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		<title><![CDATA[Latest posts for the thread "Awakening the beast!  Improving monsters for campaign play"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Awakening the beast!  Improving monsters for campaign play"]]></description>
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				<title>Awakening the beast!  Improving monsters for campaign play</title>
				<description><![CDATA[ I am currently running a <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> campaign that allows for certain environmental effects to Awaken the Beast.  This usually takes the form of a dragon, or a hydra, or some similarly impressive monster (or group of them, like a Tree Spirit army) to rampage across the map.  Now the first monster awoken so far has been a Vampire riding a Zombie Dragon.  That clocks in at nearly 750pts on its own if I take all the upgrades available.  I was thinking about adding in a 4+ regen save or improving it's armor by 1-2 pts.  I was also contemplating allowing it to regain wounds for every wound it inflicts in combat.<br /> <br /> I want it to be in the 1k points range.  Any other recommendations for powers or relative points costs?]]></description>
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				<pubDate><![CDATA[Fri, 23 Sep 2011 02:01:24]]> GMT</pubDate>
				<author><![CDATA[ Nagashek]]></author>
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				<title>Awakening the beast!  Improving monsters for campaign play</title>
				<description><![CDATA[ Well, multi-monster and big monster have different issues.<br /> <br /> Some BASIC ideas based on new 8th edition:<br /> <br /> -6+ regen or +1 if they already got it<br /> -Multi-wound weapons have their <span class="glossaryitem" onmouseover='gp(198);'>dmg</span> halved, rounding up.<br /> -No weapons can wound on better than a 2+<br /> -+2 armor<br /> <br /> Regen favors those with flaming.  Ward is everyone always.  <br /> <br /> The first inkling we saw in 8th that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> recognizes monsters are lacking came from O&G.  You can buy Giants warpaint and give them a 6+ ward.<br /> <br /> On the other extreme in <span class="glossaryitem" onmouseover='gp(418);'>TK</span> book, every construct has a 5+ armor save.  If they are around a necrotect, they also get a 6+ regen (but the regen instead of ward was likely cuz they wanted it to have the same weakness as <span class="glossaryitem" onmouseover='gp(418);'>TK</span> army).<br /> <br /> The multi-wound thing is from the Ogre book and it kind of recognizes it's really easy to spare at least 1 shot from a cannon and it be cost-effective (and then some!).  If it only ends up doing 2W you need to shoot it several times and still engage it, so the points are a lot closer.  And all the monsters, except giants, have at least a 5+ armor save.<br /> <br /> The no weapons wound on better than a 2+ is from Daemons and Ogres I believe have it too.<br /> <br /> <br /> IF you want to get more uberified than that, just increase the numbers by 1.  To get a 300ish pt monster up to 1000 would require probably all those rules.  Like a giant with a 5+ Ward and 5+ armor can't be wounded on a &lt;3 halve multi-wounds.  That would still probably only be 450-500.<br /> <br /> You can do what they did in Storms of Magic and just like give everything 10 Wounds.  When you get the resists too high, I think you start to run into problems where some armies can't hurt them at all unless they just have mass mass troops in lots of units.  Like elite armies will just get smeared because they don't have time to hurt it before they are breaking and running.]]></description>
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				<pubDate><![CDATA[Fri, 23 Sep 2011 03:26:07]]> GMT</pubDate>
				<author><![CDATA[ DukeRustfield]]></author>
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				<title>Awakening the beast!  Improving monsters for campaign play</title>
				<description><![CDATA[ What I settled on was stats from the book on the Zombie Dragon, upped it's T to 6 (if it isn't already<br /> &gt;.&gt;<br /> &lt;.&lt;  ) gave it 8 wounds, and the screaming ability of the Terrorgheist.  That certainly seemed like a 1k model to me.  It has been rampaging through Wood Elf lands, which was a boon for it's slaughter, given the lack of warmachines and its 3+ ward vs shooting (wristbands of black gold).  Sadly, she brought Treekin.  Many, many flammable treekin.  When a Vamp Lord armed with Hatred, Red Fury, and a flaming lance hits your treekin, you won't be having any more treekin.  Now, with the monster undefeated and a hex adjacent to her capital, she has a 1/6 chance to be removed from the campaign.  I didn't have an <span class="glossaryitem" onmouseover='gp(348);'>NPC</span> Kingdom before this creature awoke, but if it takes out her capital, that is going to be one naughty army of dead elves...]]></description>
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				<pubDate><![CDATA[Thu, 29 Sep 2011 00:10:54]]> GMT</pubDate>
				<author><![CDATA[ Nagashek]]></author>
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