Temple Guard
protector
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So I am starting to compile things that I feel would be solutions to our army, as I have been taught not to complain without already having a solution to the problem. So here is my attempt at adding some items that I do not feel would be OP while still providing a much more varied and fluff filled army, updates to come.
1) How do you feel about the core rule book changes in regards to your army?
Just an idea to make challenges more exciting, as they should be quite the focus in any combat, also benefits direct confrontation.
For challenges add a buff/debuff element, if you refuse a challenge then the unit receives -1WS (lord to lord) or -2I (hero to hero) or both (lord refuses a hero) and no penalty if a hero refuses a lord, if you won a challenge then the unit gains +1WS (lord kills lord) or +2I (hero kills hero) and both for hero killing a lord for the next turn.
2) How do you feel about the common magic item changes in regards to your army?
Think about adding in an army general only magic item section, 50pts or less but provides more of an army effect with small effect larger area buffs, or one use only powers. This would provide a layer of tactics and promote army focus rather than just a super killing character build.
3) How do you feel about changes to the magic paths in regards to your army?
Add in the ability for a wizard to voluntarily lose a wound with no saves of any kind (including white magic attribute) allowed to add a single dice to cast or dispel. Basically powering a spell with their life force, this would balance poor winds of magic a bit while still providing a significant risk for later in the game. Limit it to a number of times equal to wizard level.
4) Special Army Rules
a) How do you feel about the special rules for army after the update?
a) How do you feel about our units after the update?
1) How do you feel about the core rule book changes in regards to your army?
Just an idea to make challenges more exciting, as they should be quite the focus in any combat, also benefits direct confrontation.
For challenges add a buff/debuff element, if you refuse a challenge then the unit receives -1WS (lord to lord) or -2I (hero to hero) or both (lord refuses a hero) and no penalty if a hero refuses a lord, if you won a challenge then the unit gains +1WS (lord kills lord) or +2I (hero kills hero) and both for hero killing a lord for the next turn.
2) How do you feel about the common magic item changes in regards to your army?
Think about adding in an army general only magic item section, 50pts or less but provides more of an army effect with small effect larger area buffs, or one use only powers. This would provide a layer of tactics and promote army focus rather than just a super killing character build.
3) How do you feel about changes to the magic paths in regards to your army?
Add in the ability for a wizard to voluntarily lose a wound with no saves of any kind (including white magic attribute) allowed to add a single dice to cast or dispel. Basically powering a spell with their life force, this would balance poor winds of magic a bit while still providing a significant risk for later in the game. Limit it to a number of times equal to wizard level.
4) Special Army Rules
a) How do you feel about the special rules for army after the update?
- Cold Blooded – Remove this rule from everything except characters, and possibly a few chosen units. That would bring cost down a lot on units and add in tactics of characters inside units, it would also promote more characters but with less fully tooled out builds. Cuatl Lord would provide cold blooded rule in his inspiring presence bubble, with a discipline that could expand his inspiring presence range, this would give him a unique ability and set him apart.
- Born Predator – Bring back natural 6 adds an attack, no one thought it was OP and it allows for less abuse. It can also be combined with other unit options to increase to natural 5+ with warlord’s totem option etc.
- Telepathic Link – Keep the range but add a -1 modifier to cast, with Cuatl options to get +4 to cast (Like taurosaur bonus) it would balance out the debuff with certain builds back to the max +3. With this balancing it shouldn’t effect cost of the unit very much at all.
a) How do you feel about our units after the update?
- Saurian Warlord – Add the following totems (Max 50pts):
- Piranha = AP1 (20pts)
- Jaguar = +2 M (20pts)
- Crocodile = innate defense +1 (On foot only) (25pts)
- Viper = Lightning reflexes (30pts)
- Bred to Lead = Unit gains BP, if it already has BP then it triggers on a 5+ (on average this will be less effective than WotDG Inspire Greatness, but it will be fun and fluffy and still effective) (25pts)
- Eternal Guardian = No model on a palanquin in his unit may be attacked while this model still remains (all attacks that could target a palanquin model can instead target this model) (25pts)
- Huanchi’s Champion = A single Raptor Rider unit may be chosen as core (30pts)
- Apex Predator = +2WS (30pts)
- Skink High Priest – No change
- Cuatl Lord – Add some unique rules to this model to justify cost and fluff, possibly the following:
- Meditation – If this model does not cast/dispel during a magic phase it may add 1 dice to his pool in the next phase.
- World Shaper – Bound spell one use only, target a single terrain feature, you may move that terrain 2d6 inches in any direction or remove it from the board.
- Telepathic Control = All SA units within this models inspiring presence range gain the cold blooded rule.
- Saurian Veteran – Add the following totems (Max 30pts):
- Piranha = AP1 (15pts)
- Jaguar = +2 M (15pts)
- Crocodile = innate defense +1 (On foot only) (20pts)
- Viper = Lightning reflexes (20pts)
- Eternal Guardian = No model on a palanquin in his unit may be attacked while this model still remains (all attacks that could target a palanquin model can instead target this model) (20pts)
- Apex Predator = +2WS (25pts)
- Skink Captain – Increase leadership to 7, along with cold blooded this will help to include him more into other units and with lighter builds. Give different spawnings such as the following:
- Red Crested – Increase stats as such 5WS, 4T, 4A (sky rider and raptor mount options)
- Jungle Born – May take a single skink hunter unit as core (no mount options)
- Chameleon – Increase stats as such 6BS, 2A, 8LD (no taurosaur mount option)
- Skink Priest – If taken with a Cuatl they may exchange a single spell known for the signature spell of whatever lore the Cuatl takes.
- Caiman Ancient – Add BSB option, increase stats to the same as Ogre Khan, add the following upgrades (choose one):
- Weathered Scales - +1 innate defense
- Pyramid Builder - +1S
- Pack Leader – Caiman unit receives +1M
- Massive Jaws – gains MW2
- Veteran Fighter – A single skink braves unit may take a caiman for every 6 skinks up to a maximum of 6 caiman. This hero must be deployed with that unit and may never leave it.