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Old March 19th, 2009, 23:53   #21 (permalink)
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I agree with frozencore. Having the MOCU on all beasts actually seems quite fluffy. They shouldn't run away that easily, but in combat if they lose they should be easier to break than normal chaos. They are used to being pelted by arrows by the WE anyways, so running away every time someone points a bow at them seems a bit unlikely and very unfluffy.


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Old March 20th, 2009, 16:57   #22 (permalink)
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For anyone who wants to take a bit more of an in depth look, i have now ''finished'' the army list itself. My version of BoC (6.5) is written in MS Word '03. If you cant support that then i can transfer it to notepad for you, but no promises how it will come out.

If you would like a copy, please PM me your email address and ill send my list to you. Feedback is, ofcourse, welcome

Next task is to sort out the army specific special rules, then the marks, then the magic items... wish me luck! (especially with the last one, ill be looking for floods of input ideas here! )
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Old March 20th, 2009, 21:28   #23 (permalink)
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Who else thinks scouting cyclops ( or ranked if you prefer) would be cool.
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Old March 20th, 2009, 22:16   #24 (permalink)
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Interesting... what kinda scale are Cyclops on? Somewhere between Ogres and Giants? To me they feel like more of a WoC unit tbh, but Cyclotaurs...

Ooh, an idea my mate threw out there earlier, shall i add some ''furies'' (winged gors) to the army list? Will it ''break'' beasts? or more importantly the feel/theme of the army?
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Old March 20th, 2009, 22:44   #25 (permalink)
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Good idea phoenix, let my add my humble 2 cts:

-Pestigor hero choice.
-Not just making then rank but adding a little, even with the new rank bonus their special skirmishing rules could be better... Why not a kind of swarm attack? with a few models getting a flank attack or something, would make sense with herds running to the sides of enemy blocks too. Just the ranking up seems to little as a special rule.
-Gors with great weapons, how nice would that be, either have em 2xCCW, 1xCCW+S or GW! And it wouldn't be all that overpowered cus they would still have their current statline.
-No more "half army can ambush", i want to be able to ambush my entire force, well, all models currently able to do so anyways.
We are still naked, slightly better humans in the statline and most really tough units (mino's, bestigor, rares) still can't ambush so they have to footslog all in the open.
It would balance itself i feel as a lot of players will still choose to not ambush all his units as this would leave the remaining forces in the open, and the LD tests still apply making it as tricky to land 'em when you want it.
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Old March 22nd, 2009, 14:23   #26 (permalink)
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So what you want is strength on the charge regen cavalry move through woods rul chaos armour and really elite units of yeah and range units oh and more special charse and better chariots, aiming a bit low arent use, u could probably ask for las cannaons


As much as i enjoy receiving feedback, and like hearing the thoughts of the sarcastic, you could atleast make an effort to use good grammar...and spelling. I'm going to leave this post un-altered as an example to others of how NOT to write a post on LO. Phoenix.
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Old March 22nd, 2009, 16:29   #27 (permalink)
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Im posting, partly to draw attention to the above post But also to re-advertise my earlier post. If anyone wants a copy of the ''book'' so far, then PM me!

The final version will be available in pdf.
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Old March 22nd, 2009, 21:46   #28 (permalink)
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Army special rules have had their first draft of writing. Notable changes are as follows:

Ambush - An area terrain (non hills) version created for Huntgors

Bloodgreed, Drunken and Trample - adapted so they become available to other units, opeining up magic item potential

Raiders - If they would rank up less than 5 wide, you get to choose how wide they rank up (space permitting). Attempt made to edit this for fighting against other skirmishers, but it got too... silly

Unruly - on a 1, unit gains frenzy until the end of its movement phase (massively simplifies the current mess of rules )



Edit: Lots of free time, so ive been busy today (with the book) !

Ive done the first draft of the list of marks now too, also clarified how Centigor attack. Also just added a 0-1 special choice (i wanted them to be pseudo-rare) of Flying Gor

Magic items tomorrow! Im gonna be customising the MI list a little... an basically an idea gained from the Staff of Darkoth, making it an Arcane Weapon (effectively what it is already), opens up possibilities for other combo items...


Any magic item ideas, PLEASE post them down, no matter how redunculous they may seem! Anything could trigger some inspiration
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Old March 23rd, 2009, 03:14   #29 (permalink)
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I haven't sseen it yet, but I think there should be an emphasis on other types of beasts rather than just having everything be gors.

Instead of a "flying gor" maybe it could be a hawkman instead. They already exist in the fluff. They could have javelins and spears/lances for a dragoon-style divebomb attack that maybe gives them a strength bonus like cavalry charging.

How about an ability/magic item that lets a unit scout again. Like they scout, attack, use an ability to hide and come back on the board in a different terrain piece.

An ability that lets a unit act as cavalry for charge range and other bonuses, but maybe it is only for charges and not normal moves.

How about something that unleashes the "inner beast" in units. It could be used on friendly units as a combat buff, but maybe it also could be used on enemies to make them attack themself. This could also work like death frenzy, where it is a buff like frenzy, but makes the unit lose d3 models.

They definitely need an item that alters terrain to their advantage during the game (chaos warping the land), like wood elf tree singing, but not limited to trees. I can imagine adding/subtracting hills, moving forests and swamps, etc.

A Hail of Doom Arrow type item to help them deal with threats without having to resort to magic spells for people who want to be magic light.

A weapon that gives an increasingly more powerful version of frenzy the more enemies it kills. Maybe the model wielding this weapon is not allowed to join units to make it more fair depending on how crazy it can get.

An item that lets a unit either teleport next to another friendly unit (but not within 1" of the enemy) or lets a friendly unit teleport next to the wielder's unit. This could help emphasize the sneaky speed.

Some sort of "Armor of thorns" that deal the same strength hit back at the model that inflicted it.

An item that prevents a unit from being charged or prevents a unit from charging. Most likely one use only.


That's all I have for now. Of course any of the random items could be banners, arcane, etc. and don't need to be armor or weapons. Those tend to be more standard anyway.
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Old March 23rd, 2009, 03:24   #30 (permalink)
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I haven't sseen it yet, but I think there should be an emphasis on other types of beasts rather than just having everything be gors.

Instead of a "flying gor" maybe it could be a hawkman instead. They already exist in the fluff. They could have javelins and spears/lances for a dragoon-style divebomb attack that maybe gives them a strength bonus like cavalry charging.
True, although choice of model is down to the player anyway Like, the fluff mentions lizard BoC, so you could use Lizardmen for a BoC army.

How about an ability/magic item that lets a unit scout again. Like they scout, attack, use an ability to hide and come back on the board in a different terrain piece.
Maybe.. ive tried to write rules like this before (for my FFVII Yuffie hero). It got long an complicated...

An ability that lets a unit act as cavalry for charge range and other bonuses, but maybe it is only for charges and not normal moves.
Im thinking magic banner.

How about something that unleashes the "inner beast" in units. It could be used on friendly units as a combat buff, but maybe it also could be used on enemies to make them attack themself. This could also work like death frenzy, where it is a buff like frenzy, but makes the unit lose d3 models.
I like

They definitely need an item that alters terrain to their advantage during the game (chaos warping the land), like wood elf tree singing, but not limited to trees. I can imagine adding/subtracting hills, moving forests and swamps, etc.
Hmm... i think this breaks fluff a bit. They aren't really ''in tune'' with nature etc like WE are. I really want to keep the list fluffy and looking as though GW had written it in 6th ed.

A Hail of Doom Arrow type item to help them deal with threats without having to resort to magic spells for people who want to be magic light.
Again, fluff

A weapon that gives an increasingly more powerful version of frenzy the more enemies it kills. Maybe the model wielding this weapon is not allowed to join units to make it more fair depending on how crazy it can get.
I like

An item that lets a unit either teleport next to another friendly unit (but not within 1" of the enemy) or lets a friendly unit teleport next to the wielder's unit. This could help emphasize the sneaky speed.
More fluff/balance issues.

Some sort of "Armor of thorns" that deal the same strength hit back at the model that inflicted it.
Cool

An item that prevents a unit from being charged or prevents a unit from charging. Most likely one use only.
Hmmm...


That's all I have for now. Of course any of the random items could be banners, arcane, etc. and don't need to be armor or weapons. Those tend to be more standard anyway.
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