Thanks for taking the time to go through it so thoroughly, I knew there'd be things I'd missed and things that weren't clear
- Grimscull wrote:
- Wary:
- how many elven-HS are there? Ranger, Mage, ... could be quite a bit. DE technically allowed?
- there is something like Weapon Master skill for shooting, might want to mention that one as well (forgot name)
- Misc equipment no problem? What about drugs/poisons? What about dogs for every hero? Makes for a big warband.
- I was thinking only of the Ranger and the Mage. There was be more. I should probably specifically disallow Dark Elves. The hired swords are expensive though, and you'd only have several late campaign so I don't think it would imbalance them as they'd still only have max. 6
warband members while everyone else will have 12-20 plus HS.
- You're right, I think it's called weapons training, should be treated in the same way.
- Drugs/Poisons absolutely yes. I've always found it odd that some Wood Elf warbands disallow them. The goody-two-shoes-won't-touch-that-nasty- stuff attitude is for the high elves. The wood elves in the most recent incarnations are much dark, neither good nor evil and live in a forest full of mad plants. If anyone in the Old World uses poision it should be them. Dogs were also intentionally left in, and their availabiity was also the reason I didn't add any animal henchmen, since they are already available.
- Grimscull wrote:
- Asrai Mage
- doesn't need the Leader rule so far, everyone's at Ld8. Maybe in some weird scenario...
- armour mentioned (the toughened leathers?). I thought no armour? And especially not for mages?
- Leader rule is standard for all leaders, and it's possible he might get an Ld advance. I think Dwarf Treasure Hunters are exactly the same.
- An oversight. Should be no armour.
- Grimscull wrote:
- Wardancer
- tattoo, not tatoo
- so with dodge, he doesn't have and improved dodge-save AND another 6+ save? Just a 4+ dodge?
Scouts
- armour again
- I thought it was more elegant and less dice rolling to have them stack rather than 2 dice rolls, so yes.
- scouts are allowed toughened leathers as the only armour on their equipment list.
- Grimscull wrote:
- Equipment list
there are stars behind elven longbow and cloak, but the stars aren't explained later (or did I miss it?)
Bladestaff
How often/ when do you get to decide about the A-S thing?
Gladewood Longbow
is not an improved elven longbow and therefore doesn't shoot as far as one?
- Stars should have a note explaining a cheaper cost at start-up. Must have lost it in formatting.
- Bladestaff. Good question. Each round of combat I think. I imagine it being a very fluid weapon.
- This was taken from another list, and that was the rule there. An upgrade on the Elf Bow would make more sense. Would S4 at 18" short range be too strong?
- Grimscull wrote:
- Artefacts
I didn't read through them, just the intro. If one should roll a dice, there should be six possible results and they should be numbered 1-6 (I KNOW that the acorn should be 2 and one could just reroll 5s and 6es or use a foursides die, but you know, for the sake of it)
On the other hand, it doesn't make sense to me why they should have their own table. If they cannot use the common stuff, fine, if they find it, their bad. But how come they should find something else instead? Are the Acorns for example laying next to a common artefact and the lucky finder gets to choose, puts the other stuff back?
In the end, I hardly ever experience someone finding an artefact so you probably put lots of work into a page that is used very rarely. That's a shame.
- Yeah, I'd originally intended to write six, and may still do so but haven't come up with six I was 100% happy with (out of the twenty or so I did come up with!). Should be expained, as you say for clarity.
- The premise was that the Elves wouldn't use the common stuff because it was imbued with magic that was foreign to them. I specifically wrote the items to be dull and non-descript in appearance, so that another
warband finding them would discard them without realising their power. the arrows perhaps are an exception to this but essentially the others are: an acorn, a shabby brown cloak, a dull green-grey stone and
- Yeah, in Mordheim certainly that's true but in other settings artefacts are sometimes more common. It was a bit of work but it was so much fun!
- Grimscull wrote:
- Lore
- Favour: that one can be insanely efficient in scenarios where it's clear where combat is going to be (defend the find) and you springbloomed a wood in just that place
Roots: maybe I mix it up with a spell from the shadow warriors list, but isn't a strengh-test with 2d6? Keeps a vampire out of a whole game...
Lure: you don't mak friends with this one but the last sentence tones it down imo.
Mist: does the Ini- and shooting thing count for the elves as well?
Wrath: may only be cast once or cast once successfully?
- Hmm. Yeah, the Favour/Springbloom combo is quite good, but the woods do scatter so you can't usually but them exactly where you want. Maybe they should scatter further. Or perhaps be determined before the objective building is chosen? Or maybe the placement of the wood should be entirely random?
- Roots: I'm pretty sure a strength test has always been d6. With one always a pass and six always a fail. If this is the case I don't think it's too strong. Will clarify.
Lure: The Ld test means it's hard to cast successfully on something like a vampire (though could be pretty effective on a troll!). It's designed to mess up plans by dragging someone out of cover, away from an objective, into combat with your strongest warrior (or away from combat with a weaker one) or maybe force them to make a risky diving charge.
Mist: both the shooting modifier and the initiative modifier also effect friendly models. The idea being that with their high values for both they'll be better able to deal with the conditions, while enemies will struggle to spot them hiding and massed low BS shooting will suffer. It's essentially a spell to get the Elves into combat. Being able to approach with less chance of being shot, and being able to force all alone tests even when outnumbered should make it tempting, as I didn't want this to be a purely avoidance and shooting
warband: just one that needs to pick it's fights, and pick the right time to strike.
Wrath: once sucessfully was the intention.
What do you think of the casting values?