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Made in es
Inspiring Icon Bearer




 vict0988 wrote:

Steadfast was 8th. Chariots weren't useful in 8th AFAIK, nowhere near as much as in 7th. It's been aeons and I just remembered units getting run over by Khorne Exalted Champions on Chariots. 7th Daemons were some of the most BS I ever experienced, I kind of want to go back and see what made them so crazy because all I remember was free wins the games in which I proxied Daemons.


Armywide fear on an edition where fear was absurdy OP. Plaguebearers stacking regen and ward. Units of horrors and cheap heralds generating cheap PD and spamming flickering fire. You could have lists with 14+ PD easily. Flamers were broken, Bloodthirsters one-shot most units, and could be paired with units of seekers with the banner that prevented the charged unit from fleeing or shooting.

Everything was at least slightly undercosted, but the magic spam lists were horrible. This list and DE totally broke 7th.



   
Made in ao
Wolf Guard Bodyguard in Terminator Armor




 Just Tony wrote:


Also, find a nice middle ground between the two Dwarf books. The Anvil should cast magic, and not be an artillery piece. it should be cheaper, and an upgrade to a Runesmith AND a Runelord. It should basically contain bound spells which limits the Runesmith to the two lower spells and the Runelord to all four. The exception to the bound spell rules will be a die roll to see if a miscast is suffered. Basically a 1 and you're in trouble.


If the Anvil gives bound spells, Dwarves need more ways to use the magic phase or literally any army that has magic defense (ie, all of them) can just shut it down far too easily, especially for its (historical) points cost, making it utterly useless. So, I dunno, give Dwarves some affordable banner and talisman runes (possibly weapon and/or armour rules as well) that generate further bound spells to reinforce the Dwarven attitude that magic can only be used safely when tamed and used through runes, rather than channeled directly, while still giving them something to do in the magic phase.

Either that, or go back to 5th and make Runesmiths (and Lords) proper combat characters again rather than a magic defense tax during army comp, and turn the Anvil into a type of chariot, possibly with a ranged attack to simulate the Runelord striking it and lightning bolts shooting out.

I also really, really want the Golden Scepter of Norgrim back...

My wishlist for a return to WHFB:
-Make an extensive USR list, and use it throughout the army books. No problem with units and races having their own special rules where appropriate, but if a special rule does almost the same as a USR, just use the USR FFS.
-Try to keep the rule bloat down with expansions.
   
Made in gb
Fixture of Dakka




Honestly I just want rank and file and chaos dwarves.

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in de
Longtime Dakkanaut





I am happy with 9th Age.
   
Made in de
Charging Orc Boar Boy





Germany

Bran Dawri wrote:
 Just Tony wrote:



If the Anvil gives bound spells, Dwarves need more ways to use the magic phase or literally any army that has magic defense (ie, all of them) can just shut it down far too easily, especially for its (historical) points cost, making it utterly useless. So, I dunno, give Dwarves some affordable banner and talisman runes (possibly weapon and/or armour rules as well) that generate further bound spells to reinforce the Dwarven attitude that magic can only be used safely when tamed and used through runes, rather than channeled directly, while still giving them something to do in the magic phase.

Either that, or go back to 5th and make Runesmiths (and Lords) proper combat characters again rather than a magic defense tax during army comp, and turn the Anvil into a type of chariot, possibly with a ranged attack to simulate the Runelord striking it and lightning bolts shooting out.

I also really, really want the Golden Scepter of Norgrim back...

My wishlist for a return to WHFB:
-Make an extensive USR list, and use it throughout the army books. No problem with units and races having their own special rules where appropriate, but if a special rule does almost the same as a USR, just use the USR FFS.
-Try to keep the rule bloat down with expansions.




Warhammer CE sticked pretty darn close to the 6th edition rules with having the Anvil having three bound spells in total. Before the update to V.1.06, you were able to cast a single spell of these with three power dice each round.
Spell Rune of Strength: Augment. A unit in 36" adds +1 to its strength
Spell Rune of Lead: Hex, enemy unit in 36" -2M and -2 I
Spell Rune of Lightning: MM, 36", 2D6 S4

In addition, you had smaller augments, which you could use in 36" when a runelord was equipped with the anvil which you were able to select 2-3 from this list (for a point cost!), also cast with 3 dice by the runelord.

These are quite situational, so you can't make proper use of them each round. One is a 5+ ward save for a unit, one gives the unit armor piercing and reroll 1s to-hit,
Third one was +2M and +2I.

In CE, if you play standard size at 2000 points, you have an average of 4 dispel dice in the enemy army. So that lead to the situation mentioned above pretty often, that the powerful spell of the Anvil was kept dispelled, making 125 points for a spell that you can next to never get through sound like a suboptimal choice.
Unless you went all-in magic with Runesmiths and Runelord with anvil and getting in a LOT of points, sticking with a Dwarf Lord was usually the smarter solution for the dwarf.

In the recent update, this was changed a bit, so now the Runelord can buy a Rune from his runic items point budget for 50 points to cast an additional of these 3 spells each round (but still each one just one time!). The Anvil's cost were reduced by 25 points too, so if you can easily make the runelord cast 3 powerful spells with 3 dice, without the fear of miscasts. Very useful now. At a price tag, of course, as you still have to buy min 2 of the small augments for him. With the anvil, this leads to a whopping point cost of 340 points, without any additional armor or weapon runes, or dispel rune. But the anvil is also quite well protected with MR 2, and a 4 + ward save against all ranged attacks, and wound distribution between Rune Lord and his guards.

And compared to a Level 4 Spellcaster with a similar outfit of spells, he is absolutely competitive. For a Lord choice wizard Prophet of Hashut with comparable spells (2 small augments, 3 powerful Battle magic spells) you are paying also about 300 points. And if I wand to give him MR 2, that would cost you roundabout 30-40 points too, provided you even can.

Conclusion: It would be quite easy to port the CE rules to 6th edition rules, just give the runesmith more spell runes to cast (at a price tag) and be done with it.

But I would not want the times back where the Rune Lord was able to deal out the same amount of damage as a regular Lord. No, thank you, one should have to decide whether to have an uber spellcaster OR a great melee char. At least my preference.







   
Made in us
Keeper of the Flame





Monticello, IN

 Moscha wrote:
 Just Tony wrote:



If the Anvil gives bound spells, Dwarves need more ways to use the magic phase or literally any army that has magic defense (ie, all of them) can just shut it down far too easily, especially for its (historical) points cost, making it utterly useless. So, I dunno, give Dwarves some affordable banner and talisman runes (possibly weapon and/or armour rules as well) that generate further bound spells to reinforce the Dwarven attitude that magic can only be used safely when tamed and used through runes, rather than channeled directly, while still giving them something to do in the magic phase.

Either that, or go back to 5th and make Runesmiths (and Lords) proper combat characters again rather than a magic defense tax during army comp, and turn the Anvil into a type of chariot, possibly with a ranged attack to simulate the Runelord striking it and lightning bolts shooting out.

I also really, really want the Golden Scepter of Norgrim back...

My wishlist for a return to WHFB:
-Make an extensive USR list, and use it throughout the army books. No problem with units and races having their own special rules where appropriate, but if a special rule does almost the same as a USR, just use the USR FFS.
-Try to keep the rule bloat down with expansions.




Warhammer CE sticked pretty darn close to the 6th edition rules with having the Anvil having three bound spells in total. Before the update to V.1.06, you were able to cast a single spell of these with three power dice each round.
Spell Rune of Strength: Augment. A unit in 36" adds +1 to its strength
Spell Rune of Lead: Hex, enemy unit in 36" -2M and -2 I
Spell Rune of Lightning: MM, 36", 2D6 S4

In addition, you had smaller augments, which you could use in 36" when a runelord was equipped with the anvil which you were able to select 2-3 from this list (for a point cost!), also cast with 3 dice by the runelord.

These are quite situational, so you can't make proper use of them each round. One is a 5+ ward save for a unit, one gives the unit armor piercing and reroll 1s to-hit,
Third one was +2M and +2I.

In CE, if you play standard size at 2000 points, you have an average of 4 dispel dice in the enemy army. So that lead to the situation mentioned above pretty often, that the powerful spell of the Anvil was kept dispelled, making 125 points for a spell that you can next to never get through sound like a suboptimal choice.
Unless you went all-in magic with Runesmiths and Runelord with anvil and getting in a LOT of points, sticking with a Dwarf Lord was usually the smarter solution for the dwarf.

In the recent update, this was changed a bit, so now the Runelord can buy a Rune from his runic items point budget for 50 points to cast an additional of these 3 spells each round (but still each one just one time!). The Anvil's cost were reduced by 25 points too, so if you can easily make the runelord cast 3 powerful spells with 3 dice, without the fear of miscasts. Very useful now. At a price tag, of course, as you still have to buy min 2 of the small augments for him. With the anvil, this leads to a whopping point cost of 340 points, without any additional armor or weapon runes, or dispel rune. But the anvil is also quite well protected with MR 2, and a 4 + ward save against all ranged attacks, and wound distribution between Rune Lord and his guards.

And compared to a Level 4 Spellcaster with a similar outfit of spells, he is absolutely competitive. For a Lord choice wizard Prophet of Hashut with comparable spells (2 small augments, 3 powerful Battle magic spells) you are paying also about 300 points. And if I wand to give him MR 2, that would cost you roundabout 30-40 points too, provided you even can.

Conclusion: It would be quite easy to port the CE rules to 6th edition rules, just give the runesmith more spell runes to cast (at a price tag) and be done with it.

But I would not want the times back where the Rune Lord was able to deal out the same amount of damage as a regular Lord. No, thank you, one should have to decide whether to have an uber spellcaster OR a great melee char. At least my preference.









That's cool. Still have no intention of playing CE, too many things I DON'T like in there.

This message was edited 1 time. Last update was at 2020/05/13 10:18:24


www.classichammer.com

For 4-6th WFB, 2-5th 40k, and similar timeframe gaming

Looking for dice from the new AOS boxed set and Dark Imperium on the cheap. Let me know if you can help.
 CthuluIsSpy wrote:
Its AoS, it doesn't have to make sense.
 
   
Made in de
Charging Orc Boar Boy





Germany

 Just Tony wrote:
 Moscha wrote:
 Just Tony wrote:


That's cool. Still have no intention of playing CE, too many things I DON'T like in there.


As far as I remember, these were:

No choice limits - still a thing
No 0-1 restrictions for some units - still a thing
No marching for 2+ armor save cav - was recently softened up with optional rules, allowing you to march 1,5 X Movement.

I'll keep you updated if all of the above should change and then come back to you





   
Made in ao
Wolf Guard Bodyguard in Terminator Armor




Yeah, sounds roughly like the direction I was thinking about, though a Runelord should still be a viable choice without the Anvil.

And Runelords dished out more damage than a Dwarf Lord in 5th.
Statwise they were between Chaos and Vampire Lords IIRC. Except with M3 and low initiative, obviously.
Ws8, Bs5, S5, T6, W4, A5. With the proper rune loadout, they could take out nearly anything.
   
 
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