Showing posts with label UnitProfiles. Show all posts
Showing posts with label UnitProfiles. Show all posts

Sunday, October 9, 2016

Complete Army Profile Documents are Finally Here and Ready to Download

It is the 2 year anniversary of this blog, and appropriately the time has finally come for the PDFs with the profiles to be posted and available for download!

Head over to the download page where you can get a copy of the files that have already been updated and completed!



Why not get them, print them off and have the full set of profiles available? With nearly 300 pages of profiles already posted and available - and the remaining coming very soon - you could finally have the full set - looking consistent, with clarification and completeness finally available for your games.



Also as you can see - there are pages that are ready that have not yet been provided up on the blog ... so you get an early preview and can start playing with the new profiles immediately!



What are you waiting for? Get some now while they are marked down - before they go back to full price!

All WotR Evil Army Lists - Bundled

To download and unlock all 5 of the PDFs for Evil Armies (Mordor, Isengard, Misty Mountains, Fallen Realms, & Angmar), click the Buy Now button below! The PDF will be delivered to your email address that you provide during checkout.

$112.49 (Original Price)
$79.95 (30% Off - Purch. Individually)
$59.99 (Nearly 50% Discount!)







This is a 254 Page PDF that includes all of the Evil Lists above in a single file for batch purchase. It includes the full set of rules for Wargear, Upgrades, Special Rules, Heroic Actions & Epic Actions associated to each formation within the Army List.

Wednesday, September 7, 2016

Extending the Angmar List with Missing Profiles - Common and Rare Formations [Part 13a/13]

It has been a long time since I've added to this series of posts for Missing Profiles - and I am sure that everyone is anxiously waiting for these updates. Here are the profiles that have been added for the Angmar list.

Here are the profiles from the Angmar List that have become Common Formations:
  • Hunter Orc Warband
  • Fell Warg Pack
  • Mirkwood Spider
These new profiles add one new Infantry, one new Cavalry and one new Monster to the List. The really cool part is that the Mirkwood Spider being a Common Monster - it is feasible to have an entirely monster focused army with Angmar, now.

NEW COMMON FORMATIONS FOR ANGMAR
  1. Hunter Orc Warband
  2. Fell Warg Pack
  3. Mirkwood Spider

1) HUNTER ORC WARBAND

The Hunter Orc Warband is a pretty standard rank-and-file unit. They carry over the Many Blades rule which when used in conjunction with Prowler can provide a very strong shock troop (which would mean playing this formation more strategically - for orientation, priority determination, charge distance, banner inclusion, etc...).



2) FELL WARG PACK

The Fell Wargs provide a strong cavalry force for Angmar; they get the unstoppable charge bonus more easily with their Fell Sight and similar to the Hunter Orcs they also provide for a more tactical game play. It would probably be wise to use the Angmar Orcs as fodder and then strategically maneuver these stronger shock troops to gain maximum benefit.

3) MIRKWOOD SPIDER

50 points for a monster is a great bargain - considering that it has the Hard to Kill and Pathfinder (Woodland). Bringing a long a few of these (as common formations) can make the Angmar army more of a "control" game play - meaning that the Striking Order (Monster) special rule will be removing models from the other player before they can retaliate.


Also, as mentioned above, this gives the player an option to field a Monster-only army (which would be similar to an Ent Only army that we saw in a past White Dwarf).

Here are the profiles from the Angmar List that have become Rare Formations:
  • Hunter Orcs on Fell Wargs
  • Gundabad Orc Regiment
  • Spectre Warband
These new profiles add two new Infantry and one new Cavalry to the List.

NEW RARE FORMATIONS FOR ANGMAR
  1. Hunter Orcs on Fell Wargs
  2. Gundabad Orc Regiment
  3. Spectre Warband
1) HUNTER ORCS ON FELL WARGS

The Hunter Orcs on Fell Wargs basically combines the Hunter Orc Warband and Fell Warg Pack into a single Cavalry unit. Since they get the benefit of both base unit, they can provide a very strong and fast shock troop. I like the way that Angmar is becoming with the Hobbit extensions - it makes this Army feel more like a "smart person" army that requires more forethought than say a Dwarf Army - which is all about "smash into the other guy and last longer then them".


2) GUNDABAD ORC REGIMENT

The Gundabad Orcs provide a rank-and-file unit that is surprisingly durable for Orcs. If they are given shields in addition to their pikes - they can be played similar to a formation of Isengard Uruk-hai. Additionally, if they have Bolg added as a Hero of the formation - they will be a formidable block.

3) SPECTRE WARBAND

The Spectre Warband creates a unit that can easily close the gap (since they have their Enchanted Cloaks) and then create an uneasy looming fight with their other special rules. Again this gives the Angmar player the ability to play a "mental game" taking the Spectres against a lower-courage formation basically ensures that the enemy will lose.


I really like the Angmar formations that have come out of the Hobbit profiles. They give the army a new life that was really lacking before - and almost makes the Army into a "control/tactical" one that allows the player to effectively manipulate the battlefield and consider unit placement and orientation more than traditionally done.

By the way ... I'm going to need to update the Status Update for Progress on Profile Creation and Army List Document Writing - Evil Armies [Part 2b/13] since the updates to the Angmar Army List are 100% complete.


To download and unlock the PDF for Angmar, click the button below! The PDF will be delivered to your email address that you provide during checkout.

$24,99  $9.99
Right now - 66% off of normal price for the Kick-off of this document! 
Sale price is ending on October 31, 2016!

SEE MORE ON THE DOWNLOADS PAGE!



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]

Tuesday, August 30, 2016

Updates and Extensions to the Rules for Fates - Infestation, Watcher in the Shadows, & Ignore Pain [Part 15/24]

Here is the next set of Fate Updates! The Watcher in the Shadows has been updated similar to the other Fortunes and Fates that place a new terrain piece (Seat of Ancient Power and Dark Shrine). Also, it has been increased to provide a bonus to the Evil Factions that are within its range, as well. Ignore Pain is a completely new Fate - It provides a one-turn boost to a monster's Resilience Value - thus ensuring that the monster will likely survive any fight that it is outnumbered in. Combining this with a monster that has any variation of the Hard to Kill rule makes it a very useful fate. Everyone enjoy! I'd love to hear any feedback or comments you may have.







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]


Tuesday, August 23, 2016

WFMC Mobile - Art for Dwarves' Companies and Formations of Various Supported Types [Part 4/11]

Next up is a couple of the Dwarf Formations, showing one or more of each type of formation that is supported in the current Dwarf Holds list.



The Dwarves are the list that has had the most updates to it (mostly due to the fact that they have a lot of profiles from the Hobbit that have been created).

Let's start at the top left and work around again ... In the top-left (within the water) is Thorin Oakenshield the Epic Hero, using his Barrel Rider Upgrade and Special Rule. Down from him is the formation of Thorin's Company - notice that they have a special base (as specified in their profile) and have the Company of Heroes rules, which makes it look even more intimidating. Recall that Thorin's Company and the Epic Hero Thorin Oakenshield are unique, so technically cannot be in the same army - but are shown here since they are "different" types supported in the army list, only. Down and to the right is a 3x1 Configuration Formation of Dwarven Ballistas. Up and to the Right is a 3x2 Configuration Formation of 5 Companies of Dwarf Warrior Kinband. They have their standard equipment of Shields ... with no other upgrades, but remember that they could have exchanged wither shields for two-handed weapons ... or upgraded their armor to heavy or mithril for extra points per company. Finally on the far right is a King's Champion Monster Hero.

So there we have it for Dwarves, everything else in the list is either an infantry or small monster (like the King's Champion - e.g., The King's Herald or Thrain the Broken).




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

      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

          Thursday, August 4, 2016

          WFMC Mobile - Art for The City of Dale Companies and Formations of Various Supported Types [Part 11/11]

          Here is the set for The City of Dale! The army list is very short and mostly comprised of Infantry Formations. In fact, the only formation that is not an Infantry Formation is the Windlance (which is an Artillery Formation),














          While this army does not have much in the way of variety ... I think it would still be entertaining to have a Dale vs Dwarf fight - just for fun! Or Dale vs Moria - I am sure the Monsterbane would then definitely come in handy.


          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

              Tuesday, June 14, 2016

              Updates and Extensions to the Rules for Fortunes - Weapon Cache: Bows & Weapon Cache: Pikes [Part 21/24]






              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, 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]

                Tuesday, May 17, 2016

                Updates and Extensions to the Rules for Fates - Black-hearted Trees, Curse of Morgoth, Tokens of Terror, & Haunted Wasteland [Part 14/24]


                Here is the next set of Fate Updates! The weeks seem to be flying by so quickly ... There is a pretty substantial change made to the Curse of Morgoth ... it now seems more like a "curse" since it impacts both players instead of just one. Also, the Haunted Wasteland fate had quite a bit of updates as well - there was no clarification on how to use this fate against monsters or other formation with a greater than 1 Resilience Value, so the clarification has been updated. Everyone enjoy - and as always, if you have any feedback or comments, feel free to provide them!



                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]

                  Thursday, May 12, 2016

                  Updates and Extensions to the Rules for Fates - There Will be no Dawn, Evil Reputation, Tormented Steeds, & Balefire Arrows [Part 13/24]

                  Next up is another batch of Fate Updates. These are pretty status-quo as updates go. The Evil Reputation Fate has had more clarification provided, indicting that the Hero receives the special rule "Bestow Terror". Also, Balefire Arrows has clarification for how to handle it with the Special Rule "Indomitable", as well.








                  As always, comments are always welcome! Hope you all enjoy.

                  P.S. I think there will be another status update on WFMC Mobile coming soon ... I've gotten the Phases working and transitioning between Phases, so it actually follows the game flow, as it should.

                  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]

                    Thursday, April 7, 2016

                    Updates and Extensions to the Rules for Fates - Faltering Nerve, Sigil of the Fallen Kings, & The Crown of Carn Dum [Part 12/24]

                    Here are the next set of Fates for Evil Armies.

                    I particularly like the changes that have been made to the Sigil of Fallen Kings. This makes this Fate a lot more useful in the sense that it is persistent through the entire game (even if the original owning formation is destroyed). The other changes allow for more clarification of the rules, as well.

                    One that was necessary was the special rule for the Crown. It had mentioned that the Hero suffers automatic hits ... but this didn't make sense since it would just be discounted by their Resilience - so it was changed to the Hero's formation that takes the automatic hits. Enjoy! Let me know what you think!












                    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]

                    Monday, March 28, 2016

                    Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 6 Companies [Part 5/23]


                    This post will cover formation that are comprised of 6 infantry companies and will provide images to help determine the proper initial and final location of companies while undergoing the reconfiguration and provide the movement costs associated with the movement.


                    WARNING: THIS IS GOING TO BE A LONG POST FOR THE VARIOUS PERMUTATIONS OF CASES THAT NEED TO BE COVERED!


                    So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Line (6x1) configuration to compact 1 (5x2) configuration would require a move distance of 13.21".


                    So, it appears that Company 5 has the furthest move distance, this means that to reconfigure from Compact 1 (5x2) configuration to compact 2 (4x2) configuration would require a move distance of 8.98".


                    So, it appears that Company 4 has the furthest move distance, this means that to reconfigure from Compact 2 (4x2) configuration to compact 3 (3x2) configuration would require a move distance of 8.98".



                    So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Compact 3 (3x2) configuration to compact 4 (2x3) configuration would require a move distance of 8.98".



                    So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Compact 4 (2x3) configuration to column (1x6) configuration would require a move distance of 8.31".


                    So, it appears that Company 5&6 have the furthest move distance, this means that to reconfigure from Line (6x1) configuration to compact 2 (4x2) configuration would require a move distance of 8.98".

                    

                    So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Line (6x1) configuration to compact 3 (3x2) configuration would require a move distance of 17.48". This means that a formation with a move value of 6" would require a Heroic Move to perform this reconfiguration move.


                    So, it appears that Company 5&6 have the furthest move distance, this means that to reconfigure from Line (6x1) configuration to compact 4 (2x3) configuration would require a move distance of 9.87".



                    So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Line (6x1) configuration to Column (1x6) configuration would require a move distance of 17.56".


                    So, it appears that Company 5 has the furthest move distance, this means that to reconfigure from Compact 1 (5x2) configuration to compact 3 (3x2) configuration would require a move distance of 13.21".


                    So, it appears that Company 5 has the furthest move distance, this means that to reconfigure from Compact 1 (5x2) configuration to compact 4 (2x3) configuration would require a move distance of 9.87".



                    So, it appears that Company 5 has the furthest move distance, this means that to reconfigure from Compact 1 (5x2) configuration to Column (1x6) configuration would require a move distance of 12.82". Again, this would require a Heroic Move to accomplish this reconfiguration for a formation with a move value of 6".


                    So, it appears that Company 3&4 have the furthest move distance, this means that to reconfigure from Compact 2 (4x2) configuration to compact 4 (2x3) configuration would require a move distance of 4.93". It is interesting to note that this is the only reconfiguration for 6 infantry companies that does not require an "At the Double" or Heroic Move.



                    So, it appears that Company 4 has the furthest move distance, this means that to reconfigure from Compact 2 (4x2) configuration to Column (1x6) configuration would require a move distance of 11.19".



                    So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Compact 3 (3x2) configuration to Column (1x6) configuration would require a move distance of 10.39".


                    SUMMARY (for Infantry Formation Comprised of 6 Companies with Move Value of 6")
                    





                    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]