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Smushums



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PostSubject: Armour problems!   Sun 24 May 2015 - 23:55

Hello!
I'm looking for something to put forward to my group regarding armour. I understand many houserule something to make it more viable. However, one of our players plays Lizardmen...

The Saurus with shield and LA has a 3+ save already, any improvements I feel would make them far too durable. Any suggestions?
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Aipha
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PostSubject: Re: Armour problems!   Mon 25 May 2015 - 4:05

As I play Lizardmen a lot as well, I understand where you are coming from. We have a rule halving Heavy & Light Armour cost, while the gc price for Lizardmen Light Armour remains unchanged.
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PostSubject: Re: Armour problems!   Mon 25 May 2015 - 5:52

I agree with Aipha, that seems to be a good way of handling it. The lizardmen warband even has a clause stating the their light armour always cost the same high amount so that could give an explanation to why they're not getting anything cheaper.
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Von Kurst
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PostSubject: Re: Armour problems!   Mon 25 May 2015 - 14:54

Welcome to the forum.

We use the shield plus a hand weapon gives a +1 save, so our Saurus have a 2+ save in the above scenario. We also see Amazons with Claws of the Old Ones when we have Lizardmen around since we only see exotic warbands in their home campaign settings.
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PostSubject: Re: Armour problems!   Wed 27 May 2015 - 8:42

Thanks for the replies guys, I'll see if we can work something out, perhaps this particular campaign will wrap up shortly and we can introduce some modified rules.
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Shadowphx
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PostSubject: Re: Armour problems!   Thu 18 Jun 2015 - 14:02

That was my solution to Armor changes, AMAZONS! When someone want to complain about Amazons not be an official Warband, I respond with, "Neither are your new armor rules."
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Lord 0
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PostSubject: Re: Armour problems!   Sat 20 Jun 2015 - 14:58

In my group we also allow shields and bucklers to grant an additional +1 AS in melee combat. In addition, we removed 'Ignores Armour Saves' from critical hits unless that was the *only* effect that result had. Furthermore, any suit of armour except Toughened Leathers allows a 6+ save vs Serious Injury (helmets give a +1 to this).

We have also ruled that Toughened Leathers are armour and a class of light armour and therefore wearable by any henchman that can wear light armour*.

As a happy side-effect, the buffing of shields and a simple -1 penalty to offhand attacks has reduced dual-wield spam.

Ironically, the proliferation of armour has seen the reduced relative effectiveness of Saurus. With more people wearing armour there are more people kitted out to defeat armour. Handguns** and axes and gromril weapons all have modifiers that *will* reduce the Scaly Skin bonus from 6+ to nothing (assuming the attacker has the strength to lower it down that far, of course).


* We have also ruled that Ithilmar is a kind of Light Armour.

** Handguns also have a special rule that makes them roll twice for injury and pick the highest. This makes them deadlier without having to increase their strength.
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Finn
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PostSubject: Re: Armour problems!   Wed 24 Jun 2015 - 9:17

Something we have been trying on and off is that the armour gives a post game save against the injury roll table.

For example if wearing light armour, you roll a 6+ post game and you don't have to roll on the injury table.

Toughened leathers provide no in-game save but do give a 6+ save post game.

This only applies to suits of armour (not shields) and only if the hit that took the model out of action did not negate the save during the game. [Strength 3 or below].

This has made armour a bit more popular without creating tanks. It also helps out with the toughened leathers which have always seemed a bit of an strange rule set.

I would estimate that around half the kills made during my last game were strength 3 or less, mainly from bows and henchmen. This means your light armour gives you a 8% chance of not rolling on the injury table.

Finn.
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PostSubject: Re: Armour problems!   Wed 24 Jun 2015 - 9:49

I'd imagine the demand for Strength 4+ has risen accordingly. Very Happy  For axes also maybe? The first part of the idea seems nice, but the second - I don't know. One more thing to keep track of. And what save does Gromril give? Is the save totally negated if the attack was made with S4+ or an axe? Or just modified?
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Finn
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PostSubject: Re: Armour problems!   Fri 26 Jun 2015 - 3:39

Grimscull,

Gromril would give a 4+ save just like in the book. The save would be modified by an armour reducing attack (axe or handguns) or/and by a strength 4+ attack.

It isn't to bad keeping track of who gets a save, I tend to do battle reports anyway, or at least summaries, so we tend to know who took who OOA.

F.
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PostSubject: Re: Armour problems!   Sun 5 Jul 2015 - 15:28

Have you considered giving the LM less armor as part of their scaly skin? reducing the sarus to only a +6 base scaly skin save, and no scaly skin save for the skinks, would also keep their armor saves as a whole and would be in keeping with the more modern versions of their army lists.
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