A gentleman called Spinner on this thread (
http://www.dakkadakka.com/dakkaforum/posts/list/667577.page) asked me to put a quick post together on how we 'balance' armies for Age of Sigmar. For this, I'll use the campaign games we have been playing as an example - these are games being drawn from the Battleplans that tell of the Stormcasts' attack on the Brimstone Peninsula.
We started off with the scenarios in the starter set - these are pretty balanced games, and tell the story of the initial strike to boot. Note: I have seen some people complain that the Stormcasts have an advantage out of the box set, but we have not seen that at all. However, there are two wild cards, Vandus and Lord Khul. Vandus gets a lot of nasty attacks on the charge, while Lord Khul has a Reality-splitting Axe that has a one third chance of killing anything outright if he scores a wound. This can have an affect on the final scenario where the generals must kill each other to win, but if you go into the game knowing this, you can reduce its effects. It does make any direct confrontation between the two far from a foregone conclusion though!
The last battle suggests you can throw more models in besides those of the starter set, and we went ahead with this. However, the key is to keep it simple, and perhaps just add one unit per side to shake things up - either a unit of Bloodreavers, Blood Warriors or, we have tried, three Bloodcrushers on the Chaos side, and a unit of Judicators (perhaps) on the Stormcasts side.
Once you have gone through this, you will already have a pretty good feel of what works and what doesn't for both Bloodbound and Stormcast.
Then we came to Hold or Die, the first Battleplan in the first hardback. Bunch of Stormcasts have got a bit too aggressive and are being ambushed. The Bloodbound must finish them off before overwhelming reinforcements arrive.
Now, it is important to realise that there is a lot of leeway here. However, player actions and dice rolls will flatten a great deal out, so don't agonise over whether a single unit will push things over the edge. It won't.
For this (and subsequent Battleplans) we have used total Wounds as a starting point - but only as a starting point.
The normal procedure is to pick one force that we want to see on the table, then choose an opposing force of similar Wounds. However, if the opposing force is Stormcast, reduce their total Wounds by about a third. If the scenario mentions something happening if one force has a third more models than the other,
increase their Wound count by a third (the Battleplan has already made their lives difficult in some way!).
For example, Hold or Die...
We picked the Bloodbound force first. Lord Khul is heading back to his stronghold (to summon a bunch of daemons as it happens, but I digress), so we figured the core Bloodbound leadership will not be in this battle. So, we choose an Exalted Deathbringer as the Khorne general (it helps that we have the new model and want to try it out!). There is an argument to add the Bloodstoker here as well, but we didn't - it would not shake the balance if you did though.
The fiction behind this battle suggests a lot of 'ordinary' Bloodbound were in this attack, so we load up on Bloodreavers (two units of 20), and Blood Warriors (two units of 10, and one of 5). The fiction also mentions Khorgoraths. We only had one at the time, so he went in.
That is a good, solid ambushing force and it gives us a baseline to work from - 103 Wounds, at a quick count.
Now, normally I would be looking to set them against 60-70-odd Wounds worth of Stormcasts but as the Stormcasts are at a disadvantage in this battle, the 'third' rule is mentioned in the forces section. So, I expect them to get bumped up to 90-100-odd. However, the guiding factor here is that the Battleplan states that the Stormcasts can only set up a maximum of a third of their models on the table at the start, and this greatly restricts what can be placed down within the Wounds guideline we have set.
In the end, the fiction stated that Gardus (a Lord-Celestant) and his Lord-Castellant with his Gryph-hound were present, so they get placed on the table, along with two units of 5 Liberators.
Note, we could cheese this out and put Paladins down alongside Prosecutors. The victory conditions mean the Bloodbound have to kill all starting models to win, so put something really hard to hold them up, while the Prosecutors fly away, never to be caught. In a points-based competitive game, this is exactly what you will do - however in this, what would be the point? Why set yourself up for an auto win? The campaign is long, there are plenty more battles coming up, and plenty of time to try out the much harder combinations for forces.
This puts 13 models on the table for the Stormcasts, so the Battleplan says we must have at least 26 more off table as a reserve. Now, here we can be a bit nastier, as this force can and should wipe out the Chaos forces (remember their victory condition is to wipe out all the Stormcasts'
starting models). Vandus led the charge in the fiction, so he goes in. We also figure it fluffy that the fast-moving Prosecutors would appear on the scene quickly, so we take three units of 3, and back them up with the two flying characters (the Knights-Azyros and -Venator). To round things off, we put in a unit of 5 Judicators.
That makes a total of 40 models, fulfiling the requirements of the Battleplan, and a total of 103 Wounds, the same as the Bloodbound - if we have made the assumption that the Stormcasts have a thid of the total Wounds knocked off for, well, being Stormcast, and then replaced by being at a disadvantage in the scenario, then that seems about right!
And lo and behold, when we play the game out (can give a link to the battle report if you like!), it was very close fought and extremely enjoyable. The Bloodbound managed to kill about two thirds of the starting Stormcasts, but were held up by a single Liberator-Prime for a turn longer than they could spare (lone guy bravely fighting off Blood Warriors and a Khorgorath!), and then Vandus and his crew smashed into them, ending the ambush.
Very fluffy, very exciting, true to the fiction, and a damn good game!
Now, all that calculation I went through may seem a bit of a chore, but it really took far less time than it did for me to type all that out!
I'll do another quick one, this for a battle planned for this Friday afternoon - the Watchtower Battleplan, again from the book.
The fiction mentions a bunch of Bloodreavers are holed up in a tower, led by a Bloodsecrator.
* Should point out that, in our campaign, the Bloodsecrator had led an army to retrieve Lord Khul after he fell to Vandus, but failed. Lord Khul survived but had to traipse his way back to his stronghold, where he got very, very angry. The Bloodsecrator was too old and too wise to go back tot he stronghold, which is why he is holed up in this lone tower! Anyway, just wanted to illustrate how your own games can affect even the 'official' storyline - it really
is about the narrative! *
The Battleplan calls for one unit and a Hero to start in the tower, so we make this a unit of 20 Bloodreavers and the Bloodsecrator. There is also, of course, the Skull Keep itself, for which we will be using the appropriate Warscroll (the Battleplan does not call for this, but it makes sense to use it).
This is also the battle where Lord Khul's rage results in a whole bunch of daemons appearing, and for this we go with a unit of 6 Bloodcrushers, three units of 10 Bloodletters, and a Herald of Khorne. If I had the Blood Throne done, the Herald would be appearing on that, but we can live without it. In fact, if I had more Bloodcrushers, they would go in as well and I would adjust the Stormcasts to match, but there are limits to common sense!
So, for the Bloodbound we have, what, 84-odd Wounds? The scenario suggests (by the third rule) that the Stormcasts have a disadvantage, so I would expect the Wound totals to be within spitting distance of one another (remember, we impose a penalty to the Stormcasts for being, well, Stormcast!). I also know from experience that while the Bloodcrushers are not absolutely awesome on the attack (they are by no means bad!), they can be right sods to kill, so turning up the dial on what we take for the Stormcasts will not do much harm. Which means we can take a more exciting unit!
In the fiction, the Lord-Relictor was present, so he goes in, and we back him up with the Lord-Castellant and his Gryph-hound, principally because I like the little dog! We put two units of 5 Liberators in because unless something unusual is happening, Liberators should always be the core of a Stormcast force. For the 'specials' we have one unit of 3 Prosecutors, 5 Judicators and 8 Paladins (one unit of 3 from the starter, and one unit of 5). This works out at just under 80 Wounds, again pretty much on the nail of what we expected.
I'll post on my blog a report of how it goes!
As anyone who has played
AoS knows, Wounds are not a solid way of setting up competitive games. However, they can serve as a baseline and give you a rough target to aim for when putting a force together. You will find after a few games (and the starter set scenarios are sufficient for the Stormcasts and Bloodbound) that you get a sense of what works and what doesn't, hence our 'third' rule for Stormcasts. And there are other bits and pieces you will discover - for example, a unit of 5 Decimators will simply end a unity of Bloodreavers - so, you take that into account and only field them in a major battle if you are expecting a lot of Bloodreavers. If you turn up to a game with them and see your opponent putting down Bloodreaver units, swap them out for Protectors (say).
If you do come across a unit that seems to outweigh itself against a particular force, you will spot that in a single game, Readjust for the next and carry on - it really is that quick and simple.
Above all, don't sweat it. Use Wounds as a (very rough) guideline, accept that there is a great deal of leeway possible within the 'having a great game' range, and if you step too far in one direction, dial it back a bit and continue.
It
is a different approach to games, if you are used to
WHFB and
40k, but it can work and the flexibility it gives you far outweighs the downsides, we have found.
Anyway, hope that helps!