Pinned (AUG2019) Revised Dread Elves Army Book Design Guidelines

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  • (AUG2019) Revised Dread Elves Army Book Design Guidelines

    So, the team has taken in some of the responses and here's the updated document of the Army Book Design Guidelines.

    Again, most of the text is the same and the edits have been made in RED - Once your done share your thoughts!

    It's alot to take in so take your time!

    Dread Elves Army Book Design Guideline

    General Information
    This guideline is meant to convey a common understanding of how the project envisions the Dread Elves (DE) army book to be designed. This document is split into several parts, and below you find a short description about every layer:
    • Game Level: Racial aspects - what does it mean to be an elf / dwarf / undead / ... (these are shared between armies and create a background link between different factions of the same race without diluting the uniqueness of the specific armies); in this layer racial descriptions can be found which are shared among different books.
    • Army Level: Overarching army specific aspects shared by most units - these traits should actively be incorporated in as many units as possible. Furthermore basic equipment and weaponry are defined as well as play styles which should be actively supported by the army book designers.
    • Intra-Army Level 1: Defining important sub-themes / factions in the book which should be represented design wise and require different design profiles to be captured adequately.
    • Intra-Army Level 2: Defining important sub-themes / factions in the book which should be represented design wise but are already covered by higher level design layers (these themes are within the already existing Guidelines but make out an important part of the appeal and uniqueness of any given book and therefore deserve special attention. Note: This layer should be actively expanded during the conceptual phase of the book.
    Note: The design layers follow the principle of Lex specialis derogat legi generali meaning that in the case of contradicting guidelines the more specific takes precedence.

    A. Game Level Design Guidelines
    A.1 Racial Background Description - Elves
    Elves are generally considered elite troops which are skilled, fast, disciplined, and have (in-line with other elves) low resilience. DE differentiate themselves from other elves through close quarter oriented bloodlust and should have rules that support doing damage at close quarters.


    B. Dread Elves Army Level Design Guidelines
    Background overview: the-ninth-age.com/lexicon/inde…xicon/499-dread-elves-de/

    B.1 Army Composition
    The army consists of a mix of infantry, cavalry, chariots and monstrous units and should generally convey a feeling of a very militaristic race. It is the most close combat specialist army of the elfs, centred around R&F close combat elf units which are supported by mobile short short-ranged shooting, and by single-model and small shock troops. The army should be very good at playing MMU / MSU with R&F troops (and less emphasis on light troops and skirmishers which are supporting elements). R&F (esp. close combat) troops are very important for DE and are the backbone of the army.

    The army should feel brutal, ruthless, cunning and makes most of its points in close quarter fights.

    The monstrous parts of the book are close combat oriented units. Slaves are used in an economic context and do not partake in regular battles.

    Main play styles use small- or mid-sized infantry combat oriented blocks, with support from shooting and/or single models or small shock troops (e.g. cavalry). Viable playstyles could also be where the monster-component of this set-up is increased and does a significant part of the heavy lifting. However, army should not be able to field as monster heavy lists as for example BH or WDG.

    Deathstars should not be an effective playstyle.

    B.1.2 Common Equipment
    The standard small arms fire weapon of this army is the repeater crossbow which has proven its use as an efficient tool to stifle slave revolts due to the ability to fire a high amount of shots in a short timeframe.

    The Dread Elf's equipment's quality is very high due to the local military academies which provide uniformity in equipment and the fact that elven blood is considered the most precious resource of Dathen.

    B.1.3 Eliteness and overall in-game feeling
    Being an elven race the army can generally be described as very elite. Masses of cheap troops and tar-pits are not non-existent in this army. Note that DE use their slaves only for their economy and not in battle.

    This should have the following in-game impact; models should have high average eliteness, and the least elite model in the army should not enable anything close to horde armies. Eliteness should be comparable to other elf armies. Overall dread elves should not feel more or less elite than other elves.

    DE is an army that thrives in MSU and MMU setting. Deathstars should not be an effective playstyle. To highlight this, the maximum unit sizes and cost from the gamewide guidelines are cut to 75% of their original values (e.g. maximum cost for slow unit is 750 points instead of 1000).

    B.2 Special Deployment
    Special deployment is not an important strategy for the army. A few units with special deployment rules (vanguard, scout, ambush etc) could exist, especially where this is normal for the type of unit (e.g. “fast cav”). Make sure the army is no where close to being top 5 in this regard. Here number of units with access to this is important, but also the availability of these units, as well as how impactful those units are. Special deployment should be on few units and only on units with small game impact. Main combat units and/or scoring units should not have access to special deployment.

    Raiding parties/units (if they are scoring) should be represented by other means than special deployment.


    B.3 Movement
    Typical elf speeds with a special emphasis on playing aggressively towards the enemy and enabling close quarter fights. I.e. charge range and speed forward towards the enemy should be more emphasized than lateral movement.

    Lateral movement is decent in (some) shooty units, but limited in combat units. Combat units are primarily ranked up blocks with limited maneuverability. Full on avoidance armies should not be possible. For this reason combat units with fly are limited in numbers, speed and game-impact (i.e. avoid expanding on flyers when updating the book).

    B.4 Leadership
    Leadership on troops is above game-wide average but not as good as dwarves, i.e. basic elven discipline where most units have dis8 and a few elite units have dis9.

    Dread elves have strong leaders with top-tier commanding presence abilities. General and BSB are helpful but not required (which is important to enable CC centric MMU / MSU builds), i.e. players are rewarded for keeping units inside discipline bubble, but having some units outside should not be impossible.

    The army should feel disciplined and militarily organised.

    B.5 Magic
    DE focus on a strong offensive casting - both ranged damage as well as CC support. DE spells have high in-game impact and they have above average capabilities to get the spells they want through enemy magic defense.

    Ranged damage and hexes followed by augments are the primary magical tools used in warfare. They are good at casting spells, but there should not be tools beyond the ones the BRB offers to defend against enemy casting.

    Path access is updated and split onto two different caster types.
    • Main caster, with access to wizard master: Witchcraft, occultism, cosmology
    • Hybrid caster, no access to wizard master: Divination, alchemy


    B.6 Shooting
    Shooting is a supporting tool which generally is mobile and short-ranged. All weapons should have clearly below average range for their types. The task of the shooting is to support the close combat part of the army. Whereas bolt throwers are the only truly stationary element of a DE military they serve in conjunction with the mobile hunting chariots a crucial purpose - offering ranged support against high priority threats which are generally harder to engage with rank and file close combat troops due to their lack of manoeuvrability.

    DE shooters generally must get close and personal to fully utilize their shooting capabilities. Shooting units should not break the overall combat focus of the army. This is achieved by shooters being decent close combat units that don't shy away from charging if the opportunity arises. This could be represented for instance by above average access to melee weaponry on shooting units, or by the nature of the units themselves (e.g. shooty chariots).

    Shooting should be supporting the close combat elements of the book - a shooting avoidance play style similar to SE should not be possible. Similarly, gunline playstyles cannot be possible playstyle for this army as it uses shooting only as a supporting tool, not as main damage dealers.

    Shooting for this army should have the following themes clearly represented;
    • short ranged,
    • maneuverable,
    • high volume of mediocre* shots, and
    • units can enter combats
    *this means average or below average aim, strength and ap for the weapon’s type, but average or above average number of shots for the weapon’s type.

    B.7 Close Combat
    As the CC specialists among the three elf races, DE offers a wide variety of close combat troops (shock troops / troops for prolonged combats / specialised troops intended for specific targets). DE have easy access to CC centric special rules as well as above average elf level CC stats (remeber that the average elf should not be more elite, so an increase in combat abilities need to be compensated elsewhere).
    Elf and non-elf (beasts and monsters) can all be divided into one of these 3 categories.

    • Shock troops are frontload focused units. They have rules which support a peak damage output in the first round of combat or when charging (hatred, battle focus in the first round of combat, etc.). These troops are typically not able to sustain prolonged fights either because of their lack in defensive capabilities (glass cannons) or because of the significant drop in damage in subsequent rounds of combat (e.g. chariots).


    • Grinding units. Primarily CC academy units, who due to their inter-unit-synergies and higher body count, are especially well equipped for prolonged combats as they offer a continuous source of damage with the ability to sustain damage to a higher degree. These units should have smaller focus (if any) on higher damage output first turn of combat, and instead use more even damage output. Note that these are decent grinding units in an elven context. Next to a dwarf, these units they should still feel fragile.


    • Close combat specialists are troops which excel against dedicated targets but which are not able to exercise their full potential against other troops. Specialised troops reward players who create situations where they are fighting what they are meant to fight.


    As the most close combat specialist elf army, DE need to offer a wide spectrum of different close combat units which enable players to tailor their playstyle around the flavour of close combat unit that they prefer. The army must not feel one-dimensional in regards to its close combat options (e.g. not only glass cannon units) and the close combat units should have an explicitly different in-game role/feeling to them.


    B.8 Defensive Capabilities
    Elves are limited to resilience 3. Monstrous and mounted units may have higher resilience, but should not have above average for their types. The army should feel elven, and low resilience and overall fragile troops helps with this.

    Although the troops are elite and generally well equipped for their respective troop type, armour is often not a major defensive tool for non-mounted troops. Armour should be average or below average, no where near the top 5 in the game, but also not bottom 5. Avoid enabling the following:
    - Good armour in core (e.g. ARM3 infantry, ARM5 cavaly)
    - Very easy access to ARM6 on characters
    - Close to whole armies with ARM5.

    DE defensive abilities are often tailored to their close quarter fighting theme. For example close combat centric special saves and avoiding to-be hit in close combat could be themes for DE defensive capabilities. Any defensive capabilities above normal elven standards should clearly follow this theme. DE should have weak protection against long ranged weaponry, which contributes to the inherent feeling that players actively want to play aggressively towards the enemy. Furthermore the defensive capabilities tailored to close quarter fights create an additional incentive to play aggressively. Although some units in the army have above elf-average defensive capabilities in close quarters, this does not mean that it is very tanky in game wide terms.

    Compared to other elves, dread elf units should have a clear focus towards dealing damage over protecting themselves. Dread elves define the pinnacle of elven damage dealing (while highborn elves is the pinnacle of elven defensive abilities). Looking at defensive traits of comparable units between the books (e.g. spearmen vs spearmen), the bookwide average should have DE clearly less protected than their HBE cousins (and better offense instead). Comparing specific units of similar roles, DE may never exceed HBE defensive traits, but they can rival their combat defence.



    B.9 Chaff
    DE have average chaff. This means that a typical DE army should not have exceptional amounts of chaff, nor exceptionally optimal chaff. Avoid cheap chaff in core (170+pts fast cav is not considered cheap). Avoid making special chaff too focused on chaffing. Compared to old book this means we should not make harpies into a more optimal choice as pure chaff. Give harpies some alternative roles to make sure they don't become optimal as only chaff.

    B.10 Synergies
    Synergies which support the close quarter fighting nature is a defining trait of the army. Synergies in general should support the MMU/MSU play style which tends to play wide. Synergies should be seen as a tool to incorporate important background driven subthemes for the army's identity in the book.

    Synergies must not enable the creation of powerful deathstars. This can be achieved by limiting the base power of units, and/or limiting the amount of stacking of synergies that can be done.

    There are three main providers of synergies:

    B.10.1 Inter-unit-synergies - Academy
    Academy units are troops which are trained to fight together in order to maximise their potential. This background interaction should be translated into inter-unit-synergies in the book. I.e. Academy synergies should amplify academy units efficiency and showcase that they have trained together.

    These abilities should not up the raw power of individual units, but rather allow academy units to perform actions (where both units are involved) that normal units cannot. EoS parent/support unit rules is good inspiration. Avoid copy-pasting the exact EoS rules. Give DE a unique twist on this, and make is smaller scale that EoS version (it’s a main theme in EoS while a sub-theme in DE).


    B.10.2 Synergy providing models: Cults
    The providers of cult-related synergies is models who carries the word of their god (e.g. priests and shrines). They are able to motivate dread elves by speaking for their god. This should take the form of priests speaking for their god (e.g. “Your god demands you to smite that enemy”) and/or cursing enemies by channelling divine powers.

    Mechanically it should function as debuffing target enemy. This encourages the an MSU play style since maximum effect is gained by ganging up on a debuffed enemy with several DE units.

    Great care needs to be taken to ensure that stacking of synergies cannot be used to create too strong units.This means that either:

    • Synergies cannot be combined (e.g. buffs from academy is impossible to combine with debuffs from cults), or
    • Each effect is very low impact.
    Each cult should offer a unique twist on these debuffs, representing its background and defining the corresponding cult troops in their nature.

    Beyond providing synergies to followers of the same God, which cult a model belongs to should have very small, if any, inherent game impact. I.e. the importance of cults outside this synergy-providing aspect should be scaled down compared to the old book. Note that cults should only spread these synergies to followers of the same cult.

    B.10.3 Movement and discipline: Monster handlers
    The interaction between monstrous units and their handlers. Note that the DE society is the most warfare focused elf society in the T9A setting. The degree of formalised military training, its economic implication (raiding/slavery) and the spiritual diversity (cults) offer unique opportunities to incorporate synergistic elements in the army. This source of synergy should showcase handlers’ abilities to control monsters, primarily represented by increased discipline- and movement-related capabilities.

    C. Intra Army Level 1 - sub-factions
    All entries in the dread elf army can be divided into one of the following sub-factions;

    C.1 Cults
    The importance of cults in-game should be scaled down compared to old book (to make room for more hunters, controllers, and beasts). This does not mean that cults should disappear from the book, but that significantly less focus should be spent on cults. This could be done in many ways. Reduce complexity spend on cults with roughly 1/3. This can be done in many ways, such as for example reduction of number of cults units (e.g. merge similar units and differentiate with simplistic options), cutting down on game wide rules associated with cults (e.g. drop cult general, cult rivalry), simplify or remove the favour-like structure of cult affiliations. And so on.

    Specific enablers for mono-cult armies should be removed. This should not mean mono-cult armies are not possible to create if players chose to voluntarily limit themselves.

    Designers should consider if the cult aspect of DE could be expanded upon in a supplement armybook.


    C.2. Academy units
    The bulk of most elf armies. Most core units are academy units. In-game, academy units differentiate themselves primarily through the inter-unit synergies.

    C.3. Hunters, controllers and beasts
    Divided into two sub-sections: Monster+handlers and hunters

    C.3.1. Controllers and beasts
    All kinds of captured and trained monsters and beasts. Ridden, unridden, herded, in units, and so on. This is an area where the book should be expanded. The inclusion of monsters and beasts should be a defining trait that makes DE stand out from other elf armies. However, be careful to not create overlap with units existing in other elf armies, as this is intended to differentiate DE from other elf armies. Think about how to make room in the book for this area to be expanded.

    Controllers specialize in making sure already captured and trained beasts perform as intended on the battlefield. Sometimes controllers and beasts are combined into a single model, such as a ridden beast.

    Note that captured sentient beings do not belong in this category, as they would be slaves and not used on the battlefield.

    C.3.2. Hunters:
    In addition to monsters/beasts, DE also have Hunters who specialize in capturing wild animals and sentient beings. Slaves and some animals are sold or used for economic endeavours. Some animals are trained by controller and put to use in warfare (C.3.1) .

    Hunters should have rules which showcase what type of creature they are specialized in hunting. Corsairs are part of this group. They are specialized in hunting slaves.



    D. Intra Army Level 2 - sub-themes
    D.1 Psychological warfare

    The “Dread” in Dread Elves should be represented in rules (e.g. corsair’s reputation for taking slaves). Rules-wise this should be represented as discipline-related negative effects for the enemy where appropriate (e.g. fear against specific enemies that would have reason to be scared).

    This must not result in so-called “discipline bombs” where significant discipline debuffs together with a panic test through range damage becomes a viable strategy to make enemy units flee off the table. This can result in very fast and boring games. Therefore psychological warfare should have very limited abilities to be used together with panic.
  • KiRaHyuU wrote:

    B.1.2 Common Equipment
    The standard small arms fire weapon of this army is the repeater crossbow which has proven its use as an efficient tool to stifle slave revolts due to the ability to fire a high amount of shots in a short timeframe.

    The Dread Elf's equipment's quality is very high due to the local military academies which provide uniformity in equipment and the fact that elven blood is considered the most precious resource of Dathen.

    Hahahaha this is the most brilliant subtraction of the lot! Don't like the discussions about our issues with armour? Just delete the often argued-about pretext that we actually have valuable blood and high quality armour from the brief! Now who can argue if we're SUPPOSED to be equipped in tattered leathers like goblins? :thumbsup:


    KiRaHyuU wrote:

    B.2 Special Deployment
    Special deployment is not an important strategy for the army. A few units with special deployment rules (vanguard, scout, ambush etc) could exist, especially where this is normal for the type of unit (e.g. “fast cav”). Make sure the army is no where close to being top 5 in this regard. Here number of units with access to this is important, but also the availability of these units, as well as how impactful those units are. Special deployment should be on few units and only on units with small game impact. Main combat units and/or scoring units should not have access to special deployment.

    Raiding parties/units (if they are scoring) should be represented by other means than special deployment.



    B.8 Defensive Capabilities
    Elves are limited to resilience 3. Monstrous and mounted units may have higher resilience, but should not have above average for their types. The army should feel elven, and low resilience and overall fragile troops helps with this.

    Although the troops are elite and generally well equipped for their respective troop type, armour is often not a major defensive tool for non-mounted troops. Armour should be average or below average, no where near the top 5 in the game, but also not bottom 5. Avoid enabling the following:
    - Good armour in core (e.g. ARM3 infantry, ARM5 cavaly)
    - Very easy access to ARM6 on characters
    - Close to whole armies with ARM5.

    DE defensive abilities are often tailored to their close quarter fighting theme. For example close combat centric special saves and avoiding to-be hit in close combat could be themes for DE defensive capabilities. Any defensive capabilities above normal elven standards should clearly follow this theme. DE should have weak protection against long ranged weaponry, which contributes to the inherent feeling that players actively want to play aggressively towards the enemy. Furthermore the defensive capabilities tailored to close quarter fights create an additional incentive to play aggressively. Although some units in the army have above elf-average defensive capabilities in close quarters, this does not mean that it is very tanky in game wide terms.

    Compared to other elves, dread elf units should have a clear focus towards dealing damage over protecting themselves. Dread elves define the pinnacle of elven damage dealing (while highborn elves is the pinnacle of elven defensive abilities). Looking at defensive traits of comparable units between the books (e.g. spearmen vs spearmen), the bookwide average should have DE clearly less protected than their HBE cousins (and better offense instead). Comparing specific units of similar roles, DE may never exceed HBE defensive traits, but they can rival their combat defence.


    B.10 Synergies
    Synergies which support the close quarter fighting nature is a defining trait of the army. Synergies in general should support the MMU/MSU play style which tends to play wide. Synergies should be seen as a tool to incorporate important background driven subthemes for the army's identity in the book.

    Synergies must not enable the creation of powerful deathstars. This can be achieved by limiting the base power of units, and/or limiting the amount of stacking of synergies that can be done.

    There are three main providers of synergies:

    B.10.1 Inter-unit-synergies - Academy
    Academy units are troops which are trained to fight together in order to maximise their potential. This background interaction should be translated into inter-unit-synergies in the book. I.e. Academy synergies should amplify academy units efficiency and showcase that they have trained together.

    These abilities should not up the raw power of individual units, but rather allow academy units to perform actions (where both units are involved) that normal units cannot. EoS parent/support unit rules is good inspiration. Avoid copy-pasting the exact EoS rules. Give DE a unique twist on this, and make is smaller scale that EoS version (it’s a main theme in EoS while a sub-theme in DE).

    B.10.2 Synergy providing models: Cults
    The providers of cult-related synergies is models who carries the word of their god (e.g. priests and shrines). They are able to motivate dread elves by speaking for their god. This should take the form of priests speaking for their god (e.g. “Your god demands you to smite that enemy”) and/or cursing enemies by channelling divine powers.

    Mechanically it should function as debuffing target enemy. This encourages the an MSU play style since maximum effect is gained by ganging up on a debuffed enemy with several DE units.

    Great care needs to be taken to ensure that stacking of synergies cannot be used to create too strong units.This means that either:

    • Synergies cannot be combined (e.g. buffs from academy is impossible to combine with debuffs from cults), or
    • Each effect is very low impact.
    Each cult should offer a unique twist on these debuffs, representing its background and defining the corresponding cult troops in their nature.

    Beyond providing synergies to followers of the same God, which cult a model belongs to should have very small, if any, inherent game impact. I.e. the importance of cults outside this synergy-providing aspect should be scaled down compared to the old book. Note that cults should only spread these synergies to followers of the same cult.

    I still don't understand what exactly you expect the DE to actually play like on the table? You offer high offensive statistics and large first-round damage output as the potential bonuses for the race, but then we're supposed to be 'close combat centric' when it comes to defence? This just creates an army who's job it is to rush across the table fanatically to reach close combat - every second you're out of close combat you are losing defensive capabilities, so you must always be fighting...

    But we have no special rules to reach close combat quickly...
    And we can't have armour to help us get there...
    And we can't outnumber our enemies because we're elite (but without precious blood anymore)...
    But we also need to have small units because we can't play in large blocks...
    But these smaller units can't use synergies TOO well otherwise it might be game-breaking...

    So how do we play? Rush 15 small units across the board, with no time to plan or position for combined attacks because we can't afford to be out in the open, without access to anything more than 'very low impact' synergies from debuffs, and hope the dice are stacked?

    I don't want to sound like I'm whining **which I most definitely am... I just don't want to SOUND like it** but what exactly is your idea to make this work? You've reportedly taken all of our discussions into account, and yet the majority of our larger issues with the overall direction have either been redacted to make them inarguable, or just ignored completely.

    I know you're all trying to produce something worthy - no one wants to waste time making something that's ultimately useless - so how honestly do you intend to rectify the apparent disparities within the brief?
  • Deleting the equipment and 'blood is precious' part is indeed not the most elegant solution, but a solution nonetheless :D

    I think path access should never be power level motivated. Power levels will change, path access will stay. It should feel right not powerful.

    In general I like it and feel it has improved.
    Also happy to see that the feedback had influence.

    The post was edited 1 time, last by BondageGoatZombie ().

  • matrim wrote:

    does hybrid caster refer to cult priests and their wagons? or a brand new entry like MoCT
    The exact execution of these guidelines is on the LAB TT to figure out. With the guidelines finalised and all members of the team coming back from vacation by next weekend we will be entering brainstorming phase to come up with as many fitting concepts as we can. Following that we will look for the one that best fits the DE theme and style and present it to the Shareholders for initial feedback.

    The DE ACS will observe the process at all time providing additional input from public areas (Forum, Facebook, Twitter, etc...) and bringing sneak peeks to the wider public whenever able.

    :)

    Advisory Board

    Background Team

    Art Team Coordinator

    Team Croatia ETC 2019 Captain ------------------------------------------------------------------------------------------------------------------------------------ HEROES AND VILLEINS OF THE 9TH AGE
  • Does our primary caster still be named "Oracles" ?
    With this selection of path with nor divination nor thaumaturgy, I see no link to the current name which refer to gods-talkers or some sort of prediction-makers.
    Witchcraft, Occultism and Cosmo as primary path are really fine to me.

    _____________________________________________

    A question for the BGT : why does alchemy is tied to the DE ?

    In fact the rule of the path is more about metalurgy than alchemy : alchemy is not only about metal but also medicine (gold is imperishable, so technics for making it might be used to make living imperishable too) and more generaly about changing/mixing substance in order to make something different.
    If all that stuff were present in the rule, I'll understand the connection, elves trying to extend their life even more, and know by experience attribute of substance (they have more time to mix thing). But now it seem more a path for industrial / hight mettalurgist level civilisation.
    1 - Start of the Charge Phase (and start of the Player Turn)
    2 - The Active Player chooses a unit and declares a Charge
  • Minidudul wrote:

    A question for the BGT : why does alchemy is tied to the DE ?
    Alchemy as a Path is thematically linked with Nabh and Doraic as the Goddess of War (among other things) and the Divine Smith forming a pair in a similar way how Hefestus and Ares complement each other, just this time the lover in between is cut out :D


    Also do remember the Elven name for the Path could be quite different than the Vetian Human one we currently have in the Arcane Compendium. What is important to focus on is the philosophy behind the bath and how it manifests and that is "master over matter" or in other words mastery over the mortal realm which quite fits DE character and aspirations. Furthermore it is a path closely associated with military wargear and its interaction with them.



    Also taking a look at the HE Master of Canreig Tower announcement background and comparing it to the Paths the model has access to can give hints to which deities are other paths associated with.

    :)

    Advisory Board

    Background Team

    Art Team Coordinator

    Team Croatia ETC 2019 Captain ------------------------------------------------------------------------------------------------------------------------------------ HEROES AND VILLEINS OF THE 9TH AGE
  • I must admit that I didn't followed the HBE forum and it seems quite hard to find the announcement for the MoCT paths, so I hope an ACS might give us a link (I try @Masamune88 ? :) ). Maybe this will help to accept the definition of the path for our army.

    As there few link to the important release fluff (you talk a lot about things I never read ;) ), I put here the different path we have on the forum wiki :
    Alchemy
    Cosmology
    Divination
    Occultism
    Witchcraft

    About the elven gods :

    Yema / Cadaron (two face of the same god)

    Nabh / Nyb (two different pronounciation)

    Nothing about Olaron for now (or I miss it).
    1 - Start of the Charge Phase (and start of the Player Turn)
    2 - The Active Player chooses a unit and declares a Charge
  • Minidudul wrote:

    so I hope an ACS might give us a link
    Here is the direct quote from the author :D


    Honoured headmaster,

    I am writing to you with my latest findings into the investigation of the demise of your nephew in the battle of Tulpenfeld during the Silver Stoat incident. At a recent audience at a mansion of one of the Aldan nobles I had the dubious honour of meeting one our elven “colleagues” and the displeasure to be quite rudely schooled for my apparent ignorance on the subject of Arandai institutions of learning. Though it is no secret to anyone who deals in elven lore that they possess universities akin to our own the level of ideological divide between them has to date, as far as I am aware, been completely unknown. Our esteemed institutions do bicker and squabble yet our differences seem petty in comparison focusing on tithes and coin rather than the very soul of a civilisation. My ‘tutor’ relished the opportunity to ‘educate’ me on the matter.

    As far as I was able to ascertain around the time of the Holy Maiden there was a schism at the fabled university of Asfada. A group of individuals that my interlocutor named as apostates accused the rest for the calamities of the preceding ages due to what they saw as the abandonment of what it truly meant to be an elf. These ‘misguided’ souls decided to debase their calling by reintroducing the teachings of elven feral ancestors and opening their minds to the heretical ideas from across the western sea in their foolish quest for perfection. To conceal their heresy they wrapped their path to ‘enlightenment’ in religious dogma claiming that through their actions they honour the gods – Amhar, Meritaur, Meladys, Amryl and Nab – and maintain the balance of the elven spirit.

    Yet my ‘tutor’ claimed they failed completely in their quest and only managed to tarnish their elven nobility by inviting savagery into their hearts and minds, no longer being worthy to be called scholars but slaughterers and conjurers of cheap tricks. The picture I was painted of these so called Masters of Canrac perfectly matches the reports from Tulpenfeld and the description of the flaxen haired whirlwind who carved a bloody path through the burgermeister’s retinue, yet there was nothing cheap about her ability. The level of gusto with which the Asfad mage flung dirt at his rivals casts doubt on the veracity of his story. I have put a petition before the relevant offices of the Pearl Throne to be allowed to contact Canrac or gain access to one of the elven libraries of Aldan and learn the truth for myself.

    I hope this letter finds you well and the perpetrator of the crime will be brought to justice soon, even if it would only be elven justice.

    Yours faithfully
    Gunther Faust

    Advisory Board

    Background Team

    Art Team Coordinator

    Team Croatia ETC 2019 Captain ------------------------------------------------------------------------------------------------------------------------------------ HEROES AND VILLEINS OF THE 9TH AGE
  • @Giladis ninja'd me, that's the article that describes the divide between MoCT and Asfada, not as succinctly as one might hope, but we have an unreliable human narrator so, needs must.

    MoCT is a unifying entry, ment to thematically link all 3 races of elves through a puritan ideology, hence access to druidism (SE, for the wilder cousins) and witchcraft (DE, for the trickier cousins).

    It's a divide for the soul of the pearl throne and its empire, Asfada believe all elves need to be civilised and follow their doctrine of control, control of fire (representing civilization and its advancement using fire), control of destiny/fate (cosmology) and control of the divine and direct control of the veil (divination).

    Canrieg on the other hand, wish for a life without the limitations of the "narrow minded" scholars of Asfada, they embrace all that it is to be an elf and are much more in tune with their roots.

    An arguement ensued, MoCT told Asfada to shove it, and backed themselves up with 6 foot blades. Hence the division.

    MoCT likes to get down and dirty, Asfada like to dictate from afar (hence the range rule and drain magic)

    Hope that clears it up.

    I like the direction that seems to be coming from the guidelines above, much more clear and workable. With the division around your path access, look to the way Alchemy is accessed through HBE to see what they might do
    Once a Highborn, always a Highborn.
  • Giladis wrote:

    What is important to focus on is the philosophy behind the bath and how it manifests
    Love it :D

    I am as old as the race of man. I have seduced the first king
    I have charmed emperors and lords throughout all times

    You, my sweet mortal, are to be my chosen one
    I will send you sailing on oceans of time and fate
    Where the worlds collide you will ride
    And your first gift shall be immortality
  • All of this guidelines sounds very nice for the fluff... but please don’t forget we want to have some fun while playing a battle. This is the main purpose of this game isn’t it ?

    If all the DE battles have to be played with the same stategy, rush for combat, this would turn quite boring in the long term.

    In addition, reading the guidelines makes me fear that even this strategy would be far from easy to play :
    1. limited access to special deployment,
    2. Need to rush for the combat,
    3. Specialized units only efficient against specific oponents

    These makes a terrible cocktail for a poker game at the deployment phases. Miss it and you regret it all along the battle.

    Please do not put too many constraints in the name of the fluff!
    Let us some flexibility to play the way we want. Please do not impose MSU/MMU, excessively expensive shootings and nerfed magic (remember Elves are still highly related to magical arts)
  • Disclaimer: posting as a DE player, community member, etc and not as staff. I’m not on the team so this is pure opinion.

    I like the updated guidelines. The special deployment section leads me to believe that it will be status quo. However, it looks like there is wiggle room to come up with unique ways of getting it to add flavor, but without increasing the level of its availability.
    I like the unit synergies that are possible. The guide is clear to be like EoS, but not a carbon copy. That is great for the team as it gives them the creative freedom to do so.
    The only hiccup that I see is that I do think that it reads really similar to Daemons...so perhaps the new book will be renamed “DE - Daemon Elves”.
    B. "MF’ing" Jones - Member of the CGL .

    DL/ADT - TT

    Campaign Design-Broken Isles

    Freelance Design

    PT Team-Mid Atlantic USA

    CGL 2018 Worst Player Winner

    CGL 2019 3rd Place