That's intended. Welcome to Romans. With Centurions they have outstanding leadership. Without Centurions they're human. The other side of that is that to do what you're suggesting then you are spending a ton of points in characters. Centurions of all stripes are quite expensive and not all that terrifying in combat. Yes, they're better than other humans by a small margin, but they're still human. In fact, the thing that Jason and I realized is that it's actually not all that attractive to take a Primus Pilus. You can take the hero level version for cheaper and still have Ld 9 bubbles.Berserker wrote:You mentioned how gimped your generals are for having low leadership. That may be a valid point in another army, but not yours. You have senior centurions which are leadership 10 (or 9 for the weaker version) and they can confer that leadership to any unit within 6". You can have multiple of them. That is huuuuge! Not only does that make your units high leadership, it also allows you to split up your army and deploy any way you want and still keep that leadership. Stuff like the elephant's leadership roll, or the reform before charge is suddenly not a big deal, especially if you throw in a BSB. Those flanks that most armies have low leadership pieces on, you don't have to. So basically, the weakness of your general is very easily mitigated in your army.
The leadership issue isn't meant to really be a weakness. If anything, centurion leadership is supposed to be a strength. The main weaknesses I see are 1) poor cavalry 2) difficulty dealing with monsters 3) lackluster offensive magic. Thus far that's exactly what I saw from the game I played.
I'd rather keep them in core since they're otherwise a very weak unit, but I see your point. How about only one unit being allowed to be upgraded to scouts? That still gives core scouts, but it's only a single unit.Berserker wrote:Your velites cannot be core. No other army has core scouts. That is a really big advantage. Unlimited scouts. You should never have core scouts. Make them special.
Good catch. That bubble range is a typo. Definitely should be 12". I modeled it after Pha's Protection, which is -1 to hit. However, I forgot to consider the signature spell implications. I'm fine bumping it to 7+/14+ if you think that's fair for a 12" bubble.Berserker wrote:Minerva's Aegis. Your spells does -1 STR cast on a 6+, bubble on 12+ with an 18" radius and it's signature so you can have it multiple times. That's too powerful and your range is too big. My ogres spell of +1STR is cast on 7+, and bubble 12" radius at 14+.
Hand of Gork also allows you to totally re-position the unit with whatever facing, so the comparison is not really valid. What IS a valid comparison is High Magic's Walk Between World. It's pretty much a copy and paste job. Compared to that spell, I got rid of the Ethereal portion, lowered the range by 6", and lowered the casting value by 1.Berserker wrote:Mercury's swiftness is like the orc spell Hand of Gork. Hand of Gork is cast on 9+ and moves a unit 3D6" (that's a random 3"-18" range). On a 14+ it's 5D6 (that's a random 5"-30" range). Notice the random element in it. Your spell is cast on a 7+, and moves a guaranteed 10". On a 14+, it moves a guaranteed 20". Guaranteed movement is always better then random movement. That is big advantage. And you cast it cheaper then the orc one.
Yep, another copy and paste job. I'm satisfied with it being slightly weaker.Berserker wrote:Neptune's Gail looks good to me. That's basically Iceshard Blizzard. Might actually be a bit too weak since Iceshard also lowers Leadership by 1 and it's a signature spell.
This was totally intentional. It is modeled after Soulblight in Lore of Death which is -1S, and -1T on a 9+ and able to be bubbled to 24" (yes 24) on an 18+. I figured that changing the Strength reduction to Leadership and lowering the range and bubble radius by 6" each was worth 2/4 less casting value. I'm willing to go 8+/16+ if you think that's more reasonable.Berserker wrote:Pluto's Call: the -1T and -1L for 7+ which can bubble 18" for 14+. That's again too cheap to cast and too big of a bubble. Ogre's version only does +1T at 8+, and can bubble 12" for 16+. Need to tone your spell down.
Copy and paste job from Enchanted Blades of Aiban in Lore of Metal, but without a boosted version.Berserker wrote:Wrath of Mars: I haven't decided if I like this spell or not. It's a high utility spells allowing you to deal with anything ethereal, lowering armor and allowing you to hit anything on a 5+ (or better). That's pretty strong. Stronger then +1STR, because increasing Str might still not be anough to lower the 6+ depending on what you're hitting. But this guarantees that a Str 1 unit will hit on 5+. I don't know if I like this spell, but maybe it's ok.
I had a hard time getting the casting value right. I'd be willing to go higher if we feel it needs to.Berserker wrote:Jupiter's Lightning: 12+ for a 2D6 Str4 no armor saves. I think for the cost, that's ok. The comparison spell is ogre's missile which does 2D6 Str 2 no armor saves for 8+. The range is 18". Your range is 24". So for an extra 4 points of cast, you get 2 str and increased range. That sounds ok.
I'm glad I hit the sweet spot there. You need something at the high level for each lore and I wanted something more tactical than blast the crap out of things (which is what I've gone for throughout the lore). Being powerful without really killing things is rather hard.Berserker wrote:Appolo's Light: 16+ to stop them in their tracks and prevent any shooting. Range 18. I think that's ok as well. The cost is very high, but it has the potential to stop that charge dead in it's tracks and give you the upper hand.
I think I had it at 75 points and for some reason pulled down the points cost. I can't remember why. Also keep in mind, the general rule is that as you combine abilities, they get cheaper. Go look at the Armor of Caledor or the Armor of Metoric Iron. They're 2+ and 1+ saves combined with a 6+ ward save. On their own, each ability is pointed in the common magic item list as 60+ points, but both items come in at 50 points.Berserker wrote:Spear of Mars: +2WS, +2 Init, +2 Str, Frenzy (+1 Attack), Hatred (reroll misses) for 65 pts. Really really strong.
---> The Ogre blade that just gives +2 Str is 40 points. The sword of frenzy is 20 points. You're combining a ton of abilities that i don't think should even be combined into a badass spear. Give it to a centurion for some uber WS9, Str6, Init 7, 5 rerollable attacks.
With all that said, on second look you're absolutely right. I was originally going to fight on this one, but then I came up with an empire Grand Master build as a point of reference. I came up with an Ogre Blade, Holy Relic, and the Other Trickster's Shard for 255 points. That's 4 S6 attacks, a 1+ armor save, a 4+ ward save, and forcing your opponent to re-roll successful ward saves. The Grand Master also comes mounted and is Immune to Psychology and passes that on to any unit of knights he joins). The combination that my brother caught was a Primus Pilus with the Spear of Mars, Helm of Aeneas, and a Scutum. That guys has a 2+ save, 5+ ward, and the benefits of the spear for 256 points. Considering all that the Primus Pilus does, I'd agree that it's just too good in comparison.
I'd like to keep it around 65 points because I actually like that combination of Spear, Helm, and Scutum. The question is what to keep. Hatred should probably stay over Frenzy as I feel it better reflects the temperament of Mars and it's a slightly cheaper ability since it only works in the first round. The Weapon Skill benefit I don't think is all that bad, and the Strength bonus is pretty critical to making the item. How about the +2 Strength, +2 Weapon Skill, and Hatred? That seems about right for 65 points to me.
I had a hard time with this one too. The once use only hits are probably worth 25 or so, but I gave a 5 point discount for the combination of the abilities, which is, again, pretty standard. I could be convinced to go up to 45 points for this item. I want to keep the S4 no armor saves to keep it the same as the spell from the same god.Berserker wrote:Jupiter's Blade: +1 Str, 2D6 Str4 automatic hits once per game for 40 points. So basically you paid 20 points for the one time 2D6 Str 4 hits. I can't think of a comparison for that, but i guess that's ok as it's a one time strike. Str 4 maybe is too strong. Maybe it should be Str3. But I don't know. Someone else should chime in.
As I've said, the combination of the abilities is usually at a discount. It's also important to keep in mind who is going to take this item. At 70 points it's going to be a Legate or a Primus Pilus. For the Legate, you can't take this and the Consul's Pillar. For the Primus Pilus, are you going to take this, or the Spear/Helm combination we discussed above? I know which combinations I would prefer, so I can hardly see ever taking this item. I will, however, bump it up to 75 points to prevent the combination of this armor with a Talisman of Endurance. Adding a 5+ ward save on top of this is probably too much.Berserker wrote: Armor of vulcan's forge: 70 pts for 1+ Armor save and -1 to hit on the person. That's too much.
----> Armor of silvered Steel gives a 2+ armor for 45 points. Glittering Scales give -1 to hit for 25 points. That's 70 points. But the catch is that no one is able to combine those two together. You can. Combining items and giving them the combined item cost don't make the final item equal just as good. It makes the item better because it has multiple abilities for one item. When outfitting a person, you generally trade off one thing versus another (in this case armor vs how hard it is to hit you). You don't get to have both. That should be a 100 point item simply due to how hard to kill you it makes you. Or remove it all together.
Berserker wrote:Helm of Aeneas: 35 points for 5+ ward save and +1 armor. That's fine by me.
Yep, pretty standard.
Good call. I was trying to make a toned down Vampire Counts Nightshroud and didn't appropriately remember how it was written. That said, I don't find this item to all that attractive. It's only a regular shield, which is going to be worse (armor wise) for the centurions who can take regular Scutums. With only effecting models in base contact I may take it down to 15 or 20. The Nightshoud by contrast is not a shield or armor, so adds +1 armor in addition to those other things, causes ASL, and nullifies any strength modifiers from weapons for 40 points.Berserker wrote:Gorgon Shield: 25 pts for a shield + giving an enemy unit in bases to base Always Strike Last. That's ridiculously overpowered. At most I would give you the guy in base to base with your character ASL (so 3 guys max). Not a unit. That is simply wrong.
This is the big one. I'm worried about two things. First, is the combination with a regular dispel scroll too good? Second, is the ability to throw out a dispel scroll at any time just too much even with the risk? Against Jason it never got used, so I have no clue where this item stands.Berserker wrote:Pillar: 55 pts for automatic dispell on a 4+. If failed, 1 wound to user (no saves of any kind). For the cost and the potential damage to the user i think it's ok. It allows you to stuff a magic phase when you run out of dispell dice.
It's an old High Elf magic item with the exact same cost. Nothing too special, but decent utility.Berserker wrote:Amulet of Numa: 40 points, nullifies any magic weapons of anyone in base to base contact. Seems ok.
Thanks for the feedback, especially on the magic items. Those were difficult to price while still being fairly unique.