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Post by henning on Oct 5, 2017 4:35:53 GMT
This is the start of my Orcs and Goblins army. I started them to scratch the itch of no wargaming since I moved to Vietnam. I will attempt to theme this army around Night Goblins as much as I can. Thus the only orcs in my army will be a small mercenary Black Orc unit. No Savage Orcs, no bully for my Rock Lobba, nada, zilch, fokol. So without further adieu, my Skarsnik fanboy: All my squigs will be themed around this one. I like the albino look and I think they will pop well against the basing. The army's mushroom dealer: The First Rabble - Night Goblins with netters: The makings of the First Arrers can also be seen next to the unit... Lastly a bird's eye view of the unit Thanks for watching
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Post by mottdon on Oct 5, 2017 12:18:32 GMT
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Post by grandmasterwang on Oct 6, 2017 1:27:57 GMT
Night Goblins always rock!
Also lol @ the mushroom dealer.
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Post by mottdon on Oct 6, 2017 12:43:34 GMT
True. The Mushroom Dealer should have special rules. You pay so much to add him (like Netters or Fanatics) and then you can purchase certain mushrooms from him to provide to his unit. There could be something like 3 different kinds that would have effects much like Witch Elves have with Death Hag's, Gifts of Khaine. Lol, just another fun element.
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Post by henning on Oct 8, 2017 9:46:51 GMT
Great idea mottdon, what about:
1) Dwarf moss. The unit becomes as hard headed as a dwarf. Bound spell lvl5. The unit gains immune to panic and is stubborn until the players’ next magic phase -Helps to keep them around since they are a tarpit unit.
2) Rat spores. The unit goes into a particularly strong death frenzy. Bound spell lvl3. The unit gains frenzy and +1S but takes D6+3 S4 hits at the end of every close combat phase. Last until the unit loses combat and cannot be dispelled before then
3) Elfblood glowshrooms. The unit gains enlightenment at the risk of losing their minds. The unit gains ASF and loses Animosity but roll a D6 at the start of every friendly turn, on a 1 the unit loses ASF, gains ASL and stupidity.
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Post by mottdon on Oct 9, 2017 14:18:23 GMT
Well, I think that might be close, but maybe a tad too powerful. I think that there needs to be a downside to eating mushrooms and keep it positively O&G. Maybe something like:
1) Dwarf Moss. Bound spell lv5. The unit gains Stubborn (not Immune to Psychology) until the start of the player's next magic phase, but they suffer -1 initiative.
2) Rat Spores. Bound spell lv4. The unit gains frenzy (+1S is just way too much to add to this) but takes D6 S3 hits (I think the potential of losing 6 NG is enough. This should only last for one turn as well.
3) Elfblood Glowshrooms. - what you have sounds good.
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Post by henning on Oct 9, 2017 14:37:59 GMT
The ones you changed are bound spells. So if you try and cast it, you don’t get any bonusses to cast and is more easily dispelled. Thus I didn’t really give them downsides. You don’t expect any of the magic lores to give downsides to casting spells, do you?
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Post by mottdon on Oct 9, 2017 14:41:01 GMT
Well, it's kind of in the O&G and Skaven theme. Just look at Fanatics. They usually have strong benefits, but there is some risk of kickback. Makes them who they are and part of why they are so much fun to play.
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Post by henning on Oct 9, 2017 15:18:27 GMT
Fair enough.
I thought about changing number 3 to instead of turning bad on a 1 at the end of your turn to turn bad on a 6 on the start of your opponents turn. Just brings in more cooperative gameplay and feels less like OnG players shooting themselves in the foot and rather I have the bonusses until the opponent gets lucky.
What do you think?
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Post by wilsonthenarc on Oct 9, 2017 16:03:03 GMT
Well, it's kind of in the O&G and Skaven theme. Just look at Fanatics. They usually have strong benefits, but there is some risk of kickback. Makes them who they are and part of why they are so much fun to play. My personal experiences with mushrooms are more like WS = 1, BS = 1, and no upside whatsoever.
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Post by mottdon on Oct 9, 2017 16:06:06 GMT
I think that might be a little bit too much to keep track of in a game. Both of you might forget.
Alternatively, you could make #3 be something like:
3) Stinkshrooms. Eating these pungent fungi gives the Night Goblin unit some of the foulest smelling breath known to exist. Bound spell Lv4. When engaged in Close Combat, on a roll of 4-6, the enemy unit gains ASL until the start of the caster's next magic phase. This represents the opposing enemy's inability to strike back due to choking on the noxious fumes emanating from the Night Goblin's mouths. This could work well with #2.
-OR-
3) Petrashooms. Bound spell Lv4. Gives the Goblins Scaly Skin 5+. This works with any other armor save equipment. (Simple and effective.)
You could choose whether you want to go defensive or offensive with these options.
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Post by henning on Oct 14, 2017 15:44:51 GMT
Update timeSome new recruits have joined the crowd, a troll and a spider rider scout. The rider promises to bring more friends if the Big boss can promise raids against some High elf outposts in the near future On another note: What is the best way to wake up on a Saturday morning? Waking up to your wife handing you a care package of course Whatever might it be
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Post by strutsagget on Oct 15, 2017 16:46:25 GMT
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Post by strutsagget on Oct 15, 2017 16:48:12 GMT
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Post by henning on Oct 15, 2017 16:55:07 GMT
Wow 😳 those are amazing.
No, it’s my wife’s hand in the picture and she isn’t wearing cuffs.
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