Grand Army Challenge!

Tales of battles, princesses, horses, swords and wizards..in a table-top setting.

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Fritz
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Re: Grand Army Challenge!

Post by Fritz »

Berserker wrote:Gone are the days of irresistible force 6 dice Mind Razor for the win! And good riddance. A game should not be won on one roll.
Oh you can still 6 dice Mindrazor for the win, but that's more of a problem with Shadow than a High Elf thing. Dark Elves have been doing it just as well for just as long. That's just how the basic rulebook lores are in this edition. Notice that the army books lores have been coming down in potency. I expect we'll see the rulebook lores toned down in the next edition. In any case, 6 dicing Mindrazor is not going to end (although you won't see me touching Shadow anymore in regular sized games). High Elf players are pretty disappointed with High Magic. It deals in too much direct damage and it's ineffective where most people want it: combat. There is only one spell that can help out in combat, and it's pretty lackluster.
Berserker wrote:I now expect to see a ton of smaller spells being cast our way (1-2 dice) to bleed us to death. I think the HE can still have one of the most potent magic phases out there if they bring the right load for it. The loremasters looks great!
You're absolutely right. An Archmage with the Book of Hoeth can 1 die 5 of the 8 spells available in the lore and have a very reasonable expectation of it going off thanks to the Book allowing you to re-roll 1 die per cast or dispel. The catch is that, again, most High Elf players do not like the new High Magic. That said, the Book allows you to throw less dice at a spell than you normally would regardless of your lore choice.
Beserker wrote:And teclis is actually still very very good. I mean a LD10, lvl 5 wizard, with 2 scrolls, can pick his spells from any lore (and every successfull high magic spell grats the unit a +1 ward save, stackable). Badass!
Teclis is kinda meh. He only has 1 scroll. You can just pick up a regular one as well with a different wizard. Also, if he picks his spells from the BRB lores, he does not get the high magic lore attribute. Each spell uses it's own lore attribute. He either takes all of High Magic OR he chooses one spell from each BRB lore. It's nice, but not that great.[/quote]
Berserker wrote:Or perhaps Alarielle. I read some good things about her on the interwebs. Some claim she's even better then Teclis. I hear she heals herself every turn and can get up to +8 for her life and light spells. Yup, you read that right - can act like a lvl 8. I can think of some really deadly combinations here.
She is definitely better than Teclis and the one that most people are looking at. That +8 for life and light spells is part of a banner. By taking Alarielle you open up the option for your BSB to take a banner that gives +4 to any life or light spells cast on the unit carrying it. Combined with Alarielle's natural +4, it combines to +8, but only on that unit. That makes for some very easy casting of light and life on that unit, but it also causes you to gravitate toward a death star, which is a VERY BAD IDEA for High Elves. Lots of massed T3 low armor save elves, even with some ward saves, is just asking for it.
Berserker wrote:I think the army is much more balanced now and has a ton of goodies. I think it can certainly be a top tier army now. I still can't get past the -1 Str, ASL aura that stupid bird gives to its enemies. :tongue:
The consensus of the High Elf players is that we're still mid-tier, but have far more options and play styles available to us. That's exactly where I like to be. That bird is utterly fantastic, but don't you dare bitch about it you damn Ogre player. Just go back to fondling your Ironblasters and you'll do just fine.
Berserker wrote:Did I mention resurrecting flying monsters that will ressurect their riders too?
You'll never see a ridden one. The rider costs almost as much as the Flamespyre before magic items and it comes out of our Lord allowance. That means no Archmage or Loremaster. You're much better off just buying a second Phoenix or investing elsewhere. If a High Elf player is going to take a giant ridden monster for a Lord choice, it's going to be a Dragon. If not, feel free to slap them.

And yes, that Flamespyre is the ultimate troll. The resurrection result is only on a 6, so that's not terribly likely. However, beware of the kamakazi phoenix. While you need a 6 to resurrect, on a 3-5 you place a large blast over the marker and it does S4 flaming hits. Keep in mind, it starts rolling at the end of the turn in which it died (so if you can overrun after killing a flamespyre, DO IT!), and rolls at the end of every single player turn. Assuming the High Elf player keeps rolling a 3+, the spot where it died pretty much becomes no-go ground. Like it said, he's the ultimate troll. As much as I wanted to Lion Chariots to work I think they're getting dropped for one of these.
Berserker wrote:I certainly look forward to playing it. My ogres needs to beat on something (or a good beating).. Ether way, somebody going to bleed ;)
Definitely. There is nothing stopping you from bringing them down with you to NC =)
Berserker wrote:Monsters rock! bring them!! I'll bring mine as well, and Jeff can bring his abominations and we can all face fritz's HEs ;)
Sounds awesome. I'll probably have to borrow some of Jason's High Elves or just bring him into the fight (Jason, are you gonna be up over the 4th of July weekend?).
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Fritz
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Re: Grand Army Challenge!

Post by Fritz »

Like I said before, let's all come up with lists that field everything we could want. Try to keep them at intervals of 500. From there we'll figure out sides and tweak point values. I'm all for taking over 3-4 tables at Dropzone for one crazy game of Warhammer. The weekend dates that work for me are 29 June, 30 June, and 6 July.
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Fritz
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Re: Grand Army Challenge!

Post by Fritz »

At this point I think I'm just going to break this down into multiple games. Dan and Jason have already said they wants to play a straight head to head 6000 point game. If anyone else wants to do so, or combine with someone else, the challenge still stands. 6000 points, either straight up or a combination of multiple players against my High Elves. Attached is the first draft of the scenario I've come up with. If you have questions or suggestions let me know.
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MorGrendel
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Re: Grand Army Challenge!

Post by MorGrendel »

However, if any these extra dice roll a 1, then the spell automatically fails (even if the other dice roll an Irresistible Force/Miscast) and the wizard must roll on the Miscast chart.
Might be overkill. Maybe just take a wound on a roll of 1. Are you still thinking 2D6 winds of magic?

Seems hard to win for evil. No evil terrain, but anti-evil terrain OK. Assuming a clear path, it generally, takes 2 turns to get to the way stones, likely charged on turn 3 (so can't knock down waystone), assuming your elves break before turn 4 (ha ha, right, also can't pursuit if I want to knock down stone), the earliest I can knock down a waystone is the middle of 4. Assuming, the combat lasts more than a turn, it looks like the waystones don't come into effect until turn 5. If I were you, I'd hold an eagle back, charge whatever evil unit that breaks through, and post the shutout. I'm assuming a combat resets the toppling attack, since you said the stone had to be held for a full turn. Perhaps, if there were more ways to destroy them it would add some flexibility, and it would give my cannons something to shoot.

Not impossible, but I have to beat 6000 points of HE AND topple the stones to win. Maybe if destroying the stones did feedback wounds to HE casters, there would be more incentive to topple the stones.

Sorry to be so negative. I love the idea.
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Re: Grand Army Challenge!

Post by Fritz »

Ack, forgot to put in the winds. I was thinking 4D6.

For the toppled waystones, it's a free power die that is completely optional to use. I want a high level of risk. How about taking the auto-failure portion out but leave the miscast?

You don't have to topple to win. You just have to control. Perhaps removing default control from the high elf player would help? That would force them to keep a unit with 6" of the waystone. I put the toppling there to help the opposing player be able to basically fire and forget. Stabilizing the way stone isn't exactly easy. The other method I was thinking is just have a unit straight up attack it in close combat. Do you think that would be better?
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Fritz
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Re: Grand Army Challenge!

Post by Fritz »

New draft. The toppling rules have been changed to:

"The Waystones follow the normal rules as found in the Warhammer rulebook. In addition, the opposing player has the option to topple the Waystones. To do this, the opposing player moves a unit into base contact with a Waystone. In the subsequent close combat phase, the unit rolls 2D6. If the result is equal to or less than the number of models in the unit, the Waystone is toppled. Monstrous Infantry, Monstrous Cavalry, and Monstrous Beasts count as 3 models. Monsters count as 10. Once toppled, the Waystone no longer grants +1 to channeling attempts."

No other changes. Does that make it more reasonable?
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MorGrendel
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Re: Grand Army Challenge!

Post by MorGrendel »

I think the miscast will keep people from using it, but they might be OK with risking a wound. I play skaven, my wizards never survive anyway, so I'm good either way. Albeit, this is just a sneaky elven trick to play all the lores in the warhammer world.

Since the Waystones are in a line, and Waystones act as impassible terrain, I can see a real log jam along the center of the table. Perhaps they should float, until destroyed, and then they act as dangerous terrain. (Zappy, Zappy) However, if the waystones don't default to anyone, then a central logjam was likely to happen anyway (which may not be a bad thing). Perhaps if they are deployed in a fat M. However picks boardside would then have to weigh terrain vs closeness to 3 waystones. No that we wil have time, but that would make it real interesting to switch sides in the next game.

Perhaps giving the waystones a toughness and wounds, is the way to go. Perhaps it can even defend itself if attacked (Steve!).
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Titus
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Re: Grand Army Challenge!

Post by Titus »

Fritz wrote:Just go back to fondling your Ironblasters and you'll do just fine.
Epic Quote there.
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Fritz
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Re: Grand Army Challenge!

Post by Fritz »

MorGrendel wrote:I think the miscast will keep people from using it, but they might be OK with risking a wound. I play skaven, my wizards never survive anyway, so I'm good either way.


It's something you don't have to use and it's free, so I want it to be super risky.
Albeit, this is just a sneaky elven trick to play all the lores in the warhammer world.
Huh?
Since the Waystones are in a line, and Waystones act as impassible terrain, I can see a real log jam along the center of the table. Perhaps they should float, until destroyed, and then they act as dangerous terrain. (Zappy, Zappy) However, if the waystones don't default to anyone, then a central logjam was likely to happen anyway (which may not be a bad thing). Perhaps if they are deployed in a fat M. However picks boardside would then have to weigh terrain vs closeness to 3 waystones. No that we wil have time, but that would make it real interesting to switch sides in the next game.
I'm sorry but I just plain disagree here. The way stones aren't that big and this is supposed to be a very large fight (I'm thinking 2 boards pushed together here). The problems you describe are just part of any king of the hill style game, which this is a variation of.
Perhaps giving the waystones a toughness and wounds, is the way to go. Perhaps it can even defend itself if attacked (Steve!).
Sorry, but no. It's counter to every piece of fluff out there.
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Re: Grand Army Challenge!

Post by Berserker »

Titus wrote:
Fritz wrote:Just go back to fondling your Ironblasters and you'll do just fine.
Epic Quote there.
Oh yeah, I fondle my Ironblaster all the time. ;)
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MorGrendel
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Re: Grand Army Challenge!

Post by MorGrendel »

Well I don't know about you, but my waystones are huge. That's a lot of impassible terrain, if you know what i mean. :bigsmile:
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MorGrendel
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Re: Grand Army Challenge!

Post by MorGrendel »

More thoughts:
Since you are thinking of pushing two tables together would terrain be 2D6 + 8? If it is only D6+4, then there is a chance that the only terrain would be waystones. (Ulthan is boring, just like them flat faced Elves)

If two units are within 6", does no one control a waystone or do both control the waystone?
However, if any these extra dice roll a 1, then the spell automatically fails (even if the other dice roll an Irresistible Force/Miscast) and the wizard must roll on the Miscast chart.
Nah, let the spell go off, probably the wizards last. Change 1 to 6, only because I love the "Oh yeah, got it off, suck it (insert name). Oh wait. That's bad. Real Bad (single tear)" Face.
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MorGrendel
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Re: Grand Army Challenge!

Post by MorGrendel »

More thoughts:
Since you are thinking of pushing two tables together would terrain be 2D6 + 8? If it is only D6+4, then there is a chance that the only terrain would be waystones. (Ulthan is boring, just like them flat faced Elves)

If two units are within 6", does no one control a waystone or do both control the waystone?
However, if any these extra dice roll a 1, then the spell automatically fails (even if the other dice roll an Irresistible Force/Miscast) and the wizard must roll on the Miscast chart.
Nah, let the spell go off, probably the wizards last. Change 1 to 6, only because I love the "Oh yeah, got it off, suck it (insert name). Oh wait. That's bad. Real Bad (single tear)" Face.
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Fritz
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Re: Grand Army Challenge!

Post by Fritz »

Draft 3 with many of the changes suggested above as well as some clarified language.
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Re: Grand Army Challenge!

Post by Berserker »

I like it! I would love to play.
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