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  • Quote from McBaine: “Sure, you could do that, but it would be a terrible weapon. Not worth taking in my opinion ” Do note that you could use a normal lance when selecting your cavalry units if you don't like the added damage of the Jousting lance. And the Jousting lance would help make the charges more devastating for those that want the additional damage that enables them to break the enemy faster.

  • Quote from echoCTRL: “actually this all about the tactics that were used in real jousting. The jouster could lean forward exposing themselves and making themselves easier to hit, but helping to ensure hiring first. This had the risk of missing too. Conversely, they could lean back and focus on getting an accurate hit, but risking themselves being hit first. ” But that comparison only makes sense in a cavalry vs cavalry joust when a few inches forward or backward make the difference. But this gam…

  • I am pretty sure there is a solution that doesn't break immersion and is balanced.

  • In general, the book seems really complex. Not many units, but a lot of them have a ton of special rules. There are a lot of interconnected rules that interact with each other in subtle or non-obvious ways. For example, the faith changes te evaluation of basically everything in the book. I really like most of the knight’s choices, such as the movement changes, the honours, and focusing more on faith and oaths than on equipment. These are great implementations. The peasant side needs a second loo…

  • UD in "Who 8 My Wings"

    Folomo - - Undying Dynasties (UD)

    Post

    I am really liking the diversity in the 10 lists. 3 Terracota lists is a decent number. Fewer than I feared would be used. No barrow though. 6 Pharaos & 3 Nomarchs 9 architect seems a tad too many for my taste. 4 Harbingers (with the caveat of them being terracotta and taken in pairs) Core as a pretty good balance between all five option (with the caveat of cavalry being used only as bunkers) (Terracotta) NG, Swarms, Stalkers and Catapults are seeing play now. What needs some improvement: Our Mo…

  • That is a really good suggestion @whitebeard A free upgrade that makes the base for the Sha Guardian a 60x100, similar to how we can now have a 100x100 chariot for our characters.

  • Quote from Davian: “So move and fire cannons with the ability to either fire cannon balls or cannister shots. (or geschwind shots as we say in sweden, "fast shots") to provide close infantry support. And I like the suggestion of different ammo types. That seems very dwarfy to me. ” Isn't this how ID use their shooting? But aside, what would all these buffs to shooting accomplish? I suspect it would strongly make "Turtle and shoot" the only viable playstyle for DH, not helping the others. What ar…

  • From what I have seen and read, DH is pretty competitive at low levels and viable at medium-level of play. It is at high-level of play where the army falters heavily. Basically, DH has a pretty flat skill curve. Decent results with low skill, not much better with higher skills. And that is what the LAB needs to fix. IME gun lines are not typically played on the top tables. So making DH better at gun-lining would likely not make DH better at high level of play. It would definitely improve their p…

  • Quote from Slayer Zabojcow: “So you want to solve all the problems with a single rune? If you will do so then this rune will be autoinclude in every list and then its price will go up to the point when it won't be attractive anymore. DH need MULTIPLE ways to become competitive. Anyway what is the difference when you use this rune against Elven cavalry - it become adv 7/14 swiftstride... even regular EoS cavalry become adv 5/10 swiftstride - still way faster than DH infantry. ” No, I am just sayi…

  • One option could be a rune, such as "Rune of grounding: One use only. Use at the start of the enemy movement phase. Target an enemy unit and reduce it's advance rate by 2 and march rate by 4, to a minimum of 3 and 9."

  • Quote from Slayer Zabojcow: “But still, special deployment won't allow you to somehow pick your fights. Right now we got ton of vanguarding units, scouts, ambushers but still it is not enough to make DH competitive. Another question then - how to make army with no lateral movement fun and competitive? ” I don't mean only scout/vanguard. Things that allow you to redeploy combat units mid-battle, such as a transport blimp/tunneling machine/Transport Runes/etc.

  • Quote from Slayer Zabojcow: “Maybe instead of talking about flavour and fun rules let's talk how to make LAB DH competitive army without adding magic, fast units and good shooting (because RT claims that shooting is unfun and DH can't have better shooting than other armies, despite that DH have no offensive magic) ? ” Special deployment options that allow DH to compete on the movement phase without making them fast. This could make DH competitive at high-level play and better balanced at mid&low…

  • There are four reasons I use an Ark. In no particular order: 1) It makes the lone wizards pretty durable. This allows me to move them where they are needed or escape the bunker earlier if needed. 2) The extra range allows me to use magic missiles against their desired targets from turn 1+. Having a 27" Unnering strike means I can start blasting from turn 1. 3) Allows my wizards to buff units farther away, which means I can play wider. 4) My wizards are safer because they don't need to be so clos…

  • Not sure why DH would need a rule that disincentivizes them from charging. I would expect the opposite, something that promotes playing the movement phase.

  • Quote from Peacemaker: “While I understand your point, I have to disagree based on what has happened with rules bloat in the Dwarf Book. ” It doesn't have to be rule bloats. It could just be "guild crafted gun: +1 to hit" "Guild crafter GW: lighting reflex". But having the special rule on the weapon and not the dwarf shows that dwarves are incredible crafters and smiths, something typically associated with dwarves.

  • Guild crafted GW? I would prefer if the DH weapons had special rules than the dwarves themself.

  • Thanks for the positive reception and all the constructive feedback for the UD (unofficial) LAB (<- Link). After reading all your comments, we identified the following situations: Hereditary Many pointed out that the ranged effect of the hereditary was far too strong, especially when combined with other elements. We did a comparison with other spells that affected shooting, and we had to agree. It effectively granted a +3 aim and the closest spell only granted a +1.5 aim. So as a solution we cha…

  • UD (unofficial) LAB

    Folomo - - Homebrew 9th Age

    Post

    Thanks for the positive reception and all the constructive feedback. After reading all your comments, we identified the following situations: Hereditary Many pointed out that the ranged effect of the hereditary was far too strong, especially when combined with other elements. We did a comparison with other spells that affected shooting, and we had to agree. It effectively granted a +3 aim and the closest spell only granted a +1.5 aim. So as a solution we changed shoot 2 for rerolls to hit with r…

  • UD (unofficial) LAB

    Folomo - - Homebrew 9th Age

    Post

    Thanks for the Feedback guys! Sadly I was not able to include it in version 0.2 since it arrived a little late. But for the next update I will ponder it over. Quote from Stygian: “Folomo thanks for your work brother I'm excited again! ” Great to see this generates excitement! Quote from Stygian: “What I'm saying is I feel like the book needs more redundancy for urgency, and smiting. I would so love to be able to force through these powers again! And for urgency to be more than 3" (unless it coul…

  • I like the general idea @javikhemri , but I see some situations arising in its current form. My main problem is that the current system makes it too hard to balance the resurrection values. As a reference, the resurrection value of 1 HP in a monster is similar to 7-9 HP in skeletons. Currently it would heavily incentivize using big monsters which you can heal 2 wounds per phase each with the spell. And the proposed system leaves little wiggle space for balancing the resurrection values. A second…