9th age bretka
Re: 9th age bretka
wtedy mozna by brac wiecej maszyn, a chodzilo o ich ograniczenie.
Zreszta nie tylko bretka ma maszyny na 75mm podstakwach.
@debej jakies nowe przecieki masz? co przeszlo od Ciebie a co od Kratosa?
Zreszta nie tylko bretka ma maszyny na 75mm podstakwach.
@debej jakies nowe przecieki masz? co przeszlo od Ciebie a co od Kratosa?
Czytam sobie AB, jedno mi nie pasuje. Piesi rycerze. Powinni mieć możliwość wzięcia dwuraków. Młoty i topory bojowe pojawiały się w rekach rycerstwa częściej niż broń drzewcowa o plebejskim rodowodzie (glewie, szydła, halabardy etc. [bez podtekstu;)]
Chłopska Bretka : W/R/P: 4/2/4
Źle nie będzie, ale oba ziomki z półwyspu iberyjskiego, z którymi musiałem współpracować są tak oderwani od rzeczywistości i proponują takie dziwne rozwiązania, że potem BB i RT nie ma zbytnio wyjścia i odrzuca wszelkie propozycje.
Eteryk w rarach jest najlepszym tego przykładem. Zaproponowałem wywalenie go z sekcji hero i oparcie na prostych zasadach. Jakiś dostęp do leczenia (np. lethal strike, który jak wejdzie to leczy wcześniej otrzymaną ranę). Chłopcy jednak uznali, że to nie jest takie istotne, ale już zrobienie z niego maga, dopakowanie kolejnego wounda i innych dupereli okazało się, w ich ocenie, jak najbardziej wporzo.
Teraz może być tak, że BB nie zgodzi się na opcję z magiem, więc koleś zostanie bez niczego. No i tak możnaby w nieskończoność.
Eteryk w rarach jest najlepszym tego przykładem. Zaproponowałem wywalenie go z sekcji hero i oparcie na prostych zasadach. Jakiś dostęp do leczenia (np. lethal strike, który jak wejdzie to leczy wcześniej otrzymaną ranę). Chłopcy jednak uznali, że to nie jest takie istotne, ale już zrobienie z niego maga, dopakowanie kolejnego wounda i innych dupereli okazało się, w ich ocenie, jak najbardziej wporzo.
Teraz może być tak, że BB nie zgodzi się na opcję z magiem, więc koleś zostanie bez niczego. No i tak możnaby w nieskończoność.
Ostatnio zmieniony 1 mar 2016, o 13:36 przez Dębek, łącznie zmieniany 1 raz.
Dębek - dlatego fajne jest, że można dawać więcej rozwiązań w danej propozycji. Oni dają swoje jako numer jeden Ty dajesz swoje jako rozwiązanie numer dwa. Generalnie czasem to ignorują RT/BB bo im się czytać więcej nie chce niż pierwsza opcja ale czasem zadziała i będzie radość. Teraz już pewnie jednak za późno
Wkleję dla tych co nie wiedzą gdzie szukać.
1) The Blessing: Whether the Lady has realised how devout we really are, or our noble knights have just become a little more intelligent regarding warfare and have decided to pray the night before a battle- no longer must we give up first turn to receive benefits from the blessing. We do, however, gain no bonuses to the roll deciding who goes first.
We no longer have to suffer a massive disadvantage just so we can benefit from our AWSR. Until now, we were the only ones suffering from this. However, we do still have to decide something (in list-building, not at the start of matches).. Would you prefer to receive a stronger ward save against AP attacks, or high strength attacks?
After much discussion between the RT and ABC, where it was basically split on what the blessing should give, they came to the conclusion that each should (theoretically) be as balanced as the other- so why not give the player the choice? As for why we no longer have to give up first turn, we think that's quite obvious, we can now play the deployment game just like any other army. We think this change can be really interesting especially in team tournament scenarios.
2) One change we believe nobody really understood in .11
was giving our horses stomp, but only when we don't charge. It didn't really make any sense, and frankly was quite useless for the most part. It's gone. However, our horses have gainedthunderous charge to bring them back to S4 when charging.
3) Peasants: As we are certain you are all aware of, one of the main problems with running peasants in a cavalry army is keeping them in the battle. Our nobles have been beating and chastising the peasants for this very reason, and as a result, they're quite motivated to move a little quicker under the watchful eyes of their betters, and now receive +1M when marching while under the inspiring presence from knights.
4) Questing Knights no longer have The Blessing, as they have a different rule to fill a niche - they have a flat 5+ ward in close combat, and as a result, both the oath and questing knights have seen a price reduction. They have also received something many of you have been asking for in this army - the option to scout! (and vanguard). However, they no longer haveskirmish. As you all know one of the many difficulties in an army full of cavalry options is differentiating the units and giving them different roles, we hope that these changes can help questing knights find that role
5) In the interest of allowing a peasant or making mixed army more viable, peasants have also seen a price reduction, and the reliquary grants nice buffs, but has become a rare unit. It now grants an aura to insignificant units that grants The Blessing, FiER, and rerolling 1's to wound.
6) The price has been adjusted for many magical items, particularly in regards to taking them on hero level characters. While the Talisman of Roland has been changed to a max of 4+ as a result of item combinations/death star lists, and The Oriflamme is cheaper, but now only removes Hold Your Ground.
7) Characters themselves have been seen as over costed ("finally", we can almost hear you all say..), and as such have seen some reductions. While the Castellan has been hitting the gym and can now match the goblin chief in strength and toughness, for no change in points, this should help him survive a little better in combat. Previously he tended to be targeted and killed quite easily, this will also allow his unit buffs to be utilized a little longer. With thatchange he can also be a better redirector.
8 ) The option to create a 'Green Knight' lord is no longer there, however there is now a one of a kind rare unit to the same effect. It really didn't make sense that a duke/paladin became so devout he turned ethereal. So the army basically received a new unit that doesn't eat into your character allowance.This change will also give us better diversity in rare to choose from, which was previously either war machines or grail knights.
9) Forlorn Knights have seen some changes, with the most notable change being the option to Ambush. This should help differentiate them even further from our peasant crusaders & peasant militia, and help them get into the fight much quicker
10) Grail oath no longer grants divine attacks, just magical attacks - as it did in an older world.. However, grail knights will have the option to purchase them if you so choose. In the interests of scaling down the Grailstar, Grail Knights can now only be joined by insignificantunits (I.E, damsels).
Powrót GK niestety nie wiadomo w jakiej opcji i cenie. Może być fajnie.
Scout + vanguard na questach... mieszane uczucia.
Klocek piechoty z ambushem da sporo opcji taktycznych.
Ciekawe czy Castellan z wiadomo jakim upgradem będzie mógł dołączyć do grali.
Wszystko zależy jednak od cen.
1) The Blessing: Whether the Lady has realised how devout we really are, or our noble knights have just become a little more intelligent regarding warfare and have decided to pray the night before a battle- no longer must we give up first turn to receive benefits from the blessing. We do, however, gain no bonuses to the roll deciding who goes first.
We no longer have to suffer a massive disadvantage just so we can benefit from our AWSR. Until now, we were the only ones suffering from this. However, we do still have to decide something (in list-building, not at the start of matches).. Would you prefer to receive a stronger ward save against AP attacks, or high strength attacks?
After much discussion between the RT and ABC, where it was basically split on what the blessing should give, they came to the conclusion that each should (theoretically) be as balanced as the other- so why not give the player the choice? As for why we no longer have to give up first turn, we think that's quite obvious, we can now play the deployment game just like any other army. We think this change can be really interesting especially in team tournament scenarios.
2) One change we believe nobody really understood in .11
was giving our horses stomp, but only when we don't charge. It didn't really make any sense, and frankly was quite useless for the most part. It's gone. However, our horses have gainedthunderous charge to bring them back to S4 when charging.
3) Peasants: As we are certain you are all aware of, one of the main problems with running peasants in a cavalry army is keeping them in the battle. Our nobles have been beating and chastising the peasants for this very reason, and as a result, they're quite motivated to move a little quicker under the watchful eyes of their betters, and now receive +1M when marching while under the inspiring presence from knights.
4) Questing Knights no longer have The Blessing, as they have a different rule to fill a niche - they have a flat 5+ ward in close combat, and as a result, both the oath and questing knights have seen a price reduction. They have also received something many of you have been asking for in this army - the option to scout! (and vanguard). However, they no longer haveskirmish. As you all know one of the many difficulties in an army full of cavalry options is differentiating the units and giving them different roles, we hope that these changes can help questing knights find that role
5) In the interest of allowing a peasant or making mixed army more viable, peasants have also seen a price reduction, and the reliquary grants nice buffs, but has become a rare unit. It now grants an aura to insignificant units that grants The Blessing, FiER, and rerolling 1's to wound.
6) The price has been adjusted for many magical items, particularly in regards to taking them on hero level characters. While the Talisman of Roland has been changed to a max of 4+ as a result of item combinations/death star lists, and The Oriflamme is cheaper, but now only removes Hold Your Ground.
7) Characters themselves have been seen as over costed ("finally", we can almost hear you all say..), and as such have seen some reductions. While the Castellan has been hitting the gym and can now match the goblin chief in strength and toughness, for no change in points, this should help him survive a little better in combat. Previously he tended to be targeted and killed quite easily, this will also allow his unit buffs to be utilized a little longer. With thatchange he can also be a better redirector.
8 ) The option to create a 'Green Knight' lord is no longer there, however there is now a one of a kind rare unit to the same effect. It really didn't make sense that a duke/paladin became so devout he turned ethereal. So the army basically received a new unit that doesn't eat into your character allowance.This change will also give us better diversity in rare to choose from, which was previously either war machines or grail knights.
9) Forlorn Knights have seen some changes, with the most notable change being the option to Ambush. This should help differentiate them even further from our peasant crusaders & peasant militia, and help them get into the fight much quicker
10) Grail oath no longer grants divine attacks, just magical attacks - as it did in an older world.. However, grail knights will have the option to purchase them if you so choose. In the interests of scaling down the Grailstar, Grail Knights can now only be joined by insignificantunits (I.E, damsels).
Powrót GK niestety nie wiadomo w jakiej opcji i cenie. Może być fajnie.
Scout + vanguard na questach... mieszane uczucia.
Klocek piechoty z ambushem da sporo opcji taktycznych.
Ciekawe czy Castellan z wiadomo jakim upgradem będzie mógł dołączyć do grali.
Wszystko zależy jednak od cen.
Ambushująca ciężko opancerzona piechota w bretonii? Ok, seems legit.
Ambushująca jakakolwiek jednostka w lizakach? Nie no, RT/BB/whatever mówią że ambush jest zarezerwowany tylko dla beastmanów i wood elfów. To całkowicie nieistotne, że przeszło połowa armii go ma.
Ambushująca jakakolwiek jednostka w lizakach? Nie no, RT/BB/whatever mówią że ambush jest zarezerwowany tylko dla beastmanów i wood elfów. To całkowicie nieistotne, że przeszło połowa armii go ma.
1) - jest szansa, że będzie tak jak napisano
2) raczej tak
3) raczej tak
4) tu jeszcze nic pewnego
5) raczej tak
6) tak
7) tak
tak
9) raczej tak
10) niestety tak, staramy się przepchnąć tam bohaterów z grail vow, ale jest poważny opór.
Castellan może wchodzić tylko do chłopków.
2) raczej tak
3) raczej tak
4) tu jeszcze nic pewnego
5) raczej tak
6) tak
7) tak
tak
9) raczej tak
10) niestety tak, staramy się przepchnąć tam bohaterów z grail vow, ale jest poważny opór.
Castellan może wchodzić tylko do chłopków.