Showing posts with label Elves. Show all posts
Showing posts with label Elves. Show all posts

Monday, August 8, 2016

WFMC Mobile - Art for Elven Kingdoms Companies and Formations of Various Supported Types [Part 3/11]

Next up is a couple of the Elf Formations, showing one of each type of formation that is supported in the current Elven Kingdom's list.



Starting over on the left, Glorfindel, Lord of the West is shown. He has all of his bane, hard to kill, striking order, etc... special rules as well. He is a monster formation that has the same base size as a cavalry model (similar to the cave troll). To his right is a formation of an Elven Chariot. This is one of the "new models" (i.e., one that was listed in Legions of Middle Earth that never had a model made or a profile, for that matter). Next, to the right, is a formation of Galadhrim Archers in 2x3 Configuration. As you can see (by the first icon under them), they have a Pathfinder included in the formation - in addition to their Pathfinder, Terror and Longbows (which are the other 3 icons). Next to the right is a formation of Galadhrim Knights in 5x2 Configuration. If you look at the profile for them, they have glaives in addition to their other special rules that are shown. Finally, at the bottom right is a 3x1 Configuration formation of Elven War Catapults.

So, there we go for Elves ... Still looking awesome! Also, I'm having a pretty good time with this, too - even though it is a little slow going.



LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES
Help make WFMC Mobile get released to the Apple App Store with a donation!


    LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES

    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
    • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
    • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
    • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
    • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
    • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
    • Using WFMC to Verify Movement Examples [Part 23/23]


    LINKS TO OTHER PARTS OF THE WFMC MOBILE ART SERIES

      Wednesday, June 1, 2016

      Updates and Extensions to the Rules for Fortunes - Magical Resistance and Blessed Grove [Part 9/24]

      I've included two new Fortunes that would seems to "fill the gaps" for the good factions, to allow them to have access to some of the similar Fates that exist. The first one is a straight port from SBG that allows Hobbits to have a Magical Resistance Special Rule. This gives them the benefit in fighting against enemy spell casters. The second is a pretty cool Fortune, as well. It gives the ability to restore fallen models. I hope you all enjoy!

      LINKS TO OTHER FORTUNE UPDATES AND EXTENSIONS
      1. Athelas, Indomnitable Defiance, & Seat of Ancient Power [Part 1/24]
      2. Orcbane Weapons, Manbane Weapons, Goblinbane Weapons, & Elfbane Weapons [Part 2/24]
      3. Spiritbane Weapons, Hobbitbane Weapons, Dwarfbane Weapons, & Trollbane Weapons [Part 3/24]
      4. Dragonbane Weapons, Wargbane Weapons, Cavalrybane Weapons, & Monsterbane Weapons [Part 4/24]
      5. Steeds of Pure Blood, Fate Smiles Upon You, Galadhrim Longbows, & Hero of the Hour [Part 5/24]
      6. Mithril Coat, Untainted Palantir, Banner of the Free People, & Desperate Heroics [Part 6/24]
      7. Inner Glory, Song of Elbereth, The Blessing of Galadriel, & Wise Counsel [Part 7/24]
      8. Ancient Lore, Counter Spell, Forgotten Fortifications, Dragonslayer & Monsterslayer [Part 8/24]
      9. Magical Resistance & Blessed Grove [Part 9/24]
      LINKS TO OTHER FATE UPDATES AND EXTENSIONS
      1. Morgul Blades, Dark Shrine, & Entslayer [Part 10/24]
      2. Greed for Glory, Cursed Armor of Udun, Tainted Palantir, & Banner of Barad-dur [Part 11/24]
      3. Faltering Nerve, Sigil of the Fallen Kings, The Crown of Carn Dum & There Will be no Dawn [Part 12/24]
      4. There Will be no Dawn, Evil Reputation, Tormented Steeds, & Balefire Arrows [Part 13/24]
      5. Black-hearted Trees, Curse of Morgoth, Tokens of Terror, & Haunted Wasteland [Part 14/24]
      6. Infestation, Watcher in the Shadows, & Ignore Pain [Part 15/24]
      7. TBD [Part 16/24]
      LINKS TO OTHER ARTIFACT AND RELICS EXTENSIONS
      1. Weapon Cache: Bows and Weapon Cache: Pikes [Part 21/24]
      2. TBD [Part 22/24]

      Wednesday, September 23, 2015

      Status Update for Progress on Profile Creation and Army List Document Writing - Good Armies [Part 2a/13]

      As promised, here are the current progress that I have made for putting together the new army lists with the updated profiles that have already been created for the missing models in WotR. It may be a little eye-straining, but the profiles are listed along the left column - grouped by Common Formations, Rare Formations, Legendary Formations, & Epic Heroes (exactly how they will show up in the "books" of profiles for each Army List). The missing profiles are those that are marked purple. Across the top are listed all the items that I am QA'ing (checking for quality assurance) as I am reviewing the files as they progress. The headers include:
      • Order Correct
      • Name Correct
      • Points Correct
      • Image Correct
      • Image Text Correct
      • Stats Correct
      • Type Correct
      • Company Size Ranges Correct
      • Wargear Correct
      • Command Correct
      • Special Rules Correct
      • Updated H2Kill Rule Used
      • Monster Striking Order
      • Cavalry Striking Order
      • Cavalry Charge
      • Unique Character/Unique Weapon
      • Heroic Actions Included
      • Epic Actions Included
      • Magic Included
      • Profile Proofread
      • Borders Correct
      Each cell is marked with a Red No, a Green Yes, or a Yellow N/A. If the header item hasn't been implemented or verified it is marked Red, if it is completely correct it is marked Green - and if the profile does not have any applicability to a header (i.e. the profile is not a monster or cavalry) then they are marked Yellow.

      1) Gondor & Arnor


      Here is a close-up of the profile list on the left:


      As you already know (from the previous post) Gondor & Arnor's Army List is 100% complete. When finished it turned out be a 39 page document! Everything has been written and the only remaining thing to do is to create it and secure it via PDF and put it up on the downloads page. I'm considering putting up two versions - one that will be the colored version with mark-up and a second that will be "clean".

      The current completion status for the 37 profiles within Gondor & Arnor: 100%

      2) The Kingdom of Rohan


      Here is the profile list for the Men of Rohan:


      The profiles for The Kingdom of Rohan are also 100% complete. Everything has been written and added to the document. It turned out to be 30 pages long with all the profiles included in the PDF. I still need to get it generated via a secure PDF and put it up on the downloads page . Go here to see the profiles that have been added!

      The current completion status for the 25 profiles within The Kingdom of Rohan is: 100%

      3) The Elven Kingdoms


      Here is the profile list for Elves:


      The Army List for Elves is now complete. I have updated the profiles for the Guardians of the Havens, Haldir's Epic Hero, Celebrian and Celebrimbor. All new profiles have already been merged into the Army List.

      The current completion status for the 47 profiles within The Elven Kingdoms is: 100%

      4) The Dwarf Holds


      Here is the profile list for Dwarves:


      The Army List for the Dwarves is the most incomplete right now for good armies - mostly because they have the most impact for new profiles that need to be merged into the list. The vanilla profiles for the Legendary Formations and Epic Heroes are already in, but there is still quite a bit of work to be done on this list. Truth be told - I suspect that this will be the list that everyone is most interested in.

      The current completion status for the 51 profiles within The Dwarf Holds is: 76%

      5) The Forgotten Kingdoms


      Here is the profile list for the Forgotten Kingdoms:


      This is another list that requires a lot of updates. It surprises me that there were never even any profiles for Bilbo, Frodo, or Sam (other than in the Legendary Formation of the Fellowship).

      The current completion status for the 44 profiles within The Forgotten Kingdoms is: 31%

      6) The City of Dale


      Here is the profile list for the City of Dale:


      This is an entirely new list. Originally, I had included these profiles in with the Dwarves - but that just didn't make sense ... since they were men and not dwarves ...While the list is relatively short, it is still a pretty awesome list none the less - and with the new models it'll be a beautiful and contemporary looking army on the battlefield.

      The current completion status for the 8 profiles within The City of Dale is: 100%









      LINKS TO OTHER PARTS OF THE SBG TO WOTR CONVERSION SERIES

      1. Describing the Process [Part 1/13]
      2. Creating the Full List of Needed Profiles and Assigning WotR Armies [Part 2/13]
        1. Status Update for Progress on Profile Creation and Army List Document Writing - Good Armies [Part 2a/13]
        2. Status Update for Progress on Profile Creation and Army List Document Writing - Evil Armies [Part 2b/13]
      3. Extending the Gondor & Arnor List [Part 3/13]
      4. Extending The Kingdom of Rohan List [Part 4/13]
      5. Extending The Elven Kingdoms List [Part 5/13]
      6. Extending The Dwarf Holds List [Part 6/13]
        1. Sneak Peak at the Profiles for Thorin [Part 6a/13]
        2. Common Formations [Part 6b/13]
        3. Legendary Formations [Part 6c/13]
        4. Epic Heroes [Part 6d/13]
      7. Creating The City of Dale List [Part 7/13]
      8. Extending The Forgotten Kingdoms List [Part 8/13]
      9. Extending the Mordor List [Part 9/13]
      10. Extending The Fortress of Isengard List [Part 10/13]
      11. Extending The Misty Mountains (Moria) List [Part 11/13]
      12. Extending The Fallen Realms List [Part 12/13]
      13. Extending the Angmar List [Part 13/13]
        1. Common and Rare Formations [Part 13a/13]
        2. Legendary Formations [Part 13b/13]
        3. Epic Heroes [Part 13c/13]

        Thursday, September 3, 2015

        WotR Magic - Updates to the Rules for the Spells of Wilderness [Part 3/7]

        The Spells of Wilderness are mostly a Good Army set, existing within the Elven Army and with the Istari (Wizards) - namely Radagast. Here is the list of models which can use the Spells of Wilderness:


        As you can see above, the only original Evil Hero that had access to the Wilderness Spells is Durzhag the Beastcaller. With the release of Ashrak the Spiderkin, we've included the Spells of Wilderness (similar to Durzhag) when porting his profile from SBG to WotR, as well.

        The set of Magic Users that are Spell Mastery 1 include the Elven Stormcaller, and Ashrak the Spiderkin. They cannot of course use Focus Rolls to make multiple spell casts.


        The other remaining Heroes have a Spell Master of 2 or greater.


        Thanks to Calum for suggesting the update to the clarification of Nature's Wrath when used in conjunction with the Special Rule for Pathfinder (Master). In the near future there will be a series of posts about the order of resolution for Fates, Fortunes, Magic, Standard Actions, Heroic Actions, and Epic Actions that will provide additional detail about the decision that was made above. Furthermore, after a little more thought, the case where Entangle and Nature's Wrath are used in conjunction should have some occurring effect - so that was added to the Note for Nature's Wrath, as well.

        Similarly, a little more clarification was also added to the Entangle Spell for the effect of the Pathfinder (Master) Special Rule. Any other thoughts?








        Tuesday, August 25, 2015

        WotR Magic - Updates to the Rules for the Spells of Command [Part 2/7]

        The next set of Magic to be covered is the Spells of Command. The Spells of Command are mostly used by Good Models; in fact the only model that is Evil that has access to this set of magic is Saruman the White Hand.

        Here is the list of Magic Users that have access to the Spells of Command. Notice that those entries that are in purple italics are the "new profiles" that were added via bringing SBG Hobbit profiles into WotR.


        The spells have been separated again for Spell Mastery (1) and Spell Mastery (2+) Magicians.



        The Spells of Command are intended to be defensive and augmenting in nature. Notice that the biggest change is within the Blessing of the Valar spell being used on a non-infantry/non-cavalry formation (i.e., Glorfindel casting the spell on himself as a Monster Hero). Since there is no specification for how to handle "casualties" for Monsters the addendum needed to be added to make the spell viable for these unit types as well.










        Monday, June 8, 2015

        WFMC - Implementing the Options for Rotation [Part 8/11]

        The last three weeks has been busy with real life, so trying to find the time to squeeze in a little bit of coding has been quite the struggle; and to add salt to the wound, the majority of the work that I've been working toward accomplishing has been refactoring code within the Business Logic Layer of the Application, which is non-functional - paying back my Technical Debt over the last two months or so … Long story short - I've gotten some work done on features that are necessary but not super "flashy", but hopefully it will be enough to keep everyone interested until I can unveil more fun and exciting features.

        WHERE WE LEFT OFF WITH PART 7/11

        Here is what the application looked like on the 20th May 2015.


        We had added the zoom in/out capability (in the top right of the OpenGL View. We had also added the code to ensure that the checkboxes for Hornblowers, Difficult Terrain, Enemy Upon Us, At the Double, and Heroic Move were all adjusting the Remaining Move Value to allow them to be fully functional.

        MORE PROGRESS THAT HAS BEEN MADE

        The first thing that you should notice is the newly enabled feature and the placeholder for a new future feature.





        We have enabled the Rotation Radio Button Options in the Center on the Left and added the Clear All placeholder button to the bottom right of the Application. You may have noticed that the Radio Buttons for the Translation Sliders have also been renamed to the function that they are appropriately performing. As of right now, all Translation is Vector Based, so that is the default selected Radio Button.




        I had originally intended to also include the functionality for the "Use Vanilla WotR Move Limit Rules" Checkbox in this update, but alas - I had run out of time and that feature is requiring more Non-Functional Refactoring and effort than I had originally anticipated. Perhaps it was the 20-hour SmallWorld ©, Star Wars Epic Duels ®,  & Diablo III © XBox One © Extravaganza I had with my brother over the weekend that consumed all my time … NAH! That couldn't be it.




        The first thing I want to show is the changed availability of the Hornblower Checkbox. Previously, it was enabled and disabled only by the selected Desired Formation and Desired Unit's availability.




        We have changed it so that once a formation is Baselined, the state of the Hornblower Checkbox is committed and persisted for the formation. That is to say, there is no way to remove a Hornblower from a formation after it is in play - so why should the checkbox be enabled after the formation is baselined. With leaving it enabled, I was able to check and uncheck the checkbox at my leisure round-after-round (effectively allowing me to add +1" Move whenever I wanted extra Move Value). This defeats the intent of the Application, so it has been locked down once the formation is Baselined. If you then make a change to the Desired Unit, it will re-enable allowing the new formation to be selected for Hornblower availability.


        As mentioned earlier, We have also turned on the Radio Buttons for the Rotation Options.

        Recall back to previous posts about Rotating via Spinning (which occurs about the center of the formation) and Rotating via Wheeling (which occurs about a specified corner of the formation).
        The way that the Application up to this point has been using a combination of the two above, because the formation was rotating about the Origin of the crosshairs (which is actually located at the bottom-center of the Command Company within the Formation. Furthermore, the Expended Move Value for the Rotation had no bearing in reality - and didn't take into consideration the width or length of the Formation for calculating cost. So, basically, we were letting everyone "Get Away with Murder" and not calculating realistic rotation costs! The Translation Costs were accurate and as of today's incarnation, now the Rotation Costs are correct, as well.

        The Expended Move Value is still not "compounded" until the Formation is baselined; so any Rotation or Translation or Reconfiguration to orient and place the Formation before Baselining will not occur Expended Move Value Cost (just like before).

        Now, this is actually going to be rather difficult to show with static images. I guess I'll just have to give it a shot and see how it goes. I'll start with the rotating about the center option, first. It is the "Rotate via Spinning" Radio Button Option.

        Here is the Formation that we were just playing with for the Hornblower. It is a Formation of Minas Tirith Archers in 2x3 Configuration with the "Rotate via Spinning" Option selected. The formation has been Baselined (so it will start to accrue Expended Move Value based upon the dimension of the Formation).

        Here we go, I'll move the Rotation Slider and watch how it rotates about the center of the Formation, which is 1 Company in from the left/right sides and 1.5 Companies in from the front/bottom sides.

        Hopefully that is enough to give the idea of how it works for Rotating via Spinning about the Center of the Formation. I'm going to Reset the Round (for Round 1) to get the Formation back in its original location and then I'll do the same for Rotating via Wheeling.


        Once the Radio Button is changed from "Rotating via Spinning" to "Rotating via Wheeling" the drop down ComboBox under the Radio Button is also enabled (since you have to select a corner via which the wheeling will be applied).




        When you select the drop down for the ComboBox, it right now only has the option for the two front corners of the formation. I plan to add the back corners, but I need to think about a cleaver way to do that for non-rectangular Formations.

        So, let's start with Rotating via Wheeling for the Front-Right Corner of the Formation:


        Here is a Cavalry Formation of Elves in a 5x2 Configuration Wheeling about the Front-Left Corner of the Formation:


        A few other minor fixes included the fact that the Zoom Buttons were not working for Cavalry Formation. It was a happenstance that I stumbled upon while testing the Rotation functionality. So, there we go. I guess it wasn't as small of a change as I had originally thought - in fact this filled up a post quite nicely.

        Any thoughts or feedback? It's getting close to my original "Definition of Ready" that I had created for myself!!








          LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES


            LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES




            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
            • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
            • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
            • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
            • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
            • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
            • Using WFMC to Verify Movement Examples [Part 23/23]


            Saturday, April 25, 2015

            WFMC - 2 More Weeks Have Come and Gone … Ability to Load Previous Data & Reconfig Costs/Restrictions [Part 5/11]

            Time is just flying by, it seems. Two more weeks have come and gone ... I've made some interesting changes over those last two weeks - hopefully everyone else will agree.

            WHERE WE LEFT OFF WITH PART 4/10

            Here is what the application looked like on the 8th April 2015. Where we left off with it from the Part 4/10 post is shown below:



            I like how the formations are rendering correctly in the OpenGL view - with proper sizes and layouts. Also, the cleanup of the combo boxes with the "Select …" text really helps with knowing what to populate next for the application. Furthermore, the fact that I got the Baseline button working was a pretty big accomplishment, too.

            Furthermore, I had hoped to make progress in the following areas over these last two weeks:
            • Resetting move values (expended and remaining) based upon baselining, reseting, and ending rounds
            • Applying the reconfiguration costs from the database table to the actual expended move value

            Let's go through some of the changes that HAVE been made, and see what you think ... I think you will be pleasantly surprised!

            MORE PROGRESS THAT HAS BEEN MADE


            First off, the thing you will probably notice first is the new layout that has been implemented. I tried to get rid of the cramped feeling that it had before, by spreading it out more and re-organizing it a little with a more logical placement of checkboxes and labels. Notice that there are labels now for the sliders, as well - to indicate which slider handles what type of movement. Another thing that should be exciting to notice is that when the application is launched fresh, the "Load Last Saved Round …" button is enabled and ready for use! This allows you to come in and make multiple round changes and then leave the application - and then come back, load the last saved round from the database, and then pick up right where you left off! During the last run of the application, I was working with an Angmar Orc Warband formation. Clicking the "Load Last Saved Round …" button restored the round number, formation and number of companies within it, its baseline and current configuration, rotation, location and all other settings that were established during the previous run of the application. Here's how it looks after the load:


            The next thing that you will probably notice is the color change of the units within the formation. They are no longer the awesome blue color that they were 2 weeks ago, but have been updated to look more like the actual trays from the game. Again, this really makes it feel like a WotR formation - and not just a "cartoony" representation. OK, enough with the loading capability … let's get back to other added functionality!

            The first goal that I had set for myself 2 weeks ago was to reset the movement values once the baseline button was set… Here I've gone through the steps to select an Elven Mirkwood Ranger Warband formation (which is part of the extended ruleset from WotR version 1) comprised of 5 companies in 3x2 Configuration - and they are ready to be baselined. Notice that the Expended and Remaining Move Values have been fully consumed in the positioning of the formation for the baseline.


            Clicking on the "Set Baseline … " button confirms the desire to set the formation into baseline, and clicking OK overwrites the previous last saved round. So if the Load is used again, it would display the Elven formation - and no longer show the Angmar one.


            Here, the baseline has been set. Notice that it has set the baseline configuration, incremented the round counter (as advertised in the warning); but the big thing to notice is that the expended and remaining values have been updated to allow use of the Move Value again during Round 2.


            Rotating and Translating still costs … but if by playing around you get into a state that you did not intend:



            Here I've moved the formation all over the place and also reduced the number of companies down to 4. Using the "Reset Round" button, it will pop-up to ask if the reset was intentional, and then it will revert back to the state before any changes were made.


            Notice that the Expended Move value was also returned to 0.00" and the Remaining Move Value was also returned to 8.00". This was the main intent of the first bullet that I wanted to accomplish. Likewise, clicking "End Round" will do the same - reset the move values and increment the round counter and create a new point to which to load or reset.


            Here, I have a formation of 6 Palace Guard Elves. They are currently in 4x2 Configuration and Baselined. If I attempt to change from the 4x2 Configuration to the 5x2 Configuration:


            Since the cost to perform the reconfiguration to 5x2 Configuration is 8.98", and the Remaining Move Value is only 8.00", this is not allowed. I have a pop-up that will show indicating such. When OK is clicked the Formation Configuration is returned back to the Baseline Config - since the reconfiguration could not take place. Now, if the Palace Guard Regiment had executed an "At the Double!" (increasing the Move Value to 16"); or a "Heroic Move" (increasing the Move Value to 24") then the reconfiguration cost would be met - and the reconfiguration would have taken effect.

            Here is a reconfiguration that would work with the current 8.00" Move Value: 4x2 Configuration to 2x3 Configuration:


            Notice that in this case, the reconfiguration took place, and the cost to reconfigure 4.93" was applied to the Expended Move Value to perform the reconfiguration (and likewise, the Remaining Move Value was also updated).

            WHERE TO GO FROM HERE

            Success with the goals from the last 2 weeks - maybe I should set more goals for the upcoming weeks. I'm going to be traveling for work, so during layovers in airports I'm sure I can squeeze in a few extra hours of writing code and updating. Here's the goals for the next 2 week gap:
            • Color Formation Configuration selections within the combo box based upon feasibility of performing the reconfiguration (this will make it easier to determine which move value augmentation option is "best" to use):
              • Black means current Remaining Move Value is sufficient
              • Blue means current Remaining Move Value is not sufficient, but performing an "On the Double!" would make it ok.
              • Orange means that the current Remaining Move Value is not sufficient, but performing a "Heroic Move" would make it ok.
              • Red means that the current Remaining Move Value is not sufficient and the labeled configuration is not one that could be made.
            Stay tuned! I'm sure there will be plenty more upcoming very soon!







              LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES


                LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES




                • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
                • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
                • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
                • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
                • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
                • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
                • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
                • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
                • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
                • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
                • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
                • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
                • Using WFMC to Verify Movement Examples [Part 23/23]


              • Friday, March 13, 2015

                Using the SBG Profiles from Warbands & The Hobbit to Extend the WotR Army Lists with Missing Profiles - Describing the Process [Part 1/13]


                Over on www.one-ring.co.uk there are several posts about the missing profiles that are not contained within WotR, especially with the release of Warbands for SBG (which included several new models and profiles) and after the new Hobbit miniatures and profiles for SBG were also released. In order to help fill the gaps, it would make sense to use the SBG profiles and translate them over into a WotR profile to allow us dedicated players to have more access to those models and units.

                One thing to note: This process is not an "exact science" and usually requires a little "creative liberty" to make it work; however, since we have the "formula" for calculating Unit Cost(s), it is an easy thing to crunch numbers for any "new" profile that we effectively create.

                Here is the SBG profile for Tauriel from The Desolation of Smaug book for the Hobbit Strategy Battle Game:

                
                First, it would make sense to have Tauriel be an Epic Hero in The Elven Kingdoms Faction within WotR. Recall that Epic Heroes in WotR only have 4 stat-line items: Fight Value, Resilience, Courage and Might. We can use the values directly from her SBG profile to begin to "fill in the gaps" for her Epic Hero Profile. 

                1. Tauriel's Fight Value from the SBG profile is a value of 6. Perfect - we can copy that directly into her WotR profile.
                2. Tauriel's Wound Value from the SBG profile is 2 and she also has a Fate Value of 3. Recall from the SBG rules that Fate can be used to "discount a wound" on a roll of 4, 5, or 6 … this means that it in essence counts as "1/2 of a Wound Point". This would imply that Tauriel would then have 3.5 Wounds = Wound Value + 1/2 (Fate Value) = 2 + 1/2 (3) = 2 + 1.5 = 3.5. Since we must have Whole Number Values for profile statistics we could assign Tauriel's Resilience Value to be either 3 or 4. Looking at the set of profiles that already exist for models, 3 is a pretty rare value to have - and 4 is nonexistent … so 3 it is.
                3. Tauriel's Courage Value from the SBG profile is a value of 6. OK - good enough, let's put that in for her WotR Courage Value.
                4. Finally, Tauriel's Might Value from SBG is 3. So we can just use that, too for her WotR Might Value.
                Cool - that worked pretty good. Let's now look at the special rules that she has:
                1. Woodland Creature - This is a special rule that all Elves have in SBG. From a WotR perspective all Elves have the Special Rules: Pathfinder (Master) and Terror. It seems like these map 1:1 from SBG to WotR. Since Tauriel is going to be an Epic Hero, she gets the "Bestow" versions of: Bestow Pathfinder (Master) and Bestow Terror.
                2. Blade Mistress - This is Tauriel's unique special rule. She should probably retain this in her Epic Hero Profile. Here is where the creative liberty is going to need to come into full effect. Reading the SBG version of the rule, we want to keep the "intent" of the rule - but put it into a WotR context.
                As for the Wargear that she possesses in her SBG profile, WotR Epic Heroes typically inherit the weapons/armor of the unit in which they are participating - and do not typically have a "Bestow"-like capability for upgrades. So we won't worry about the Elven Cloak, Armor, Elf Bow, or Daggers.

                Finally, Tauriel being an Epic Hero gains the standard set of Heroic Actions: Will of Iron, At the Double!, Heroic Move, Heroic Shoot, Heroic Charge, Heroic Fight and Heroic Duel. Also, we need to apply a "logical" set of Epic Actions to her as well.

                A good way to think about this is to consider the set of Epic Actions that already exist within the target faction and try to find opportunities to "fill the gaps" that exist. It seems like making a list of Epic Actions and then analyzing the character's role within the films also works pretty well. If you see the character constantly shooting a bow - then maybe Epic Shot is a good choice. If you see the character going "nuts" because of some "psychological complication", maybe Epic Rage is a good choice. 

                A good number to shoot for is about 3-4 Epic Actions, we don't want the Hero to become too expensive just because we want a "superhero(ine)". Try to reign in the desire to assign everything to the unit - after all, if adding the character creates a substantial unbalance when played, it will be obvious when the model is included - and will inevitability result in an annoyed opponent. Constantly keep the following thought in mind: "If I never got to play this unit - and it was regularly used against me … what would I think of it?"

                Finally, if there is something that is "really unique" to the character that is worth of Epic Stature, which does not currently have an Epic Action associated with it … then it may be a candidate for a new Epic Action. Which do-able, it is suggested that this be "the exception, not the rule" (pun somewhat intended, lol).

                Here is the complete list of Vanilla WotR Epic Actions and the typical assignee:
                • Epic Challenge - Good for Hero vs Hero types
                • Epic Channelling - Good for Magic Users
                • Epic Charge - Good for Fighter Heroes
                • Epic Cowardice - Unique to Evil Heroes (Mostly Goblins)
                • Epic Defense - Good for Heavy Armored/Shielded Heroes
                • Epic Duel - Good for Hero vs Hero types
                • Epic Intervention - Good for "Main" Race Heroes
                • Epic Journey - Unique to Aragorn
                • Epic Leadership - Good for "Main" Race Heroes
                • Epic Poison - Unique to Poison Users (Mostly Harad)
                • Epic Rage - Good for a Hero with a Need to "Go Crazy" (i.e., Lost a limb, Lost a lover, etc…)
                • Epic Rampage - Good for a "Kills Way Too Many Enemies" Hero
                • Epic Renewal - Good for a Hero that Leads or Councils Other Heroes
                • Epic Restoration - Good for a Healing Hero
                • Epic Ruination - Unique to Evil Spell Casters that have Access to Spells of Ruin
                • Epic Sacrifice - Good for a Hero that Dies (or almost dies) in the Movies
                • Epic Shot - Good for Archery Heroes
                • Epic Strength - Good for Big/Strong Heroes
                • Epic Strike - Good for Everyone
                • Epic Tranquility - Unique to Good Spell Casters
                As we saw over in the Epic Hero Special Rule Applicability Post for Elves, here are the Epic Actions that the Elves already have access to:
                • Epic Challenge
                • Epic Channelling
                • Epic Charge
                • Epic Defense
                • Epic Leadership
                • Epic Rage
                • Epic Renewal
                • Epic Restoration
                • Epic Sacrifice
                • Epic Shot
                • Epic Strike
                Let's look at the list again, mark those that already are "covered" by the list with an (*) and determine which "make sense" for Tauriel (colored green):
                • (*) Epic Challenge - Yes
                • (*) Epic Channelling - No
                • (*) Epic Charge - Yes
                •      Epic Cowardice - No
                • (*) Epic Defense - No
                •      Epic Duel - Yes
                •      Epic Intervention - No
                •      Epic Journey - No
                • (*) Epic Leadership - No
                •      Epic Poison - No
                • (*) Epic Rage - Yes
                •      Epic Rampage - Yes
                • (*) Epic Renewal - No
                • (*) Epic Restoration - No
                •      Epic Ruination - No
                • (*) Epic Sacrifice - No
                • (*) Epic Shot - Yes
                •      Epic Strength - No
                • (*) Epic Strike - Yes
                •      Epic Tranquility - No
                Let's give her Epic Duel, Epic Rage and Epic Strike. She will then cover a new Epic Hero Ability with Epic Duel, her Epic Rage fits well with the movie's Star-crossed Lovers with Kili, and as a Duelist Epic Strike is always useful.

                Now we can use the equation to calculate her Cost. Whew, this is digging WAY back in the list of posts …

                 Based upon the profile for the Epic Hero Tauriel:
                • Cst = 10 (Epic)
                • F = 6
                • R = 3
                • C = 6
                • Mt = 3
                • Ar = 0 (Epic Hero)
                • XWpn = 0 (Epic Hero)
                • SpR = 6 (Bestow Pathfinders (Master), Bestow Terror, Blade Mistress, Epic Strike, Epic Rage, and Epic Duel) - [Remember that the Heroic Actions are "free".]
                Plugging all this into the equation gives:

                COST OF HERO PROFILE = {[(Cst)*5]+[(F-4)*5]+[(R-2)*5]+[(C-4)*5]+[(Mt-2)*10]+[(Ar)*5]+[(XWpn)*5]+[(SpR)*10]}

                = {[(10)*5]+[(6-4)*5]+[(3-2)*5]+[(6-4)*5]+[(3-2)*10]+[(0)*5]+[(0)*5]+[(6)*10]}
                = {[50]+[(2)*5]+[(1)*5]+[(2)*5]+[(1)*10]+[0]+[0]+[60]}
                = {[50]+[10]+[5]+[10]+[10]+[0]+[0]+[60]}
                = 145

                This gives 145 Points for this profile.

                Putting it all together, here is what her profile would look like:


                That's pretty cool - and exciting, too! I can't wait to get her into a formation of Wood Elves and see how she works out!






                LINKS TO OTHER PARTS OF THE SBG TO WOTR CONVERSION SERIES

                1. Describing the Process [Part 1/13]
                2. Creating the Full List of Needed Profiles and Assigning WotR Armies [Part 2/13]
                  1. Status Update for Progress on Profile Creation and Army List Document Writing - Good Armies [Part 2a/13]
                  2. Status Update for Progress on Profile Creation and Army List Document Writing - Evil Armies [Part 2b/13]
                3. Extending the Gondor & Arnor List [Part 3/13]
                4. Extending The Kingdom of Rohan List [Part 4/13]
                5. Extending The Elven Kingdoms List [Part 5/13]
                6. Extending The Dwarf Holds List [Part 6/13]
                  1. Sneak Peak at the Profiles for Thorin [Part 6a/13]
                  2. Common Formations [Part 6b/13]
                  3. Legendary Formations [Part 6c/13]
                  4. Epic Heroes [Part 6d/13]
                7. Creating The City of Dale List [Part 7/13]
                8. Extending The Forgotten Kingdoms List [Part 8/13]
                9. Extending the Mordor List [Part 9/13]
                10. Extending The Fortress of Isengard List [Part 10/13]
                11. Extending The Misty Mountains (Moria) List [Part 11/13]
                12. Extending The Fallen Realms List [Part 12/13]
                13. Extending the Angmar List [Part 13/13]
                  1. Common and Rare Formations [Part 13a/13]
                  2. Legendary Formations [Part 13b/13]
                  3. Epic Heroes [Part 13c/13]