Showing posts with label Witch-king. Show all posts
Showing posts with label Witch-king. Show all posts

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]

    Thursday, November 5, 2015

    WotR Magic - New Epic Abilities for Spell Caster Upgrades [Part 6/7]

    Anyone who has played with an Evil Spellcaster has probably come across the Epic Ability Epic Ruination when using Saruman, The Necromancer, Sauron, or Kardush the Firecaller. This ability is used in conjunction with the Spells of Ruin to improve the potency of those spells for an Epic Hero (or Legendary Formation that is of Epic Stature). Here is how the Ability reads for the Spells of Ruin:



    So, the logical question to follow after reviewing this Epic Ability is: Why do the Spells of Ruin have an Epic Upgraded Ability, but none of the other Magic Disciplines get the same love?

    Well - the time has come to reveal those new Epic Abilities and finally fill that gap.

    SPELLS OF DISMAY


    SPELLS OF COMMAND


    SPELLS OF WILDERNESS


    SPELLS OF DARKNESS


    The means by which we determine if a Hero can have an upgrade and how much it will cost is pretty straight forward. The general rule is that if the Hero is an Epic Hero (or Legendary Formation) that has access to a Magic Discipline and is of substantial visibility within the Film or Books then they should qualify for the Upgrade Option to allow the new Epic Abilities. Following the formula for Epic Abilities, they cost 10 Points per Ability for the Epic Hero - so, we've set the price as such.


    Furthermore, in order to not impact the set of rules that we have already taken so much time to balance and provide baseline points for - we make them an Upgrade Option, which means that they are not a standard included Epic Action, but must be purchased in order to be used. If you look at the Post for Mordor, you will see that there are the profiles for the Witch-King and the Necromancer that include the Upgrade Options.

    Here are some of the candidates for the new Epic Abilities that may be included in upcoming updates:

    EPIC DISTRESS
    • The Necromancer
    • Ringwraiths
    • The Witch-King
    • Gandalf
    • Saruman
    • Sauron

    EPIC DIRECTION
    • Radagast
    • Gandalf
    • Galadriel
    • Elrond
    • Saruman

    EPIC NATURALIZATION
    • Radagast
    • Elrond
    • Thranduil
    • Arwen

    EPIC SHADOW
    • The Necromancer
    • Ringwraiths
    • The Witch-King
    • Sauron














    LINKS TO OTHER MAGIC RULES UPDATE POSTS

    Tuesday, December 2, 2014

    Angmar Unit Cost Analysis

    Angmar is a very interesting army. It almost seems like an afterthought to Mordor and is intended to be a fluff army in order to use models that are already created but didn't fit thematically into the other Evil army lists. I think the equivalent on the Good side would be The Forgotten Kingdoms - but that has a lot more uniqueness to that army - separate from the other Good Armies. In fact, it is curious that 60% of the common formations are basically copies of other army's formations ... and 100% of the Epic Heroes are from Mordor.
    • (C) [I] Ghostly Legion = Warriors of the Dead (Gondor & Arnor)
    • (C) [H] Ghostly Riders =  Riders of the Dead (Gondor & Arnor)
    • (C) [I] Spectral Host [Unique to Angmar]
    • (C) [I] Carn Dum Warband = Dunlending Huscarls (The Fortress of Isengard [Not identical but very similar])
    • (C) [I] Angmar Orc Warband = Mordor Orc Warband = Isengard Orc Warband
    • (C) [I] Court of Fallen Kings [Unique to Angmar]
    Also, why is the Necromancer not part of the Angmar army? Another thing is … almost all the formations have the We Stand Alone special rule - so the Epic Heroes cannot join but only 3/7 formation types! It just seems like a lot is missing a lot. I guess the only option is to use them as an Ally Army (as called out for The Forgotten Kingdoms on pages 85 & 86) for other Evil armies. Enough musing - let's get on with it!

    ANGMAR WARRIORS

    Keys:
    (C) = Common Formation, (R) = Rare Formation, (L) = Legendary Formation
    [I] = Infantry, [H] = Cavalry, [A] = Artillery, [M] = Monster, [MH] = Monster Hero
    • (L) [MH] Buhrdur - Underpriced by 29%
    • (C) [I] Carn Dum Warband - Underpriced by 25%
    • (L) [MH] Gulavhar, the Terror of Arnor - Underpriced by 2%
    • (C) [I] Ghostly Legion - Overpriced by 20%
    • (C) [H] Ghostly Riders - Overpriced by 20%
    • (C) [I] Angmar Orc Warband - Overpriced by 50%
    • (R) [M] Shade - Overpriced by 54%
    • (C) [I] Spectral Host - Overpriced by 78%
    • (R) [I] Court of Fallen Kings - Overpriced by 85%
    • (R) [I] Werewolf Pack - Overpriced by 85%
    Applying the template from cheapest (weakest stat-wise) to most expensive (most powerful) gives the following. Of course, the Legendary Monster Heroes are at the bottom where they should be.
    • 10 Points per Company:
      • (C) [I] Angmar Orc Warband
    • 40 Points per Company:
      • (C) [I] Carn Dum Warband
    • 45 Points per Company:
      • (C) [I] Spectral Host
    • 50 Points per Company:
      • (C) [I] Ghostly Legion
      • (C) [H] Ghostly Riders
    • 65 Points per Company:
      • (R) [I] Court of Fallen Kings
      • (R) [M] Shade
      • (R) [I] Werewolf Pack
    • 175 Points:
      • (L) [MH] Buhrdur
    • 205 Points:
      • (L) [MH] Gulavhar, the Terror of Arnor
    GULAVHAR'S SWOOP ATTACK FOR BEING A FLYING MONSTER HERO

    Just as we talked about the Eagle in the Forgotten Kingdoms army list - it makes sense for any Flying Monster to have the Swoop Attack Special Rule. I have included this in the profile cost for Gulavhar provided above.


    BUHRDUR'S EPIC STRENGTH SPECIAL RULE

    Similar to the Epic Strike special rule that several Epic Heroes have, Buhrdur has the special rule for Epic Strength. As we have shown in previous posts when doing the analysis for Hero profiles:
    • Strength = +/- 5 points per value point
    • Special Rules = +/- 10 points per spell, special rule, or epic action 
    Using these two point values logically together:

    Epic Strength = Special Rule = +10 Points = 2*(+5 Points) = 2* (+1 Strength)

    There we have it ... Epic Strength is a 10 point special rule, so the equivalent Strength Value boost for that would be an increase of 2 Strength Value Points.

    Epic Strength will increase the Strength Value of a Hero by +2 to a maximum of 10. Furthermore, if there are other special rules that have taken effect (even after Epic Strength has been applied) the minimum that a Epic Hero's Strength Value with Epic Strength applied can be reduced to is 2 (0 + 2).


    ANGMAR HEROES



    

    Key: (C) = Command Hero, (L) = Legendary Hero, (E) = Epic Hero
    • (C) Ghostly Captain GL - Underpriced by 41%
    • (C) Ghostly Captain GR - Underpriced by 41%
    • (E) The Dwimmerlaik - Underpriced by 40%
    • (E) The Tainted - Underpriced by 40%
    • (E) The Witch-king - Underpriced by 15%
    • (C) Barbarian Chieftain - Accurately Priced (0% deviation)
    • (C) Angmar Shaman - Overpriced by 33%
    • (C) Orc Captain - Overpriced by 43%
    Sorting by the cost calculated by the template from cheapest (weakest stat-wise) to most expensive (most powerful):
    • Heroes that should cost 35 Points:
      • (C) Orc Captain
    • Heroes that should cost 50 Points:
      • (C) Barbarian Chieftain
    • Heroes that should cost 75 Points:
      • (C) Angmar Shaman
    • Heroes that should cost 85 Points:
      • (C) Ghostly Captain GL
      • (C) Ghostly Captain GR
    • Heroes that should cost 210 Points:
      • (E) The Dwimmerlaik
      • (E) The Tainted
    • Heroes that should cost 235 Points:
      • (E) The Witch-King