Poza tym odpowiedź RT do tego była szybka:
This proposal doesn't conform to the rules, on various points. Please amend it and present it again
This topic is not for discussion.
This topic will be used only for presenting the final version of a Proposal to the RT and for receiving their response.
Changes from what is on google doc in red. Explanations in green. Removal is underscored.
1 - Blessing
Models with this Special Rule have Ward Save (6+). After all units are deployed, the Kingdom of Equitaine player maydeclare that his troops are praying. If so, the opponent may decide who wins the roll for first turn,and all models with this Special Rule gain Ward Save (5+) against attacks with Strength 5 or greater . This Special Rule benefit of praying is lost for any model that flees.
Blessing compared to plate armor is not good enough, [url='http://www.the-ninth-age.com/lexicon/in ... synonym=38']Armour piercing hurts us a lot. And in a game were Lethal Strike is so common against cavalry we need the extra protection. Also is streamlined and less complicated this way. The 6++ staying is to give us some protection even when not praying and don't penalize too much for tactical retreats. This shouldn't translate in point cost increase.
2 - Inspiring
Models with this Special Rule have the Inspiring Presence rule even if they’re not the General, but only models with the Insignificant Special Rule may receive this Inspiring Presence and it’s range is only 6”. Characters and Champions Models with this rule will make theirselves and his unit lose Inspiring The Blessing Special Rule if they decline challenges.
As we are semiforced to challenge but we don't get any benefit from it. Make it declining not that harsh. Also rules affecting themselves rather than other rules is better design.
[spoiler]I also think we should have stubborn when winning a challenge until end of turn, however other 2 members disagree. Stubborn fits nicely and is fluffy. This will also stop absurd situations like a orc warboss and a goblin charge your lord on a knights lance. The goblin challenges, if you accept with champion your units dies from warboss and your lord flee. If you accept with lord you kill a goblin and your lance get destroyed and your lord flee. If you decline you lose inspiring and part of your wardsave. Feels bad designed. This will make sure that there is some odds to a round 2 for the epic fight between the warboss and a lord, while still letting the warboss kill the knights on round 1 while lord is smashing the gobo for insulting his honor. Also stubborn in challenges will make lone paladins desirable again, which currently lack use. We only get drawbacks for not being honorable, lets reward honorable play. Is not abusable as opponent can decline challenge or not dare to challenge.This shouldn't translate in point cost increase.[/spoiler]
3 - Grail Oath
Models with this Special Rule have a Ward Save of 4++ against Poison, Toxic and Lethal Strikes, always count as having prayed and have the Immune to Psychology, Magical Attacks, Holy Attacks, and Ward Save (5+) Special Rules. Characters with this special rule get +1 Leadership.
More resistance to toxic poison and lethal is fluffy for grails and gives them a specific role. Grail Paladins having less LD than Grail Knights is wrong. This fixes that. Also is fair with the price we pay for grail code 30-20 points. compare with mark of change on a daemon prince for similar effect and only 10 points. This shouldn't translate in point cost increase, if the 4++ ward vs specials have to be dropped so be it or just 2++ vs toxic so it mirrors fireborn nicely.
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4 - Trebuchet and Balista, merge in one entry: Siege War Machine that has to be a balista or a trebuchet
Due to the nature and size of Siege War Machines they may not move once they are placed after deployment.
Stats: 3 wounds. Aprentices BS3 LD6. Adept LD7 WS2 BS3 spear. Adept is extra wound for + 15 points.
OPTION 1 for siege war machine
Balista: Basic 45 same as goblins.. Upgrade to (Ordnance) + 10 points. Maybe we should be S7 for 45 points, as we are rare and them special...
OPTION 2 for siege war machine
Battle Trebuchet: Masonary Rocks S3(9). 80 - 85 points
Compare Brandy barrels with Skaven catapult theirs is better and costs 25 poitns less. Compare trebuchet with warpstone cannon theirs better with only 35 points difference for a huge benefit.So we make a redo to normal catapult with upgrades we get equal to goblins, both gobos and ours should be 80 or 85 or be 90 and dwarves and skaven go up as their are better in close combat and stubborn
The Trebuchet may fire in with either of it's ammunition types and chooses before firing.
Upgrade 1: Burning Brand-Oil Barrels S3 3"template. Ap(6). Flamming. Gives Flammable. +30 points
we get similar to skaven catapult with this at same price, we trade toxic for ap(6) and magic for flaming and giving flammable
Upgrade 2: Siege Rocks S4. Armour piercing(1) +25-35 Points
Option to damage heavy infantry. If the choose ammunition is not possible, then s4(10) ap(1) 50 points, so we are equal to dwarves at S4 armour piercing(1) and pay the same for the upgrade
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5 - Castellan (need option for crossbow) can choose up to one upgrades:
Siege Trait upgrades:
Lowborn leader (one of a kind ) 20 points (compassion virtue that have this effect will suffer a redo in week 3)
Model has Inspiring and the Hold Your Ground Special Rule even if not being the Battle Standard Bearer, but only models with the Insignificant Special Rule may benefit from this Hold Your Ground
Master at arms 20 points
Must deploy in a unit and cannot leave them. Unit gets specified special rule: Fight in Extra Rank(militia), Multiple shots(bowmen, crossbowmen), Quick to fire(yeoman)
Rousing Orator 20 points
Must deploy in a unit and cannot leave them. Unit gains Devastating Charge or Thunderous Charge. Choose when declaring a charge.
Master Builder (One of a kind, Castellan Only) 10 points
Model get the Engineer special rule. You can get an additional Open Field War Machine.
Castellan needs some utilities to be useful. Currently not taken at all.This mainly benefit peasants that need a little boost to be used. Also a knight with compassion also get access to one of this but will have to join insignificant unit (disscussed in week 3 design). Take in mind all this buffs are for peasants and durendals only, because:
Durendals(foot knights) become insignificant.