Troglodon
Ixt
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My friends and I have agreed on what seems to be a decent balancing system so far. Its basic form goes as follows:
From here, you can do all kinds of stuff:
Plenty of ways to customize.
The four basic parameters up top have worked out for Empire, WE, DoC, Lizards, and TK. Haven't tried other armies just yet.
Anyway, I really like this as opposed to the point system, even if we're all still in the phase of fine-tuning things. While you could ignore the points system before to accomplish the same things, it's nice to have a structure that's been penned with that already in mind. Let me know what you guys think! Toss some ideas around. =]
As an example of this plan in action, I posted this as a response in the rules section:
- x battalions (these are the combined warscrolls found at the end of armybooks),
- x warscrolls,
- x wounds per unit max,
- x wounds per army max.
From here, you can do all kinds of stuff:
- Substitute magic terrain for x warscrolls,
- Special warscrolls (special characters) count as x warscrolls,
- Substitute x battalion for x warscrolls,
- Max number of heroes/monsters/summoners/whatever warscrolls,
- Duplicate warscrolls past the second cost an additional warscroll,
- Specify your main army and take only x warscrolls from different armies,
- Summoned warscrolls last three turns, then must be rolled for in order to stay alive (4+ then 5+ then 6+), etc,
- Summoned warscrolls begin to 'crumble' when they reach half health (additional models flee during battleshock? -1 save? etc.),
- Summoned warscrolls are limited to x per game,
- Warscrolls may not be summoned if their original unit is destroyed (if there is one unit of temple guard on the table, once that unit is destroyed you may no longer summon temple guard),
- Warscrolls may not be summoned if their original unit is below 50% (and so on and so forth),
- Difficulty of summoning warscrolls increases as the original unit size decreases (100% = 0 modifier, 75% = -1 modifier, 50% = -2 modifier, 25% = -3 modifier),
- Only x units equal to or greater than x numbers of models allowed (only 3 units greater than or equal to 50 models allowed, for example),
Plenty of ways to customize.
The four basic parameters up top have worked out for Empire, WE, DoC, Lizards, and TK. Haven't tried other armies just yet.
Anyway, I really like this as opposed to the point system, even if we're all still in the phase of fine-tuning things. While you could ignore the points system before to accomplish the same things, it's nice to have a structure that's been penned with that already in mind. Let me know what you guys think! Toss some ideas around. =]
As an example of this plan in action, I posted this as a response in the rules section:
In a two-player battle, lists would be structured something like this:
3 Battalions, 7 Warscrolls.
The parameters could be anything - which, to me, is the beauty of this system - but would typically adhere:
60 wounds per unit max, 580 wounds per army max.
The wound values are up to the players, but these two parameters are going to define each army's versatility. There ought to be some debate as to whether handlers/crew count as belonging to a unit. Since they can be targeted and apparently move freely, I'd think they're independent.
3 Battalions, 7 Warscrolls, 60 Wounds per Unit max, 580 Wounds per army Max - this ought to be a pretty enormous battle! Let's see:
So,
1 Skink Patrol
- Skink Chief (4W)
- 25 Skinks (25W)
- 25 Skinks (25W)
- 8 Terradons (24W)
1 Skink Patrol
- Skink Chief (4W)
- 25 Skinks (25W)
- 25 Skinks (25W)
- 8 Terradons (24W)
1 Saurus Host
- 1 Saurus Oldblood (7W)
- 50 Saurus Warriors (50W)
- 50 Saurus Warriors (50W)
- 50 Saurus Warriors (50W)
- 30 Temple Guard (30W)
1 Slann (7W)
1 Troglodon (12W)
60 Temple Guard (60W)
6 Razordons (18W)
20 Handlers (20W)
8 Ripperdactyl Riders (24W)
8 Ripperdactyl Riders (24W)
Some notes:
Pretty big battle here. Despite the example above, a 'normal' battle may have 4 or 5 warscrolls for every battalion - that would probably be pretty entertaining, and not as redundant as what I've posted. What I've got up there is probably a terrible list to field against something of equal size, but you get the idea.
Take 2: 1 Battalion, 5 Warscrolls, 40 Wounds per Unit max, 225 Wounds per army max.
1 Skink Patrol
- Skink Chief (4W)
- 40 Skinks (40W)
- 40 Skinks (40W)
- 8 Terradons (24W)
1 Slann (7W)
40 Temple Guard (40W)
1 Stegadon (10W)
1 Bastiladon (8W)
8 Ripperdactyl Riders (24W)
Battalions appear to be the meat of most armies - its 'Core' choices. Smaller battles could field just one battalion with more warscrolls, eliminate them entirely, etc.
I'd say that it's a good idea to shoot for at least 75% of the max wounds per army for the sake of Sudden Death, but I'll need to play it more.
A lot of players would likely see that 'wounds per army' as the new overall points value and fill it entirely, which may or may not be a bad idea. It's mostly there to keep single-model warscrolls/multi-wound infantry relevant so that people don't run away with absurd amounts of infantry, but still field a decent amount of infantry.
I might try implementing a wounds-per-battalion cut-off too, although that's a bit overreaching and redundant. Still, this method appears to work.
3 Battalions, 7 Warscrolls.
The parameters could be anything - which, to me, is the beauty of this system - but would typically adhere:
60 wounds per unit max, 580 wounds per army max.
The wound values are up to the players, but these two parameters are going to define each army's versatility. There ought to be some debate as to whether handlers/crew count as belonging to a unit. Since they can be targeted and apparently move freely, I'd think they're independent.
3 Battalions, 7 Warscrolls, 60 Wounds per Unit max, 580 Wounds per army Max - this ought to be a pretty enormous battle! Let's see:
So,
1 Skink Patrol
- Skink Chief (4W)
- 25 Skinks (25W)
- 25 Skinks (25W)
- 8 Terradons (24W)
1 Skink Patrol
- Skink Chief (4W)
- 25 Skinks (25W)
- 25 Skinks (25W)
- 8 Terradons (24W)
1 Saurus Host
- 1 Saurus Oldblood (7W)
- 50 Saurus Warriors (50W)
- 50 Saurus Warriors (50W)
- 50 Saurus Warriors (50W)
- 30 Temple Guard (30W)
1 Slann (7W)
1 Troglodon (12W)
60 Temple Guard (60W)
6 Razordons (18W)
20 Handlers (20W)
8 Ripperdactyl Riders (24W)
8 Ripperdactyl Riders (24W)
Some notes:
Pretty big battle here. Despite the example above, a 'normal' battle may have 4 or 5 warscrolls for every battalion - that would probably be pretty entertaining, and not as redundant as what I've posted. What I've got up there is probably a terrible list to field against something of equal size, but you get the idea.
Take 2: 1 Battalion, 5 Warscrolls, 40 Wounds per Unit max, 225 Wounds per army max.
1 Skink Patrol
- Skink Chief (4W)
- 40 Skinks (40W)
- 40 Skinks (40W)
- 8 Terradons (24W)
1 Slann (7W)
40 Temple Guard (40W)
1 Stegadon (10W)
1 Bastiladon (8W)
8 Ripperdactyl Riders (24W)
Battalions appear to be the meat of most armies - its 'Core' choices. Smaller battles could field just one battalion with more warscrolls, eliminate them entirely, etc.
I'd say that it's a good idea to shoot for at least 75% of the max wounds per army for the sake of Sudden Death, but I'll need to play it more.
A lot of players would likely see that 'wounds per army' as the new overall points value and fill it entirely, which may or may not be a bad idea. It's mostly there to keep single-model warscrolls/multi-wound infantry relevant so that people don't run away with absurd amounts of infantry, but still field a decent amount of infantry.
I might try implementing a wounds-per-battalion cut-off too, although that's a bit overreaching and redundant. Still, this method appears to work.
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