Specialist Arms Forum
Warmaster => [WM] Warmaster Fantasy Experimental Rules Feedback => Topic started by: Janners on September 07, 2015, 06:50:52 PM
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Hello all - playing with trying to develop some new experimental army lists - I found an unofficial WH Cult of Ulric book online and decided to base a WM variant on it - have a look at the attached spreadsheet and let me know what you think!
Janners
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I'd be tempted to reduce the number of infantry types by a couple.
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I agree the list has too many options, many of which are very similar.
I'm not sure if 'despise the weak' should be free- it seems quite good. I know 'always pursue' can be bad, but reducing drive back is very good.
The Warrior Priest giving +1 attack to every stand in the unit he is with is insanely powerful, especially at only 80pts and being a Ld8, 60cm range character at the same time. If you mean it to just be a spell then it's still very good, but you haven't made that clear.
The banner giving immune to drive back and will not fall back in combat is also extremely powerful- way too good for 30pts. Compare it with other banners- most are slight bonuses that are easily lost, for 50pts.
The Wolfshead dispel item- that means this army can, in effect, have 2 dispel scrolls. Why? That's a big advantage.
Shard of Skull- we're now up to 3 dispels in a single army. Removing a spell from the caster isn't quite as appropriate in Warmaster as it is in Warhammer. That's some awkward book keeping, since normally all casters know all of their race's spells.
The item of pushing the opponent back an extra 2cm is also a game changer, as that can greatly affect the number of attacks, possible counter-charges, etc. I'd say it's worth more than 15pts. It is situational, but so are almost all Warmaster magic items- magic is not supposed to dominate the game.
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I agree with Geep on some points
Drop the Magic Items (or use them from the standard list with your names for them). Everybody is aware what the normal MI's are, so far less possible confusion.
Teugonen Guard - allow each unit to have access to the MI banner that gives +1 attack AND pay the price for it OR allow each unit to pick a Teutogen Hero (pay the price for a hero and assume he is associated with a specific unit and thus unable to use his command capability
Despise the weak has a positive and negative, which will require som playtesting to tune.
Flagellants - Wolf Kin
Ulfwerener - Children of Ulric
These I would merge into one unit - Immune to terror, can only be brigaded with Wolves
Halbadiers - Swords of Ulric
Zealots - Middenheim Militia
Also merge these as a regular "spearmen stats" compulsory 4/- choice to create regular R&F
-------------- heroes
Grand Master, should only allow one (1), and make the abbility a 5+ cast on attached unit (immunity from fear)
Warrior Priest, only allow one (1), as per above, make it a 5+ cast on attached unit -(gives each stand in attached unit +1 to attack.)
add
Teugonen Hero - normal hero cost, max -/2, is permenantly attached to a Teugonen Guard unit.
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I think Enbaji made a list of Ulric in the spanish forum (warmaster acolytes) . If there is enough interest please let me know and I could translate it and put it here. Maybe there could be any idea you could take or dicuss.
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Firstly - thanks Lex - I agree with most of your comments! Too many units. And happy with your suggestions of the characters - as for MI, just wanted to give them some flavour, like the WH list. Certainly happy to revisit.
Jchaos - would be very interested in that Spanish list!
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The list is called The Army of Middenheim by Enabji (posted in Warmaster Acolytes in March 2011)
http://warmaster-acolytes.mforos.com/1774425/9885901-ejercito-de-middenheim-lista-de-ejercito/
It has a background written in spanish that I am not going to translate. It explain where is middenheim, who is ulric, etc.... It also have some detail description of the units, very falvoured and explaining the changes and new stats of the new units, In example Teutogen guard = bodyguard +1 hits.
the list:
description type/attack/hits/save stands/points /maxmin
Halbardier Inf 3 3 6 3 45 2/-
Crossobwmen Inf 3/1 3 0 3 55 2/-
Teutogen guard Inf 3 4 5+ 3 75 -/1
Wof Brothers Inf 3 4 6 +1 30 -/- special: as empire skirmishers
Warhounds Inf 3 3 0 -1 20 -/- special: as witchunter warhounds
Ulric warrior Inf 5 3 0 3 70 -/2 special: fantic (must charge, they must pursuit, no terror)
Knight of white wolf cav 3 3 4+ 3 110 1/-
Knigh of inner circle cav 3 3 4+ 3 120 -/1 special: +1 charging in open as chariot or monster
Panther knight cav 3 3 4+ 3 120 -/1 special: they can charge to 40cm
Grand Maestre of White wolf Gen +2 9 125
White wolf senescal Hero +1 8 80 -/2
Ulric priest Sorceror +0 7 45 -/1
Spells:
Hammer of Ulric 5+ bolt type spell
Wolfpack 5+ push/getoff type spell
Ulric spirit 4+ sorceror warrior +2 attack in combat
Ulric wrath 5+ a unit affected can extra move but only for charging the enemy
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Thanks for translating the list! Interested about inner circle getting the chariot charge was minded to make all white wolf Knights have chariot stats for 95pts. And was also thinking about what to do with Knights Panther.