy instead of being just +1 attack (or +2 max) change it to be all base attacks (so off hand excluded) can be re-rolled untill the model is knocked down.
Thus the Frenzied attack (lots of swings) are less aimed in essense but there are more so some hit.

I think this would be the way I would want to take it as it fits the Frenzied idea better any way and still keep sit simple.
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PostSubject: Re: Frenzy   Mon 9 Apr 2012 - 12:26

if a str3 frenzied warrior went up against the Centigor, in current beastmen roster... that rule would just create an endless loop of fail. toughness 7 is a bitch


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PostSubject: Re: Frenzy   Mon 9 Apr 2012 - 12:32

I mean that all "to hit" rolls are re-rolled. The model comes out of Frency after they are knocked down (as is the rule now).

not that they roll untill they hit lol
sorry it didn't come out right.
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PostSubject: Re: Frenzy   Mon 9 Apr 2012 - 15:34

I play a straight +2 attacks to frenzy. 1 seemed weak, more seemed unbalanced, and trying to keep track of if they have one or two more attacks was silly to me.
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PostSubject: Re: Frenzy   Mon 9 Apr 2012 - 15:53

If you make frenzy that weak (+1 or 2 attacks) you should change the badstuff too.

The way i see it frenzy is an equal curse and blessing, if your enemy knows what she (he) is doing.
Also, dont forget that a single arrow/bolt/rock that knocks down the crazy dude stops his rampage Smile
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PostSubject: Re: Frenzy   Wed 2 May 2012 - 1:57

A frenzied warrior can be nasty, but he seems to pull range power to him and is easy to control

We had a possesed with Sprint, Jump and full experience (Mighty Blow, +2 attacks etc.). He was easy to draw away from the rest of his warband and was mostly the second model OOA (the first was the lure, halfling cooks excel in this ^^). Perhaps with Quick reflexes it could be nasty, luckily he couldn't advance further.

But we decided that Frenzy should be limited to +1 attack...
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PostSubject: Re: Frenzy   Today at 6:36

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