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Post by grandmasterwang on Feb 14, 2016 13:43:26 GMT
Warhammer 8th Edition rules for a fire elemental. I have played this unit in our friendly games for a while and thought I'd share it as there are some great fire elemental models/proxies available from a variety of manufacturers. My friends and I enjoy the unit as it is easy to remember and fun to play. A wizard with control over the Wind of Fire may possess the skill to summon or bind one such elemental to battle. The fire elemental will be played as an army addition using the Storm of Magic rules or as a rare choice with opponent consent. Unit type - Monster Allegiance - Neutral Base size - 40x40 M10 WS5 S5 T5 W3 I5 A3 Ld7 5+ Ward Save (2+ vs flaming attacks) Flaming attacks Terror Instability Elemental of Fire - Enemies in base contact suffer a strength 5 flaming hit at the start and end of each round of combat(before and after any blows are struck), any wounds caused count for combat resolution. The Fire Elemental has no Thunderstomp attack. Elemental Essence- Upon first death roll a D6, on a 5+ the Fire Elemental is not removed and reborn with 1 wound remaining. 175 points If this is not the place to list such things I apologize and won't list any more "Chillhammer" units. My work of course lacks the professionalism of KevinC's great works. Note: Homebrew units such as this fire elemental are not intended to be 'super competitive' choices. They are played and included for fun and flavour. Most commonly this Fire Elemental appears in my Astragoth led Chaos Dwarf force. When I have faced a Fire Elemental in battle it has been at the behest of a High Elven mage with a fondness for Aqshy. Please feel free to try these rules with your friends and gaming buddies. 8th Edition lives on through us! Any feedback welcome.
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Post by dannytee on Feb 14, 2016 14:11:16 GMT
Cool. I would say this is the right place to post this and please share additional units that you have made rules for. I think you must have rules for lots more because I see you make reference to them in your painting log for monsters you have painted but don't have rules in warhammer army books.
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Post by KevinC on Feb 14, 2016 15:59:17 GMT
grandmasterwangCool stuff! Of course this is the right board to post stuff like this. I think you probably just left out that he has Flaming Attacks. What do you think of replacing its ward save with the Ethereal special rule? It seems like only being able to damage an elemental with magic attacks makes sense. Thoughts? Also what is the scale on this guy?
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Post by KevinC on Feb 14, 2016 16:02:29 GMT
Also, Grandmaster, what are your rules for Astragoth?
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Post by grandmasterwang on Feb 15, 2016 1:26:09 GMT
grandmasterwangCool stuff! Of course this is the right board to post stuff like this. I think you probably just left out that he has Flaming Attacks. What do you think of replacing its ward save with the Ethereal special rule? It seems like only being able to damage an elemental with magic attacks makes sense. Thoughts? Also what is the scale on this guy? Ah thanks for that i have now included the flaming attacks. Regarding the Ethereal rule i see how it makes sense background wise but i don't like it due to how it skews the game balance wise, especially on a T5 monster like this. It makes it have no save at all vs Daemons and also makes it impervious to normal small arms fire both of which i wanted to avoid (dwarfs and OnG especially struggle with Ethereal). I like monster vs monster battles and with its Movement of 10 the Fire Elemental can choose its matchups. If it was ethereal then it would dominate almost all monster match ups in addition to most fast cav being unable to hurt it. A 5+ ward save is straightforward to balance points wise but I find ethereal very hard to get right. If it was Ethereal it would need to be more points but would be much weaker vs Daemons. I am glad Ethereal is limited to Hexwraiths and the like. Sometimes in our friendly games myself or my opponents will have no magic items at all so this makes ethereal units especially problematic. We actually have Ethereal as a 2+ ward save vs non magic attacks when we play so there is at least a chance to hurt ethereal units with anything. Currently as the Elemental is very fast (like wildfire haha) i like the option to shoot at it to kill it before it gets into combat with small arms. Due to its 'double burn' it can actually do a surprising amount of damage in the right matchups. Currently the Elemental does decently vs Bloodletters (a common foe), but it if was ethereal and wardless it would get chopped. Background wise the way i see the Ward Save is that like you say the Elemental is somewhat ethereal and the ward save represents it coalescing in and out of physical form as it burns things (kind of like a Daemon). Cheers for the feedback! I will post more random units here then.
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Post by grandmasterwang on Feb 15, 2016 1:40:43 GMT
Also, Grandmaster, what are your rules for Astragoth? Ah nothing at all exciting I'm afraid. Basically my Astragoth is a Dwarf lord from the 6th Edition Dwarf sofback army book. Like Astragoth himself he is getting up there in years! I made him before 8th Edition, Tamurkhan and even your Indy Chaos Dwarf book was released. He harkens back to a time when i would proxy my epic big hats as normal stunties at the local GW. As he was/is so established like that he has kept the same form to this day. Vampire Lords, pansy elven lords and even a Great Unclean one have all been laid low by his Steam driven hammer hands! He has 6 Strength 6 ASL attacks (great weapon with kragg the grim rune and 2 of fury if i recall), a 3+ Armor save and 4+ Ward save. Clocks in at 275 points. As he was a plain jane dwarf lord he has no magic spells. His bodyguard (and still are) hammerers ruleswise. Astragoth and his bodyguard form a nice 500 point pick. Occasionally depending on my/opponents feelings I would give him a spell from Tamurkhan to cast as a bound spell for 50 points. The one concession to his now faded but still respected magical capabilities is that Astragoth always gets a +4 to dispell rather than the normal +2 for dwarfs. Whilst the half stone High Priest no longer has the offensive capabilities he once had (as he turns to stone) he can still sense and read the winds of magic and snuff out the meddling spell attempts of the lessor races!
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Post by grandmasterwang on Feb 15, 2016 3:44:03 GMT
Scale comparison shot with a couple of other monsters. Great Taurus on the left and Carnosaur on the right. have used the Reaper Bones Fire Elemental for my model. As it's on a 40x40mm base if fighting say a unit of swordmasters or any 20x20mm based infantry unit it starts the combat with a total of 4 strength 5 burns due to base contact being corner to corner, then it gets 3 normal flaming attacks and finishes with another 4 strength 5 burn attacks at the same initiative step as a Thunderstomp due to its Fire Elemental special rule. If you play with fire you are bound to get burned!
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Post by KevinC on Feb 15, 2016 14:44:16 GMT
Wow he is huge!
I see your points about ethereal, he'd probably be a bit too hard.
Though his 5+ ward should increase to 2+ again Flaming Attacks.
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Post by grandmasterwang on Feb 17, 2016 1:20:31 GMT
Wow he is huge! I see your points about ethereal, he'd probably be a bit too hard. Though his 5+ ward should increase to 2+ again Flaming Attacks. Great spot about the 'immunity' save vs flaming attacks. I have now edited my opening post to include that.
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