T9A: Free Companies

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    • T9A: Free Companies

      Yes, another mercenary book to add to the roster of excellent homebrew books that have come before. The question of why I felt it was warranted in the first place is probably best summed up with my objectives:

      1. At the expense of the extensive variety and customization found in other books, I want a book that is streamlined and easy to play both with and against.
      2. While I want a book that is familiar to veterans, I want each unit to contribute something semi-unique to the army and make no attempt to duplicate old Regiment of Renown units.
      3. I want the overall mechanics of the army, both in unit availability and army special rules, to make it feel distinct from other armies generally and EoS specifically.

      The only way I felt I could do this successfully was unilaterally, so I just sat down and wrote the thing. I feel the book can coexist with the Mercenary States book and others by being simpler, easier to balance, and having mechanisms that make the army play differently. This gives players an option for getting their DoW/Regiments of Renown fix and another if they or their opponent are looking for something more conventional and streamlined.

      With these goals in mind, some ASAW to give better context to the document:

      Weaknesses
      1. Character/Unit synergy. Unlike EoS, I don't want models relying on buffs and abilities from characters or other units. You won't find any passive buffing abilities in the army, aside from the built-in Bodyguard function from the Paymaster.
      2. Cavalry/Mount availability. Other factions do all-cav much better, and keeping the faction infantry-centric serves as a way to both keep the army unique and as a counterpoint to some of their strengths, which could become too powerful if combined with cavstars. There are only three mounts (available to only one character), two cavalry options, and no monstrous cavalry at all.
      3. Magic/Artillery. Again, primarily as a counterpoint but also an intuitive weakness for an army of travelling sellswords. There's only one caster option (and wizard masters have a debuff) and war machine shooting has a severe 0-3 max and 15% cap to prevent gunline play.

      Strengths
      1. Secondary Objective. There's a new one for you, but the armywide Contracts rule plays on the idea that the army was hired for a specific purpose (the game we're playing!) and so they'd have a natural edge on the secondary objective, in the way that other factions can dominate the magic or shooting phases. My hope is that the bonuses prove relevant, but not game breaking.
      2. Individual Unit Strength. Essentially, in lieu of those passive abilities, I'd like for unsupported Free Company units to generally beat out unsupported similar units from other factions; i.e., Mercenary Pikemen should win against EoS Spearmen, Pavise Crossbowmen should win against EoS Crossbows, etc.
      3. List Customization. This is hard to articulate, but essentially these guys are specialists, and while they can't blast you off the table with guns or magic you away, they can find a unique unit to help with the job. While I tried to make unit entries simple and clean, you'll still find a lot of special rules that make units contribute something interesting, and special 3 units can be moved to core if they take enough bodies.

      Special Note: The Paymaster is a strength and a weakness for reasons that will make sense when you read the army's universal rules. Having him is an obvious benefit, but losing him is devastating and eliminates strength point 1, so I'm comfortable saying that it serves as neither a strength nor a weakness.

      I'd like to give a special thanks to our project's internal Head of Rules Clarity @youngseward for his help, from editing to general design advice. Couldn't have finished it without him.

      And so, with no more ado, I'm proud to present:

      T9A: Free Companies

      Now please help me make it better by tearing it apart.

      <3
      Dan

      EDIT: And a hereditary spell card courtesy of @Iluvatar:

      The post was edited 7 times, last by dan ().

    • I absolutely love this!!

      At first glance these units seems very powerful:

      Orcs with pikes
      Dwarves with pikes
      Minimum units of halfling trappers


      And these seem very weak:

      Guild assassin (this dude needs some special rule for deployment or something else, perhaps he can strike ANY enemy model within the unit he is in engaged with?)

      Duelists (these need light crossbows imo)


      And is there something wrong with the movement/march values of the Condottieri?

      Great work! Will keep a watch on this.
    • Some thoughts...
      Potion of Healing seems badly overcosted. If it could be taken by a guy riding a carnosaur I would understand 50 points but on characters stuck on foot with 3HP, res4 and good armour I don't see it being worth it. It's too easy to die before you have a chance to use the healing. Other than that the items are simple but very reasonable. Sword of Carnage lacks someone to wield it with all characters stuck at Str4 AP1.

      I think Mercenary Commander options are fun but Merchant Prince doesn't seem all that useful. Maybe I'm wrong but I don't think there's enough to spend 250 points of gear. The Prince doesn't really need a good weapon so he can already save special items points there.

      Paymaster is nice. I like Name Your Price but being useless against three full armies is a little sad. But I do understand why demons or undead wouldn't turn on each other or their masters.

      As said by others the Assassin is probably bad. Agi 6 means many characters go before him and very likely kill him.

      Core in general is nice. I like the options for Dwarves, Elves, and Orcs. They seem useful as well. Can units with options take multiple of them? So can dwarves be equipped with great weapons and crossbows?

      Mounted Condottiere are cavalry with 5/10" movement, probably a mistake? :D

      Ogre Highwaymen Battle-Scarred still refers to Mercenary Veterans.

      All in all, nice work. I really like the special rules the paymaster gives to the army depending on the secondary. Might give this a shot at some point.
      It's okay, it has frenzy.

      Painting League 2021

      :OK: :DH: :EoS:
    • Great feedback so far guys, thanks!

      TobiasP wrote:

      Love the paymaster and contract rules. Very cool and flyffy.

      Would make sense for Paymaster to have 250 points for special equipment.
      I'd considered that but realized that this is really a hero stat-level character, so the 200 point allowance was already a large bonus. To Jompexx's point about the Merchant Prince upgrade I'm actually not sure what the extra points would be spent on, especially since this guy is going to deck out on defensive items and pretty much nothing else.


      Ondjage wrote:

      I absolutely love this!!

      At first glance these units seems very powerful:

      Orcs with pikes
      Dwarves with pikes
      Minimum units of halfling trappers
      Yeah the pikes were a last minute change because I liked the idea of the modelling opportunities, which is obviously a terrible way to balance a book. I've removed both, and reverted the Dwarves back to the 'Ranger' profile they originally were supposed to represent.

      Trappers are actually almost identical to Scrapling Trappers in profile and points, and in fact I think I bumped their price slightly to account for their getting an upgrade to bows from TW. I'll be sure to include a unit in my first few playtest games to see how they fare.

      Ondjage wrote:

      And these seem very weak:
      Guild assassin (this dude needs some special rule for deployment or something else, perhaps he can strike ANY enemy model within the unit he is in engaged with?)

      Jomppexx wrote:

      As said by others the Assassin is probably bad. Agi 6 means many characters go before him and very likely kill him.
      I'll need to reflect on a solution to this. I'll be playtesting a list on Monday and will be sure to include one to see how he fares as-is. I don't think a human character should get to Agi7, but I agree that he needs to be able to survive some attacks to try to return damage. Maybe increase the Aegis to (4+) like the VS Assassin and bump his points?


      Ondjage wrote:

      Duelists (these need light crossbows imo)
      Original design was Thrown Weapons (4+) and counting toward Hired Guns, but was stripped before I created the special-->core opportunities for certain units because I didn't want 2 out of 3 core options counting against the ranged. I've added TW back in to test, and bumped them to AP1 because fencing.


      Ondjage wrote:

      And is there something wrong with the movement/march values of the Condottieri?

      Jomppexx wrote:

      Mounted Condottiere are cavalry with 5/10" movement, probably a mistake? :D
      Fixed! :)


      Jomppexx wrote:

      Some thoughts...
      Potion of Healing seems badly overcosted. If it could be taken by a guy riding a carnosaur I would understand 50 points but on characters stuck on foot with 3HP, res4 and good armour I don't see it being worth it. It's too easy to die before you have a chance to use the healing. Other than that the items are simple but very reasonable. Sword of Carnage lacks someone to wield it with all characters stuck at Str4 AP1.
      For long time players feeling like the items seem vaguely familiar, you're not crazy: they're all just 6th edition common items that have been renamed and had their rules modernized for T9A.

      In general I just wanted some of the cheapish items that book afforded, as I have fond memories of just tossing a 5 point Biting Blade on my wizard for giggles. Hopefully I can maintain some of that feeling as we update, but I concede magic item pricing needs the most help because, unlike unit and upgrade pricing, I had nothing to compare it to.

      I'll drop Potion to 35 points to test out. Sword of Carnage seems like it'd be funny PW option on a Commander on a Carnosaur, especially since you can get up to AP2 with hereditary, but I'll flag it.


      Jomppexx wrote:

      I think Mercenary Commander options are fun but Merchant Prince doesn't seem all that useful. Maybe I'm wrong but I don't think there's enough to spend 250 points of gear. The Prince doesn't really need a good weapon so he can already save special items points there.
      Yeah the original incarnation gave the unit he joined +1 Armour for the remainder of the game but it ended up breaking ASAW. I'll think about a solution to this, perhaps he can do something like give a friendly unit an available option or a banner for free.


      Jomppexx wrote:

      Core in general is nice. I like the options for Dwarves, Elves, and Orcs. They seem useful as well. Can units with options take multiple of them? So can dwarves be equipped with great weapons and crossbows?
      Yeah took a cue from core Orcs on this, I think it's okay because it becomes prohibitively expensive with scale. For instance in your example bumping a unit of Dwarves from special to core requires 15 models, and giving them GW and Crossbows takes them up to 320 points for what is essentially a unit of generic Dwarves.


      Jomppexx wrote:

      Ogre Highwaymen Battle-Scarred still refers to Mercenary Veterans.
      Fixed!


      I'll mock up a list for my Monday game sometime this afternoon.
    • Ondjage wrote:

      Too much of the book is borrowed from the other books.
      Yep, that was the goal. I wanted to use existing rules as much as I could both to make an inherently complex concept as simple as possible and to assist with balancing down the road. If you're looking for something less borrowed and a bit more complex, you should check out EdSteiner's Mercenary States book.
    • So I mocked up 5 lists, tried to make them as diverse as possible, and found Jompexx's comments to be prescient. Also found Fear banner was showing up in every list, so I've made the following quick changes:

      • Merchant Prince changed to: 'The model gains -1 Offensive Skill, -1 Defensive Skill, +1 Armour, and an extra 25 points in Special Items allowance."
      • Marauder's Sword changed from Hand Weapon to Close Combat Weapon, and bumped to 40 points.
      • Screaming Banner bumped to 45 points.
      Anyway that's enough tinkering for now.

      Unrelatedly, look in the OP at what our friend and resident designer @Iluvatar made for us as a housewarming gift.

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

    • Aww you're not going to post the lists here? I was looking forward to them ;)
      Marauder's Sword changed to work on any weapon is a good change. On a hand weapon I don't see any reason to take it but on a lance, great weapon, or halberd on the Mercenary Commander it can do some work. I was wondering earlier that including a fighter character or upgrade could be a way to give the weapons someone to use them. You could have the scarred veteran be some kind of Åsklander and give the upgrade +1Str so the guy gets Str5 AP1.

      Still not sold on the Merchant Prince. What if you gave him a bodyguard that he could buy a weapon for? It's a bit of extra complexity but I think it could make him stand out more. But then again I guess it should be the paymaster that would get a bodyguard over him.
      It's okay, it has frenzy.

      Painting League 2021

      :OK: :DH: :EoS:
    • I’ll post this afternoon the list I’m playing tomorrow, and will of course give you a battle report.

      Re. Merchant Prince: I found in all of my lists I was taking Scarred Veteran, and in all of those lists I was basically ignoring Weapon Master. The only time I see that being worthwhile is on a dirt cheap cowboy who can hop between a lance and GW, but it’s still nice to have and couples nicely with the Campaign Veteran rules.

      I see the bonus 25 points on the merchant prince kind of being like weaponmaster. Will o use it in every list? No. Is it appropriate and nice to have sometimes? Sure.

      So then since both upgrades are free it’s a question of whether +1OS/DS, +1A is worth the same as -1OS/DS, +1 Armour. I’m still not convinced it is, however it helps with cheap foot builds and at least gets the ball rolling on forcing me to take MP for playtesting purposes.
    • Interesting read, really like the simple not overcomplicated approach. Already fell in love with the orcs in core with nets :beer:
      I am wondering about the intended use of the siege cannon(maybe it´s the name which confuses me, it should tear walls apart).
      Its too weak(AP 1) to threaten cowboys and 3 x 3 can be neclected by infantry hordes,
      so it should kinda work vs. hostile warmachines and montrous infantry with multiwounds (2) ?
      favourite quote:
      Kruber wrote:
      Imperial Rangers burn the woods ---> Sylvan Elves go cry in the corner.

      My armies:
      :EoS: :O&G: :KoE: :OK:
    • greentide wrote:

      Interesting read, really like the simple not overcomplicated approach. Already fell in love with the orcs in core with nets :beer:
      I am wondering about the intended use of the siege cannon(maybe it´s the name which confuses me, it should tear walls apart).
      Its too weak(AP 1) to threaten cowboys and 3 x 3 can be neclected by infantry hordes,
      so it should kinda work vs. hostile warmachines and montrous infantry with multiwounds (2) ?
      Great question. It's another weapon that went through multiple iterations because I couldn't find appropriate rules for it. What it should represent is a great, big siege mortar used for lobbing highly explosive, inaccurate rounds a long distance. The problem is using scaled Mortar rules it should be something like Area Attack 6x6, S5(10) AP3(10). Even if I made that thing hit on a 5-6+ all the time, once or twice a game it's going to basically take out an entire unit.

      I settled with the current rules making it a concentrated attack (lower area attack, higher S) that doesn't have extra armor pen but does multiple wounds. I really see it as an anti-monstrous infantry weapon, as a couple direct hits from that thing would tear through armies like Ogres and Mino heavy BH. To your point I'm still not sure it's the right ruleset for what I'm trying to represent, but I really fear making it too powerful right out of the gates.

      And here's the list I'll be running against @youngseward tomorrow. I don't know what he's bringing (though I assume BH), which was actually helpful in forcing me to make somewhat of an all-comer's list:

      480 - Mercenary Commander, General, Scarred Veteran, Carnosaur, Shield, Lance, GW, Death Cheater
      295 - Paymaster, Destiny’s Call, GW, Gnashing Blade, Potion of Healing
      410 - Hireling Wizard, Master, Witchcraft, Magical Heirloom, Essence of Mithril
      225 - Guild Assassin
      558 - 48 Mercenary Pikemen, Full Command, Screaming Banner
      155 - 10 Duellists
      155 - 10 Duellists
      260 - 20 Orc Looters, Shields, Champion
      205 - 10 Dwarf Rangers, Crossbows, Shields
      150 - 5 Mounted Condotierre, Light Crossbows
      645 - 30 Campaign Veterans, Halberd and Weapon Master, Full Command, Warring Banner
      155 - 10 Askland Marauders, Paired Weapons
      90 - 5 Halfling Trappers
      215 - Artillery, Field Cannon
      500 - 6 Ogre Highwaymen, Full Command, PW’s, Poison Attacks, Devastating Charge (+1S/AP)
      4498

      Characters: 1410 (31%)
      Core: 1128 (25%)
      Hired Guns: 755 (17%)
      Ordinance: 215 (5%)
      Exotic Finds: 700 (16%)

      Initial thoughts just from glancing at the list:
      • Carnosaur, Cannon, and Wizard Master upgrades are probably undercosted.
      • Campaign Veterans are fairly overcosted. If I was going to WAAC this list I'd max out on Exotic finds with two giants and dump this brick entirely.
      • Marauder PW option should be 1ppm, not free.
      • Dwarf Ranger Crossbows should probably 3+ like their counterparts to avoid overlap with Pavise xbows.
      I'm interested in hearing Max's thoughts as an opponent. Looking at my list there's really not much I'd be too scared of aside from the cannon (because cannon) and zoning the carnosaur/highwaymen. Orc Looters are a wild card because they can ruin the day of something like a block of HW/shield minotaurs if they charge in to support another unit, but they're also slow and easy to chaff.

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

    • Ill just be taking my current BH list:
      Beast Herds
      655 - Minotaur Warlord, Shield (Obscuring Fog), Heavy Armour (Wild Form), Hand Weapon (Supernatural Dexterity), Talisman of Shielding, Potion of Swiftness
      555 - Soothsayer, General, Wizard Master, Shamanism, Light Armour (Trickster's Cunning), Hand Weapon (Ancestral Carvings), Ranger's Boots, Crown of Horns
      450 - Centaur Chieftain, Greater Totem Bearer, Battle Standard Bearer (Aether Icon), Light Armour (Destiny's Call), Paired Weapons, Dragonfire Gem
      225 - 15 Wildhorn Herd, Paired Weapons and Throwing Weapons, Ambush, Musician
      225 - 15 Wildhorn Herd, Paired Weapons and Throwing Weapons, Ambush, Musician
      225 - 25 Mongrel Herd, Spear
      225 - 25 Mongrel Herd, Spear
      285 - 4 Razortusk Herd
      264 - 3 Minotaurs, Great Weapon, Champion
      264 - 3 Minotaurs, Great Weapon, Champion
      210 - 5 Centaurs, Lance
      195 - 5 Centaurs, Paired Weapons
      160 - 10 Longhorn Herd, Ambush, Halberd
      160 - 10 Longhorn Herd, Ambush, Halberd
      150 - 10 Longhorn Herd, Halberd
      150 - 5 Gargoyles, Scout
      100 - Briar Beast
      4498


      Thinking about it in the context of your army list, the Paymaster giving his unit bodyguard might cause some pricing problems.

      Being able to give a unit of 50 pikemen, 30 vets, 40 shield orcs w nets, or 40 shield dwarves stubborn on the fly means their efficacy would all significantly increase with a paymaster in the unit. But looking at the price of Imperial Guard or Deep Watch doesn’t really seem to support my concerns. Or Imp Guard would perhaps be a decent bit cheaper without bodyguard. Deep Watch are barely more expensive than greybeards w shields, and they get +1 aegis, +1 armour and bodyguard...
      Check out my T9A channel on YouTube HERE
    • I made a list too!
      Actually I hope I'm not over the Hired Guns limit... Seems many units count towards it.

      380 - Mercenary Commander, General Scarred Veteran, Warhorse, Lance, Shield, Marauder's Sword, Trickster's Shard, Gleaming Scales, Dusk-Forged
      285 - Paymaster, Shield, Alchemist's Alloy, Willow's Ward, Talisman of Shielding, Biting Blade, Lucky Charm
      360 - Hireling Wizard, Master of Alchemy, Magical Heirloom
      280 - Hireling Wizard, Adept of Witchcraft, Book of Arcane Mastery
      480 - 19 Dwarven Rangers, Shields, GW, Crossbow, Full Command, Flaming Standard
      205 - 13 Pavise Crossbowmen
      445 - 40 Mercenary Pikemen, Full Command, Warring Banner
      540 - 15 Landless Knights, Lances, Full Command, Screaming Banner
      150 - 5 Mounted Condottiere, Light Crossbow
      150 - 5 Mounted Condottiere, Light Crossbow
      581 - 26 Campaign Veterans, Halberds and Weapon Master, Full Command, Banner of the Relentless Company
      644 - 7 Ogre Highwaymen, Paired Weapons, Swiftstride, Devastating Charge, Full Command, Banner of Speed
      4500

      dan wrote:

      Initial thoughts just from glancing at the list:


      Carnosaur, Cannon, and Wizard Master upgrades are probably undercosted.

      Campaign Veterans are fairly overcosted. If I was going to WAAC this list I'd max out on Exotic finds with two giants and dump this brick entirely.

      Marauder PW option should be 1ppm, not free.

      Dwarf Ranger Crossbows should probably 3+ like their counterparts to avoid overlap with Pavise xbows.
      Here I agree with the notion that Wizard Master is probably too cheap. I immediately thought about taking two. Maybe no +1 to cast balances out so I wouldn't rush to increase the cost. Campaign Veterans are pretty expensive but with a paymaster in there they are a very versatile unit. I'm put off a little by only heavy armour if you don't go for pikes so I think pikes are the better option for 4+ in melee, 3+ against shooting.

      Marauder PW could be 1ppm but I don't think it really matters that much.

      Ranger crossbows could be 3+ but I already think that bringing crossbow dwarves is a better use of points if you want shooting in core. Pavise Crossbows are 16/15 points per model, compare with dwarf + crossbow for 19,5/16. The dwarves are not that much more expensive for a lot better stats.

      In other notices:
      Marauder's Sword could be called Marauder's Blade or some such as it can theoretically be on any weapon now ;)
      The Paymaster is really hard to gear up on foot... Initially I thought about parry + gleaming scales but got stuck at 3+ armour as you can't take willows ward or an armour enchant at that point. Maybe it's okay but it feels bad :D
      It's okay, it has frenzy.

      Painting League 2021

      :OK: :DH: :EoS:
    • I think everybody should write a rulebook just to experience the cool feeling of having someone else make a list with rules you came up with.

      Yeah you’re only around 1000 in hired Guns, Max I think is 1575 like EoS. A lot of units can count toward it, but only if you actually take a ranged weapon.

      I’m curious to see if the Charlatan rule is impactful during our game tonight. I feel like it’ll be much like DH +1 casting value rule, in that it doesn’t come up for 5 games and then in one game affects every magic phase. In any case a big part of a master is the spell arsenal, not +1 to cast, so master likely needs bumped to 200 or so.

      Heavy Armor on base Veterans was for two reasons: because halberd/plate/shield and weaponmaster seemed like an incredibly powerful combo, but also to make the pike option more appealing by comparison. It also gives the two options sort of unique roles by making their equipment a little more diverse. It’s possible we can make a change but I’d be more inclined to start by making them cheaper if others are also finding them expensive.

      Your list just demonstrated why Crossbow (3+) can’t happen on Rangers! Don’t need a giant dwarf gunline unit in core.

      Good point about the sword name, and I was running into the same problem with Gleaming Scales - I only found a use for it on a mounted mercenary commander. It likely needs to be a shield upgrade since the opportunity cost on a suit of armour upgrade is so steep, especially with mounted heroes being hard to come by.
    • dan wrote:

      Any chance you could give this a glance at some point, @DanT? Please sure to couple any pointed criticism with praise for how proud of me you are, how talented you think I am, etc.
      Just from your opening post of the thread I am proud of you and think you are talented :)

      More seriously, I am a little "backed up" on t9a projects (both as staff and as favours to people), so it might be a few weeks.
      Remind me in a month or so if you haven't heard off me please, because I am quite excited to look at this :thumbup:
      List repository and links HERE
      Basic beginners tactics HERE
      Empire of Dannstahl HERE
    • Aight so had a great game against @youngsewards BH. Here's what the battlefield looked like on his T2:



      Yes that's 9 (!) charges.

      By the end of the game I had nothing but 3 models in the Ogre Highwaymen left - he had his BSB, a unit of mongrels, a unit of longhorns, and some damaged units left. His remaining units are less relevant because he very graciously made some reckless charges to keep the game interesting and allow me to see some of my units in combat.

      In short, having been exclusively playing CC-heavy DH for the past year or two, I played this list far too aggressively. Part of it was a desire to get away from my board edge and his ambushing stuff, but I also vastly underestimated the power of some of his units combi-charging me in the center of the board. The Paymaster got killed by the charging Mino's and the entire unit broke, which in turn panicked the pikemen and killed half of their number as they fled through the impassable. And that was the top of turn 2.

      Some takeaways, based on my own impressions and my opponent's thoughts post-game:

      • The only things in the army that were scary were the Ogres and Carnosaur which, incidentally, killed almost everything in his army. Both need point hikes because they punched way above their belt.
      • Regarding point 1, Campaign Veterans are way too expensive considering they don't have access to the synergies of Imperial Guard - I could have taken a second unit of Ogres for less points than the vets and would have gotten more mileage.
      • Paymaster needs a way to get a tad more defensible on foot, and his death induced panic check needs rewording to happen at the end of the phase.


      That's all I'm really comfortable taking away from one game. Played flags, so the Contracts rule never actually came up. Hereditary spell was useful - I used it once to debuff his BSB and once to boost the AP on my Marauders. Everything else performed just as they should: Marauders roughed some stuff up, Halfling traps killed a Centaur or two, Orcs netted minos and themselves.

      In any case, a quick patch, the changes are already in effect:

      1. Slight rewording of Paymaster rule to have panic occur at the end of the phase.
      2. Marauder's Sword ---> Marauder's Spirit
      3. Changed Gleaming Scales to "The wearer gains Distracting. If taken bya model on foot, the wearer gains an additional +1Armour."
      4. Carnosaur 200 pts ---> 250 pts
      5. Wizard Master 180 ---> 200 pts
      6. Mounted Condottiere: Added Vanguard
      7. Campaign Veterans 18 pts/model ---> 16 pts/model and Halberds/Weapon Master 3 pts/model ----> 2pts/model
      8. Askland Marauders: removed built in shield/TW, made them 1ppm upgrades, made free PW 1ppm.
      9. Ogre Highwaymen 195--->220 base cost, add'l models 80--->85
    • Thinking about the hereditary
      If I am not wrong, other lores have access to strength buffs/debuffs for the same or slightly higher complexity(meaning cosmo and shamanism) where the AP is already built in.
      While it's a homebrew(I wish it was a supplement..) and powercreep should be avoided over here, a little more puch/benefit won't hurt. Otherwise people will rarely take the hereditary I guess.
      favourite quote:
      Kruber wrote:
      Imperial Rangers burn the woods ---> Sylvan Elves go cry in the corner.

      My armies:
      :EoS: :O&G: :KoE: :OK: