UPDATE - VERSION 2.2 IS NOW LIVE DOWNLOAD LINK - CLICK HERE
Hey everyone, I have released version 2.2 today and it is intended as a balance update to some of the issues that have cropped up recently. I am really grateful for the feedback everyone is giving and wanted to share my reasons for the exact changes, and hopefully you will agree they are for the best! (If not, just house rule it as you see fit).
CHANGES IN VERSION 2.2
1. ADDITIONAL RULE OF THREE, LIMITING MORTAL WOUNDS TO 3 A TURN
This is the big one. So let me talk to you how the change works, and hopefully you'll like it. Lifted from the PDF, the rule is as follows:
Quote:
The 2nd Rule of Three: In a single turn a player may only inflict up to three Mortal Wounds onto enemy models. Any additional abilities or attacks which generate further Mortal Wounds instead inflict a normal wound with a rend characteristic of ‘-’ and a damage value of 1.
This change is more impactful than it first seems, so I want to talk to you how this will affect warbands:
How will this affect a Warband running a single Wizard and no other ways to generate Mortal Wounds?
In no way at all.
This was really important to me as having access to a few Mortal Wounds a turn isn't problematic and is in fact a great tool for dealing with some of the toughest Heroes you will face in Hinterlands.
How will this affect a Warband with access to lots of Mortal Wounds?
Greatly.
I want to talk you through how this ability works. (Everything here is also explained in a new
FAQ which is added as page 17 to the file.)
1. The player doesn't get to choose which abilities are Mortal Wound causing and which aren't. You generate them until you have inflicted 3 and then they are replaced with standard wounds (which can be saved against). For example if a player is running both a Lord Celestant and a Knight-Heraldor, the Knight Heraldor's Thunderblast cannot be used until the Shooting Phase. This means the 3 Mortal Wounds would almost always be used up by the Lord Celestant in the Hero Phase.
The only way to save Mortal Wounds for later in the turn is to not use those earlier abilities. As the early ones trigger before the movement phase this is powerful in terms of being able to position yourself to use the later abilities for best effect. (Want to move the Knight-Heraldor into a spot to snipe an enemy with Thunderblast? You're going to have to give up using the Sigmarite Warcloak for the turn).
2. If an ability generates multiple Mortal Wounds (for example D3) and you attack a single wound model, you still see how many are generated and it still counts towards your cap. For example if you used Thunderblast on a terrain piece that had 3 one wound models, you would roll the D3 Mortal Wounds for the first, and if you roll a 5 or a 6 that would be them all used up and the later attacks would be regular wounds.
Do Mortal Wounds need further nerfing?
Maybe.
But I am strongly in favour of small changes rather than something drastic like removing them completely or altering how they work mechanically.
2. THE STARTING LEVEL OF MULTI-WOUND MODELS IS NOW HIGHER
Models that aren't heroes now start on the level equal to their wounds characteristic (one wound, start Level 1, 2 wounds, start level 2) etc. This means that multi-wound models level slower over a campaign than single wound models. In the
FAQ it is also clarified that they do not gain advancements for these starting levels.
3. SINISTER TERRAIN ONLY BENEFITS MELEE WEAPONS
This was a nice suggestion by a player. I am always keen to give melee a little boost, and this seemed like a great place to do it.
4. DEATH PLAYERS CAN SUMMON BACK TOMB GUARD
This was overlooked by me originally and pointed out live on-air by when I guested on Fjordhammer. Sorry guys! :-P
5. FAQ IS ADDED TO THE BACK
If you can think of any more questions, let me know! I'll post the current one here. You'll see I preempted lots of questions about the new Mortal Wounds rule and also added a long clarification to why spell lores aren't part of Hinterlands (but could be).
This update is to try and make the game tighter balance wise because I think a good narrative system should also be able to hold its weight in a competitive environment too.
Let me know your thoughts and I'll keep seeking to improve the ruleset!
Cheers,
Bottle
Automatically Appended Next Post: WarbossDakka wrote:Thanks Bottle for all the effort you put into this, have any
GW personnel contacted you yet? I bet you could sort out a bunch of the rules writers they have there.
Oh no worries, this is a pet project of mine that I love, and I would be making things like this even if no-one played with them
Of course I have sent through the rules to
GW on a few occasions. I would love to work for the
GW design team and continue to apply for each role as it comes up. Maybe one day I will be lucky enough to be given the chance, but if not I will still have fun making these sorts of supplements!