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Post by avatarofbugman on Feb 18, 2018 17:24:05 GMT
It's not complicated as is, but I wouldn't push it farther.
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Post by mottdon on Feb 19, 2018 19:18:15 GMT
It's not complicated as is, but I wouldn't push it farther. ^I agree. It sounds like it's bordering on the Ogre Deathstar category.
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Post by magicjuggler on Feb 25, 2018 14:59:08 GMT
Likewise, since the Grail Reliquae gives the Lady's Blessing and the cheapest infantry per point with said ability, what stops me from just hording up?
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Post by avatarofbugman on Feb 25, 2018 15:47:44 GMT
Likewise, since the Grail Reliquae gives the Lady's Blessing and the cheapest infantry per point with said ability, what stops me from just hording up? Fighting ability. Any other horde will smash them, even with the blessing.
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Post by magicjuggler on Feb 25, 2018 16:45:56 GMT
A 4++ is a remarkably annoying deterrent against any non-horde threats however.
Incidentally, I still propose that the Reliquae itself should grant the Blessing to the Pilgrims, but not actual Knightly Chivalry proper. There's something innately goofy about the idea of the Knights losing their blessing due to the actions of some bloody peasants.
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Post by avatarofbugman on Feb 25, 2018 17:41:38 GMT
A 4++ is a remarkably annoying deterrent against any non-horde threats however. Incidentally, I still propose that the Reliquae itself should grant the Blessing to the Pilgrims, but not actual Knightly Chivalry proper. There's something innately goofy about the idea of the Knights losing their blessing due to the actions of some bloody peasants. Only the palaquin has a 4+ save, so the pilgrims would be relying on the blessing. With only S3 other armies will keep their save. Also, unless I missed it, the blessing is only a 5+ ward, not 4+.
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Post by magicjuggler on Feb 25, 2018 19:42:09 GMT
Currently the Blessing is a flat 5++. This was in regards to the "blessing by unit size" proposal. Honestly, that's one of those areas where I view that it should be kept KISS.
Same way that Grail Knight could "count as" Knightly Chivalry for purposes of any other qualifying rules, to avoid the need for extra verbiage.
Either way, there's a lot of good stuff in here, just some oddities here and there (like the Porcupine Thrower being like an Elven Repeating Thrower amped up).
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bigal
New Member
Posts: 35
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Post by bigal on Mar 19, 2018 17:22:28 GMT
Anything interesting happening with this?
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Post by KevinC on Mar 20, 2018 21:15:43 GMT
Anything interesting happening with this? --------I'd waiting to hear more playtesting results and such. Regarding the Lance, I don't think there will ever be an agreement about the best way to do it. I really like the impact hits and I'm concerned negating steadfast could be too powerful. I encourage playtesting for both types.
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Post by TheREALricksalamone on Mar 20, 2018 21:40:55 GMT
I’d like devastating charge or impact hits, fight in extra rank, and leave steadfast alone (too much).
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Post by avatarofbugman on Mar 21, 2018 3:04:37 GMT
I’d like devastating charge or impact hits, fight in extra rank, and leave steadfast alone (too much). This, but give them devastating charge as the rule. It speaks to their nature and ability to deliver a blow better than other knights. Impact hits is too chariot like.
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Post by knoffles on Mar 21, 2018 7:59:35 GMT
I know it adds a layer of complication but it would make more sense if the removal of steadfast was only on the turn the lance charges to simulate the body of the knights ploughing in the massed ranks of the target, otherwise I think it's too powerful if you also have it in proceeding turns.
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Post by KevinC on Mar 22, 2018 14:52:01 GMT
I’d like devastating charge or impact hits, fight in extra rank, and leave steadfast alone (too much). This, but give them devastating charge as the rule. It speaks to their nature and ability to deliver a blow better than other knights. Impact hits is too chariot like. -------Note, RE: impact hits v. devastating charge. It's really the same thing, except dev charge strikes in Initiative order and must roll to hit. While Impacts hits happen before regular combat (so first) and hits auto. If we give them one or the other, I think it should be impact hits. It's a power and unique special rule for Bret. cav without being too OTT.
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Post by avatarofbugman on Mar 22, 2018 16:47:03 GMT
This, but give them devastating charge as the rule. It speaks to their nature and ability to deliver a blow better than other knights. Impact hits is too chariot like. -------Note, RE: impact hits v. devastating charge. It's really the same thing, except dev charge strikes in Initiative order and must roll to hit. While Impacts hits happen before regular combat (so first) and hits auto. If we give them one or the other, I think it should be impact hits. It's a power and unique special rule for Bret. cav without being too OTT. I get what you're saying, it just comes off as sounding wrong. How does a crash of Empire Knights not cause impact hits. One thing I like from my special rules is that I can see why it is different? I can see devastating charge as different. I can't see impact hits as different. That's all I am saying. Functionally to combat it is a wash from my testing.
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Post by TheREALricksalamone on Mar 23, 2018 1:27:28 GMT
Impact hits represents the lances (jousting prowess) and the purebred warhorses striking true on the charge.
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