Dogs of War

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(05-06-2010 11:13 AM)Grim Squeaker Wrote: [ -> ]Its underpriced compared to other War Machines. It an anti-infantry weapon, just like what mainly RBT is. You can field 8 of these on normal 2k battle for merely 480 points. 64 shots will take out one unit per shooting phase. Its ridiculously cheap and good in numbers.
- point taken, I suppose a points increase might be in order then. I'll bump them to 80 pts each. But seriously, who would take 500 pts of shooting as his only special choices? You are stuck with nothing but crap infantry if you do.

(05-06-2010 11:13 AM)Grim Squeaker Wrote: [ -> ]You are kidding, right? Tongue That statement right there is a clear indication that they are off, balance wise

Also, I think they are a couple of points too cheap - even without the crescent blades..
- Semi-kidding Wink If you are facing waywatchers, do you deploy you characters by themselves, allowing them to be KB with ease? I could add in that you do get a ward save though (reflecting the small "force field" around you that could theoretically make the swords bounce right off you). That should make them on par with the waywatchers, you get easier to kill (Toughness test is usually on 5+, whereas KB is on 6+) but get a lot shorter range. As for their points: they have little of no save, very short range missiles, and only strength 3 in combat (although 3 attacks). They are a brittle unit like shades, but no where near the destructive shooting power unless they get to target characters Tongue
(05-06-2010 10:04 AM)M4cR1II3n Wrote: [ -> ]Should it say “an automatic strength 4 hit to one model in base contact”?
- Not really, it's basically a shooting attack, which means you can't target a specific model like a wizard or champion, which would be way too good.
Let me get this straight.. All models in the unit, even those in second rank, cause an automatic S4 hit?

(05-06-2010 10:04 AM)M4cR1II3n Wrote: [ -> ]Again, you raise the BS to the army fast cavalry without GW having any history of doing it, as a matter of fact; they have never done it yet (to my knowledge)
- The Mangudai are based the mongols, which had some of the best fast cavalry in the world historically, and the Mangudai were their best horse archers .Why wouldn't they have BS4?
Because this is not historic battle, it Warhammer. Elves should have the best BS for core infantry and fast cavalry. Even so, Mongols were known for their horse archery mainly because they were the only ones fighting that way at the time. In warhammer, every nation has fast cavalry.

(05-06-2010 10:04 AM)M4cR1II3n Wrote: [ -> ]Raiders should not be able to chose which side they enter the table.
- Randomize it then? I don't have the new beastmen book yet, so I don't know what it says.
The new Beastmen book has randomized table entry.

(05-06-2010 10:04 AM)M4cR1II3n Wrote: [ -> ]Queaterstaff: I would just give the staff the Parry special rule, but I like to use rules already in the core rules.
- What parry special rule? As far as I know, there is nothing like that in 7th ed.
You gain the parry special rule if you wield HW & shield.

(05-06-2010 10:04 AM)M4cR1II3n Wrote: [ -> ]Crescent Sword is way too powerful! 8 night blades will easily kill any enemy character they decide to throw at. You know if they fail this Toughness test they will get no save at all? Why not just give them a throwing weapon and be done with it?
- Why venture with a lone character within 6" of them? Or 11" for that matter? They would be a threat to dragon riders and the like (where you first have to hit, then randomize hits, then fail his T test (T4 most likely)). In almost all other cases, characters will be part of a unit, where they cannot be singled out.
In almost all cases? Are you basing this solely off your own play group?

(05-06-2010 10:04 AM)M4cR1II3n Wrote: [ -> ]I have always pictures Monks fighting in organized formations when they could, as normal. The Skirmish doesn’t fit, in my opinion. Also, you already have ALOT of skirmishers. You tend to do this in all your lists.
- Maybe I like skirmishers? Tongue Dragon Monks are the Cathayan version of Wardancers, which need their agility to be able to be used properly. If you just want a tank unit, use Swordsaints.
Ranked up units is the norm. SKirmish units should only be applied to units in rare cases. You would probably give Witch Elves skirmish too, or? Smile Ranked up units does not equal tank units! where did you get that from? Tongue

(05-06-2010 10:04 AM)M4cR1II3n Wrote: [ -> ]Toughness 4, why? These can be compared to Grail Knights and they are still only Toughness 3 and I suspect GW intend t keep it that way. I had the same opinion about the Kreml Guard, and still have.
- Imo, Grail Knights should have T4. Toughness 4 is to give them a little more survivability since they lack both ward saves and magic resistance, and because fluffwise, they are among the most physically adept humans in the world. Likewise the Kreml Guard practise self-mutilation and are described as being as resilient as Dwarfs (GW's words, not mine).
more resilient does not equal a +1 Toughness stat raise. GW states a lot in the fluff, but rarely represent it in game mechanics. hmm... All I am saying is that I think its up to GW to decide to break the stat boundaries, not fan works.
There are a lot of ways to go around the not T4 thought. Ward saves, not being able to be wounded on a better than 3\4+, re-roll successful rolls to wound, put 2+ models on a 40mm bases and let them act as Ogre sized units etc...

(05-06-2010 10:04 AM)M4cR1II3n Wrote: [ -> ]Hehe I was looking for the Stubborn special unit and here it is
- Ofc, you got to have the Emperor's Guard, and they definitely should be stubborn. You'd have a pretty crappy bodyguard that runs away all the time otherwise.
I have nothing against the unit being in the list, I am just hinting that not all lists needs a stubborn guard unit Smile


(05-06-2010 10:04 AM)M4cR1II3n Wrote: [ -> ]The Fire Arrow should use the basic rules to the Empire Rocket Battery. Fireworks should be undependable and less accurate then other war machines.
- You are forgetting that Cathay were the inventors of fireworks, much like the dwarfs were the inventors of gunpowder. By sacrificing some of the firepower of the helstorm, they get better accuracy instead.
First to invent Fireworks yes, but I believe Empire was the first nation to make Fireworks to a weapon. So I believe its advantage Empire.

(05-06-2010 10:04 AM)M4cR1II3n Wrote: [ -> ]As cool as the idea is, I don’t see it being applied to one specific army, as all armies has strategists – usually the officers. If tactics should be applied in other forms than the player’s movement, it should be in the core rules for all armies.
- Except China is especially well-known for their use of unusual tactics, and wrote the original art of war. While the officers knew tactics themselves, they were nowhere as near as skilled as some of the real tacticians (thinking of Zhuge Zilong here).
By that logic England should win every fotball championship Wink. Historic < Warhammer. It wouldn't be as bad if it only affected and awarded your movement and tactical cleverness. When you start punishing the opponents cleverness, thats when it gets weird.

(05-06-2010 10:04 AM)M4cR1II3n Wrote: [ -> ]All I’ll say is this; opponents doing good tactical movements should always be awarded for it and not “punished” by a cheap Stratagem upgrade. If your opponent manage to outmanoeuvre you and get a flank charge, he should get it. I would also stay away from denying your opponent his right to roll for sides and first turn. A +1 bonus to Cathay should be more than enough.
- I'd rather say that the stratagems adds more tactics to the list for both players. The Cathayan player can plan careful traps for his opponent, and his opponent in return must be prepared for something to go wrong.
I Disagree. Stratagems would only make the opponent not bothering with flanks at all, and the game would become a lot less tactial because of it.
(05-06-2010 10:04 AM)M4cR1II3n Wrote: [ -> ]And how often is it that you let the enemy flank you when you are not in combat already?
Bait and flee tactics, overrunning an opponent leaving your flank open, Panic, Fast Flying Monsters, and probably a lot more.

(05-06-2010 10:04 AM)M4cR1II3n Wrote: [ -> ]Can characters join this unit?
- no, as they are unbreakable as per the normal rules.
hehe off course Smile

(05-06-2010 10:04 AM)M4cR1II3n Wrote: [ -> ]A far better Pegasus for the same amount of points?! +1 Move, +1 WS, +1 Attack, +1 Initiative, +1 Leadership and an additional +1 strength on a charge... excuse me?
I’m not familiar with Japan Mythology, but I didn’t think the Kirin could fly.
- True, missed that. Will bump it to 60 pts. And the Kirin lived in the sky, ofc they can fly.
It can Fly, noted. As I said, I didn't know. I would even pop the Kirin up to 75 points, or lower the attacks to 2 and set it at the 60 mark.
Let me get this straight.. All models in the unit, even those in second rank, cause an automatic S4 hit?
- Whoa, no! Only the first rank. I'll clarify that.

Because this is not historic battle, it Warhammer. Elves should have the best BS for core infantry and fast cavalry. Even so, Mongols were known for their horse archery mainly because they were the only ones fighting that way at the time. In warhammer, every nation has fast cavalry.
- Actually, both theByzantines, the Turks and the saracens used horse archers to good effect, but none were as good as the Mongols. The Kislev Ungols (clearly based on the Mongols) have BS4 to reflect that.

The new Beastmen book has randomized table entry.
- Will add that then.

You gain the parry special rule if you wield HW & shield.
- Ah, you mean that rule. Uhm, well as them don't have an armour save to begin with, giving them the parry rule would be a bit worthless, wouldn't it? Unless you just give them a 6+ save in combat, but I'd prefer them to be harder to hit instead.

In almost all cases? Are you basing this solely off your own play group?
- T3, T4 and T5 would be the ones used, T4 is in the middle. At best, they wound on 4+, after allocating hits on the rider.

Ranked up units is the norm. SKirmish units should only be applied to units in rare cases. You would probably give Witch Elves skirmish too, or? Smile Ranked up units does not equal tank units! where did you get that from? Tongue
- Nah, Witch Elves shouldn't skirmish, but the Monks should imo. They are trained at fighting individually, not as a cohesive formation (same could be said about Witch Elves though). But if you compare them to the wardancers, would you like to have ranked wardancers with T3 at 18 pts a pop? Dragon Monks would be even worse, as they are too expensive to get ranks, and would be slowed by terriain, meaning they would get shot to pieces in one turn of shooting.

There are a lot of ways to go around the not T4 thought. Ward saves, not being able to be wounded on a better than 3\4+, re-roll successful rolls to wound, put 2+ models on a 40mm bases and let them act as Ogre sized units etc...
- Which all means more special rule to remember, a lot easier to just give them T4. Flagellants (used to) and Plauge Monks have it, and they are hardly superhuman.

I have nothing against the unit being in the list, I am just hinting that not all lists needs a stubborn guard unit Smile
- Yeah, Nippon will be unbreakable instead Tongue

First to invent Fireworks yes, but I believe Empire was the first nation to make Fireworks to a weapon. So I believe its advantage Empire.
- Doesn't say that, it gives mention that one engineer saw cathayan fireworks and was so impressed by them that he wanted to make a weapon out of it, hence more destructive power vs safety/accurace. Compare helblaster/organ gun, great cannon/dwarf cannon and so on. Cathay, having used fireworks for centuries, would be more inclined to know how to stabilize them.

By that logic England should win every fotball championship Wink. Historic < Warhammer. It wouldn't be as bad if it only affected and awarded your movement and tactical cleverness. When you start punishing the opponents cleverness, thats when it gets weird.
- Well, I based Cathay on historic China Tongue I wouldn't say it's so much punishing the enemy as making them think before they charge. I'm at least gonna playtest it first.

Bait and flee tactics, overrunning an opponent leaving your flank open, Panic, Fast Flying Monsters, and probably a lot more.
- That wouldn't count as much for me then, I rarely see open flank charges unless I combo charge, in which case the ability wouldn't work.

It can Fly, noted. As I said, I didn't know. I would even pop the Kirin up to 75 points, or lower the attacks to 2 and set it at the 60 mark.
- Could drop it to 2A, sure.
Just spotted a massive typo/error in the points for a Wu Jen (Hero Level) - he is the same amount of points as a Wu Jen Lord.
That is fixed in the latest uploaded version though, version 1.1 will be out as soon as I finish up on the special characters.
Comments

1 - Glory of the Dragon Emperor - this rule is quite convoluted, and by reports, a standard rule in the 8th Edition. The simplest thing is to grant all horde units Fight in two ranks, and spears to have fight in 3 ranks, and lower their abilities to that of M@A. Nothing points to Qin soldiers having large numbers of quality troops. Instead, there were large numbers of soldiers who looked like they were quality, but instead just armoured in such armour - such as during the defence against the Mongols.

2 - Repeater Crossbows seem alright. Not sure on the 16" Range though. If someone positions their Cavalry correctly, they'll be virtually unusable - BS3, Long Range, Multiple Shots = hitting on 6's. 10 of them, with 30 shots is 5 hits, wounding on 4's-5's... Combine that with S+S, and you're hitting even less. I'd give them 18" Range.

3 - Fire Lance - In history, fire lances were only for infantry. The Gunpowder unsettled the horses, and were the primary deterrent for Song infantry against the Jin and Mongols when their Pikes weren't available. That aside, the sheer physics of firing the Lance on the charge would stop the benefit of the lances, or levelled Halberds. Fire Lances were PURELY defensive for this purpose. Again, That aside, I'd simplify it and just say on the charge, each model causes a S4 AP Impact hit.

4 - Hill Tribe Raiders - getting to choose where to come on. I'd suggest something akin to the Ambush rules from Beastmen in 6th - not being a part of the Imperial Army, choosing where the general wants them to come on seems a bit strange.

5 - Swordsaints - not entirely sure why they have S4. But a good unit nonetheless.

6 - I'm not sure on the Crescent Blades - personally, I'd instead give them Poisoned and Lethal Shot Throwing Knives, with the ability to choose a target with a -1 to hit. This gives them a -2 at long range, which combined with Poison is excellent chance to still wound, and Killing Blow chance to get rid of those on horseback.

7 - Emperors Guard - sound good, but I'm not sure they're really that useful, all things aside, especially if you use the above suggestion for Glory of the Dragon Emperor. 8 S4 and 7 S3 Attacks just isn't worth spending 140pts for. They can't hold the line, and there are far more cheaper options such as Imperial Infantry for that.

8 - Foo Statues - why would they be able to break? I know Terracotta Warriors are present etc, but why would a contruct break? Might be worth looking into the Crumble rules, but granting Wu Jen etc the ability to heal Foo and Terracotta Warriors as a bonus spell.

9 - Phoenix - I think Magic Attacks would be helpful to this. Fiery Blaze, I think should be replaced by Bound Spell Spirit of the Forge. FAR more interesting - and it's also not the reason why Flamers are so damned hated - D6 Automatic hits just for being shot at is not a good reason - Terror Bombing and Fire Blazing an enemy line, and then coming back after being slain is a really powerful combination - imagine this - terror bomb, D6 S4 automatic hits on 3 units, charged, killed (or not, in which case its twice as bad), overrun, D6 S4 hits, charge into the back of the enemy, fear, +2 combat resolution, D6 S4 hits on 3 units, kills a few in base contact, rinse and repeat.

10 - Kirin, as mentioned, I'd suggest 2W or 2A.

11 - Drum and Gong - Army Wide Musician? Sounds alright, but is really quite useless on all but Monsters who are capable of winning their combats on their own, and some units which are either unbreakable or not meant to be in combat. I'd stack it with normal musicians (drawn = +2). Also, what happens if the drum is in combat? There's no one to beat the drum then. Perhaps grant +1 Ld if within 12" as well? It's just not really that viable at the minute.

12 - Yin and Yang idea is good, but overcomplicated. Needs a reword but otherwise good.

13 - Armour of the Earth - meh, it's alright. I sort of imagined granting them a RiP Terracotta Warrior armour - Scaly Skin, Immune to Poison, MR1 while in play.

14 - Lightning Strike - this is Uranons thunderbolt, but worse. It seems as if you just ran out of ideas here.

15 - Warlord Cathayan Longsword - is 20 points for +1WS and I worth it? As a Magic Weapon, you get the benefit of it being Magic. Personally, I'd say up the cost of the Warlord by +10, and grant the Warlord a Cathayan Longsword, which he may swap for free for any of the other options, or Hand Weapon and Shield. He may choose to buy a shield on top of his options though.

16 - Wu Jen - IMHO, I think these would suit a Celestial Dragon as an option. The lores aren't overly powerful, and even with spells like Awakening, the Dragons footprint would cancel out some of it's effectiveness.

17 - Strategist - Would they really be part of the battle? Why not have a Warlord take "Strategists" as a Wizard takes "Magic Levels" - but for every X amount of points he spends, he takes up a hero choice?

18 - Celestial Dragon - NONONONONONO. There's a reason that it's only Sun Dragons who are Hero choices. Can you imagine the abuse at a 1500 Game when you turn up with 2 Celestial Dragons, and a Wu Jen with Iron Wand on Warhorse, minimum Imperial Infantry, Mangudai, and the rest Celestial Dragon Monks? That's 2 Lord Level Dragons, enemy casters have -2 to cast spells effectively, Imperial Infantry holding strong, Mangudai horse archers taking out Skirmishers, war machines, and small detachments, and Celestial Dragon Monks holding enemy blocks using the Tortoise.

19 - Spear of Tao'la - does this mean it can be used as a Ballista, or rather that it's attacks pierce ranks? Does it have User Strength +1 on the charge, or S6+1 on the charge? Also, does it pierce ranks even when in a static combat, rather than on the charge? Seems a bit strange that it would do that the latter.

20 - Sword of the Wave - does this generate further hits? Otherwise he auto hits in close combat? Getting another attack would mean that he needs to roll to hit, and if they fail, he gains another attack, etc etc.

21 - Spineripper - could be open to some consternation - simplest would be to say when the character benefits from Combat Resolution granted by Flank or Rear charging, he recieves +1S and +1A.

22 - Gleaming Darkness - if a S value value is reduced to 0, the character is counted as slain. All attacks could also mean Shooting attacks - currently, this means that if a character charges an enemy unit with S3, rolls a 3 on the D3, he automatically kills those capable of attacking him, and in the following turn, if he's charged by S3, they automatically die if they can attack him as well.

23 - Tarnished Scales - 35 points is too much, IMHO. The Bronze Shield is 25, and can be combined with other equipment, including the HW and Shield for Parry. I'd say 30, or 25, unless there's a combination I've not spotted which is why this is the case?

24 - Ice Dragon Hide - so the character could potentially be Mounted on Barded Warhorse, 5+ Scaly Skin, Heavy Armour, Shield, for a total of +0 Armour?

25 - Storm Armour - whoa that's good - place that in a Dragon monk unit and it's immune to normal missiles nearly.

26 - Token of Celestial Favour - maybe make it "General Only"? If the Character is favoured by the Gods, on whom the Emperor is the Chosen Son of, then surely he'll be in charge? If you're doing the Emperor as a Character - give him this Magic Item.

27 - Phoenix Robe - Does this trigger against Multiple wounds bringing you down to 1 wound? i.e cannonball at full wounds, roll a 6 to cause wounds against 3 wound character, does this cause two wounds, then 4 3+ Wards?

27 - Iron Wand - Waayyy OP'd. Skull of Katam is a +1 to all within 3", and Lizards have to buy an engine of the gods to benefit from the -1 to cast. Although it doesn't directly effect you, this is enough to shut down an entire opponents magic phase if you max your Wu Jen.

28 - Although favouring larger armies, 3K+, Brush of 1000 Years, and Token of the Celestial Favour is quite a powerful combination.

29 - Flashwork Globes are a bit convoluted - just say that if the character is charge, may pass a BS test, if so, target is reduced to WS and I1 (note that the I rule has no effect currently). Personally, I'd simplify it, and make it worth the 40points, by simply stating that any models (including mounts) who are capable of attacking a unit containing a character with Flashwork Globes must pass an Initiative, or reduce their WS to 1, and count as attacking a defended obstacle, and lose the benefits of ASF.

30 - Amulet of the Imperial Champion - combined with Spear of Tao'la, if it hits like a ballista, that's a S10, Phoenix Talon has 6 S7 Attacks with -6 to Armour Saves, Obsidian Dagger is 5 S7 Attacks with -4 To Armour Saves and Ignoring Ward Saves, Starfire Longsword is 4 Reroll 1s to hit, Autowounding nearly attacks. Only benefit is that it doesn't work in Dragon Skirmishers.

31 - Pi-Pa - unsure of those capabilities, to be perfectly honest. Seems quite a powerful option. I wouldn't make it affect ItP units, or if it was designed with that in mind, then Forest Spirits at least.

32 - Twilight Robe - the -1 to hit, does that apply to Close Combat Attacks? Clarification needed.

33 - Dragonmist banner is excellent, but for it's cost, maybe not so much. I'd be willing to extend that to all Psych tests caused by the unit as well.

34 - Sky Banner - excellent idea. I'm sure there are going to be some massively cheesy combinations combining this with something.

35 - Standard of the Orchid - when you say Magic Items are unaffected, what about those which grant special rules - i.e folariaths robe, granting Ethereal. Also, the Blessing of the Lady for Bretonnians, if they "lose" this special rule, have they lost it's effects for good, or only while in contact? What happens if while they are not under it's effects, they don't fulfil it's requirements? Same for Eye of the Gods? If a character loses Eye of the Gods while under this banner, does he lose the benefits associated with it? it's also a great "Fuck you" to daemons as well - no ward save, no magic attacks, no ItP etc. They do lose Instability though.

36 - Banner of the Crashing Tide - be careful about this rule - I run a Phalanx Wood Elf Army (unit of 70+ Eternal Guard), and these have 10 models in the front rank, and 7 ranks - If I did this with the Imperial Guard/Swordsaints, I'd have 10 S6/7 Impact hits. Although it's expensive, with combinations such as Sky Banner/Ghost Orchid, it's VERY nasty.

37 - Honour Standard - why not Immune to Psychology?

Sorry about the length of my reply. It's still very good!!!
Thanks for the feedback, don't worry about the length of it Smile

1 - Glory of the Dragon Emperor - this rule is quite convoluted, and by reports, a standard rule in the 8th Edition. The simplest thing is to grant all horde units Fight in two ranks, and spears to have fight in 3 ranks, and lower their abilities to that of M@A. Nothing points to Qin soldiers having large numbers of quality troops. Instead, there were large numbers of soldiers who looked like they were quality, but instead just armoured in such armour - such as during the defence against the Mongols.
- Won't know for sure until 8th ofc, but all signs points to it, yes. I will still wait and see what 8th brings first, and change everything that is necessary then.

2 - Repeater Crossbows seem alright. Not sure on the 16" Range though. If someone positions their Cavalry correctly, they'll be virtually unusable - BS3, Long Range, Multiple Shots = hitting on 6's. 10 of them, with 30 shots is 5 hits, wounding on 4's-5's... Combine that with S+S, and you're hitting even less. I'd give them 18" Range.
- They are not meant to be great against heavy cavalry. 5 hits is pretty good for most units, since most only get 3 on long range with 24".

3 - Fire Lance - In history, fire lances were only for infantry. The Gunpowder unsettled the horses, and were the primary deterrent for Song infantry against the Jin and Mongols when their Pikes weren't available. That aside, the sheer physics of firing the Lance on the charge would stop the benefit of the lances, or levelled Halberds. Fire Lances were PURELY defensive for this purpose. Again, That aside, I'd simplify it and just say on the charge, each model causes a S4 AP Impact hit.
- I know they were infantry only irl, but there is not really any other unit in the army that it fits having them on. The impact hit works though, I'll use that, thanks.

4 - Hill Tribe Raiders - getting to choose where to come on. I'd suggest something akin to the Ambush rules from Beastmen in 6th - not being a part of the Imperial Army, choosing where the general wants them to come on seems a bit strange.
- Fixed.

5 - Swordsaints - not entirely sure why they have S4. But a good unit nonetheless.
- 2A at Strength 3 will do very little damage to most units, black guard aren't even that killy with re-roll to hits (or maybe it's just me who can't roll good on to wound...), and Swordsaints has neither stubborn nor itp to fall back on. It's for balance purposes, to make them worth a special choice.

6 - I'm not sure on the Crescent Blades - personally, I'd instead give them Poisoned and Lethal Shot Throwing Knives, with the ability to choose a target with a -1 to hit. This gives them a -2 at long range, which combined with Poison is excellent chance to still wound, and Killing Blow chance to get rid of those on horseback.
- I've changed them to just KB.

7 - Emperors Guard - sound good, but I'm not sure they're really that useful, all things aside, especially if you use the above suggestion for Glory of the Dragon Emperor. 8 S4 and 7 S3 Attacks just isn't worth spending 140pts for. They can't hold the line, and there are far more cheaper options such as Imperial Infantry for that.
- 14A, half of them at S4 not good? Say whaaat? And with stubborn, how do they NOT hold the line?

8 - Foo Statues - why would they be able to break? I know Terracotta Warriors are present etc, but why would a contruct break? Might be worth looking into the Crumble rules, but granting Wu Jen etc the ability to heal Foo and Terracotta Warriors as a bonus spell.
- Didn't want to make them overpowered there, and I try to limit the number of "undead" units in the army. Think of them as Treekin.

9 - Phoenix - I think Magic Attacks would be helpful to this. Fiery Blaze, I think should be replaced by Bound Spell Spirit of the Forge. FAR more interesting - and it's also not the reason why Flamers are so damned hated - D6 Automatic hits just for being shot at is not a good reason - Terror Bombing and Fire Blazing an enemy line, and then coming back after being slain is a really powerful combination - imagine this - terror bomb, D6 S4 automatic hits on 3 units, charged, killed (or not, in which case its twice as bad), overrun, D6 S4 hits, charge into the back of the enemy, fear, +2 combat resolution, D6 S4 hits on 3 units, kills a few in base contact, rinse and repeat.
- It should rather cast fireball than Spirit of the Forge, it's not an alchemist Wink. Terror-bombing and stripping ranks is it's job, you don't get any flank or rear bonus with it since it's only US3. Most other monsters can take on blocks to their front, the Phoenix will die even if it attacks in the rear. I'm gonna playtest it before making any changes at least.

10 - Kirin, as mentioned, I'd suggest 2W or 2A.
- Lowered it to 2A. Its should still have 3W liek any other pegasus.

11 - Drum and Gong - Army Wide Musician? Sounds alright, but is really quite useless on all but Monsters who are capable of winning their combats on their own, and some units which are either unbreakable or not meant to be in combat. I'd stack it with normal musicians (drawn = +2). Also, what happens if the drum is in combat? There's no one to beat the drum then. Perhaps grant +1 Ld if within 12" as well? It's just not really that viable at the minute.
- It is stacking with normal musicians, I'll clarify that. And it won't able to sound while in combat either. I'd like to stay of the leadership bonus for now though.

12 - Yin and Yang idea is good, but overcomplicated. Needs a reword but otherwise good.
- Overcomplicated how? You cast, Yin, Yang, Yin, Yang and so forth. cast to successful Yin's in a row and you got a miscast.

13 - Armour of the Earth - meh, it's alright. I sort of imagined granting them a RiP Terracotta Warrior armour - Scaly Skin, Immune to Poison, MR1 while in play.
- Scaly Skin ain't bad though, actually, I think I'll use that Smile

14 - Lightning Strike - this is Uranons thunderbolt, but worse. It seems as if you just ran out of ideas here.
- Well, I wanted something to be similar to that spell. Any suggestions otherwise?

15 - Warlord Cathayan Longsword - is 20 points for +1WS and I worth it? As a Magic Weapon, you get the benefit of it being Magic. Personally, I'd say up the cost of the Warlord by +10, and grant the Warlord a Cathayan Longsword, which he may swap for free for any of the other options, or Hand Weapon and Shield. He may choose to buy a shield on top of his options though.
- Could lower it to 15 pts, but extra WS and I is pretty useful in a challenge. I guess I could make it standard equipment though.

16 - Wu Jen - IMHO, I think these would suit a Celestial Dragon as an option. The lores aren't overly powerful, and even with spells like Awakening, the Dragons footprint would cancel out some of it's effectiveness.
- Not sure you are saying here, you want the dragon to cast spells or the Wu jen to able to ride a dragon?

17 - Strategist - Would they really be part of the battle? Why not have a Warlord take "Strategists" as a Wizard takes "Magic Levels" - but for every X amount of points he spends, he takes up a hero choice?
- Seen "Red cliff"? In the three kingdoms, Zhuge Zilong led whole armies himself. Think of them as an empire engineer variant, a support hero. Lord level strategist would allow you to use every single ability in the art of awr, which is just a little to many rules to remember for one battle.

18 - Celestial Dragon - NONONONONONO. There's a reason that it's only Sun Dragons who are Hero choices. Can you imagine the abuse at a 1500 Game when you turn up with 2 Celestial Dragons, and a Wu Jen with Iron Wand on Warhorse, minimum Imperial Infantry, Mangudai, and the rest Celestial Dragon Monks? That's 2 Lord Level Dragons, enemy casters have -2 to cast spells effectively, Imperial Infantry holding strong, Mangudai horse archers taking out Skirmishers, war machines, and small detachments, and Celestial Dragon Monks holding enemy blocks using the Tortoise.
- More restrictions needed? Like one per Lord or not more dragons than other characters?

19 - Spear of Tao'la - does this mean it can be used as a Ballista, or rather that it's attacks pierce ranks? Does it have User Strength +1 on the charge, or S6+1 on the charge? Also, does it pierce ranks even when in a static combat, rather than on the charge? Seems a bit strange that it would do that the latter.
- I've given this to a special character, changed description as well.

20 - Sword of the Wave - does this generate further hits? Otherwise he auto hits in close combat? Getting another attack would mean that he needs to roll to hit, and if they fail, he gains another attack, etc etc.
- Sry, it should be: "For each attack (not hit) that misses the character in close combat he may make a single attack back immediately." Clearer now?

21 - Spineripper - could be open to some consternation - simplest would be to say when the character benefits from Combat Resolution granted by Flank or Rear charging, he recieves +1S and +1A.
- Changed to "The character gains +1 Strength and +1 Attacks when attacking an enemy unit in the flank or rear."

22 - Gleaming Darkness - if a S value value is reduced to 0, the character is counted as slain. All attacks could also mean Shooting attacks - currently, this means that if a character charges an enemy unit with S3, rolls a 3 on the D3, he automatically kills those capable of attacking him, and in the following turn, if he's charged by S3, they automatically die if they can attack him as well.
- Not really, they don't get S0 as a stat, only the strength of the attack is lowered by that much. Clarified it to close combat only.

23 - Tarnished Scales - 35 points is too much, IMHO. The Bronze Shield is 25, and can be combined with other equipment, including the HW and Shield for Parry. I'd say 30, or 25, unless there's a combination I've not spotted which is why this is the case?
- Empire pay 40 pts for it though, without the HA. But yeah, it essentially gives you another Wound, which is worth about 25 pts. Lowered it 30 pts.

24 - Ice Dragon Hide - so the character could potentially be Mounted on Barded Warhorse, 5+ Scaly Skin, Heavy Armour, Shield, for a total of +0 Armour?
- Yes, the same as lizardmen can have.

25 - Storm Armour - whoa that's good - place that in a Dragon monk unit and it's immune to normal missiles nearly.
- They still die to magic missiles and templates as normal. HE pay 30 pts for it.

26 - Token of Celestial Favour - maybe make it "General Only"? If the Character is favoured by the Gods, on whom the Emperor is the Chosen Son of, then surely he'll be in charge? If you're doing the Emperor as a Character - give him this Magic Item.
The Emperor already have Ld10, so no effect there. But 65 pts seems quite expensive for it really, elves definitely doesn't pay 65 pts for their Ld10 over Ld9.

27 - Phoenix Robe - Does this trigger against Multiple wounds bringing you down to 1 wound? i.e cannonball at full wounds, roll a 6 to cause wounds against 3 wound character, does this cause two wounds, then 4 3+ Wards?
- Fixed.

27 - Iron Wand - Waayyy OP'd. Skull of Katam is a +1 to all within 3", and Lizards have to buy an engine of the gods to benefit from the -1 to cast. Although it doesn't directly effect you, this is enough to shut down an entire opponents magic phase if you max your Wu Jen.
- You are forcing you're opponent to use more dice, not cancelling him out. His spells will have higher PL, and he will have fewer spells. I raised it to 35 pts though.

28 - Although favouring larger armies, 3K+, Brush of 1000 Years, and Token of the Celestial Favour is quite a powerful combination.
- It do requires you to have two lords though, so I don't think it would be too OP.

29 - Flashwork Globes are a bit convoluted - just say that if the character is charge, may pass a BS test, if so, target is reduced to WS and I1 (note that the I rule has no effect currently). Personally, I'd simplify it, and make it worth the 40points, by simply stating that any models (including mounts) who are capable of attacking a unit containing a character with Flashwork Globes must pass an Initiative, or reduce their WS to 1, and count as attacking a defended obstacle, and lose the benefits of ASF.
- You might have an outdated version. It does this now: "The Flashwork Globes may be used whenever the character or the unit he is with chooses Hold or Stand and Shoot as a charge reaction. Roll a D6; on a 2+, the enemy unit is blinded and fights with Weapon Skill 1 in the first round of combat."

30 - Amulet of the Imperial Champion - combined with Spear of Tao'la, if it hits like a ballista, that's a S10, Phoenix Talon has 6 S7 Attacks with -6 to Armour Saves, Obsidian Dagger is 5 S7 Attacks with -4 To Armour Saves and Ignoring Ward Saves, Starfire Longsword is 4 Reroll 1s to hit, Autowounding nearly attacks. Only benefit is that it doesn't work in Dragon Skirmishers.
- Not a problem any more.

31 - Pi-Pa - unsure of those capabilities, to be perfectly honest. Seems quite a powerful option. I wouldn't make it affect ItP units, or if it was designed with that in mind, then Forest Spirits at least.
- Forests spirits do sleep though? Deamons and undead are unbreakablem while FS are only ItP.

32 - Twilight Robe - the -1 to hit, does that apply to Close Combat Attacks? Clarification needed.
Fixed.

33 - Dragonmist banner is excellent, but for it's cost, maybe not so much. I'd be willing to extend that to all Psych tests caused by the unit as well.
- Lowered it to 50 pts, forgot to do that when I lowered the range of the effect.

34 - Sky Banner - excellent idea. I'm sure there are going to be some massively cheesy combinations combining this with something.
- So I have heard. Haven't gotten any responses to how to fix it though.

35 - Standard of the Orchid - when you say Magic Items are unaffected, what about those which grant special rules - i.e folariaths robe, granting Ethereal. Also, the Blessing of the Lady for Bretonnians, if they "lose" this special rule, have they lost it's effects for good, or only while in contact? What happens if while they are not under it's effects, they don't fulfil it's requirements? Same for Eye of the Gods? If a character loses Eye of the Gods while under this banner, does he lose the benefits associated with it? it's also a great "Fuck you" to daemons as well - no ward save, no magic attacks, no ItP etc. They do lose Instability though.
- It does this now: "As long as they are in base contact with the unit carrying this banner, enemy models lose any rules from the Special Rules section of the Warhammer rulebook they might have."

36 - Banner of the Crashing Tide - be careful about this rule - I run a Phalanx Wood Elf Army (unit of 70+ Eternal Guard), and these have 10 models in the front rank, and 7 ranks - If I did this with the Imperial Guard/Swordsaints, I'd have 10 S6/7 Impact hits. Although it's expensive, with combinations such as Sky Banner/Ghost Orchid, it's VERY nasty.
- I don't think we will see that many people using units of 70 models though, now will we? That's almost 1000 pts of swordsaints Wink

37 - Honour Standard - why not Immune to Psychology?
- Cause it would make it more expensive Wink

Again, thanks for the feedback, I'll post an update with these changes soon.
Thanks for taking the time to go through it Wink.

Quote:- 2A at Strength 3 will do very little damage to most units, black guard aren't even that killy with re-roll to hits (or maybe it's just me who can't roll good on to wound...), and Swordsaints has neither stubborn nor itp to fall back on. It's for balance purposes, to make them worth a special choice.
Fair point. Black Guard require a bit of work to get them as a powerful linebreaker (ASF banner etc).

Quote:- 14A, half of them at S4 not good? Say whaaat? And with stubborn, how do they NOT hold the line?
To be fair, I've been used to Dark Elves and Chaos Warriors, who usually smash through such units through killing rather than Combat Resolution, regardless of stubborn. I suppose Large blocks like the phalanx would work with them, but I'm not sure of it's true effect.

Quote:- Not sure you are saying here, you want the dragon to cast spells or the Wu jen to able to ride a dragon?
Sorry, meant to say it would perhaps suit for a Wu Jen Lord to be able to take as a Mount.

Quote:- Overcomplicated how? You cast, Yin, Yang, Yin, Yang and so forth. cast to successful Yin's in a row and you got a miscast.
It was the wording, rather than the process. Also means what happens if you fail to cast a Yang - does that still imbalance the "Yin/Yang" etc?

Quote:- Well, I wanted something to be similar to that spell. Any suggestions otherwise?
If that's the case, then why not have that number of spell randomly generated from the existing 8 Lores - the offensive list has offensive lores, and the defensive list has the defensive lores. If you roll a 4 while rolling for on Yang, for example, roll another dice, on a 1, your opponent chooses the 4th Spell from the 4 defensive lores, on a 6, you choose. You list the other four as 2, 3, 4, or 5, and then dependant on your result, that's the lore you take?

Quote:- Sry, it should be: "For each attack (not hit) that misses the character in close combat he may make a single attack back immediately." Clearer now?
I assumed this was the intention - thanks though Wink.

Quote:- Seen "Red cliff"? In the three kingdoms, Zhuge Zilong led whole armies himself. Think of them as an empire engineer variant, a support hero. Lord level strategist would allow you to use every single ability in the art of awr, which is just a little to many rules to remember for one battle.
Quite a big fan of the Romance of the Three Kingdoms myself tbh. Zhuge Zilong/Liang, whatever you want to call him was merely a strategic advisorto Liu Bei, and Liu Chan. During the Northern Campaigns, he was the advisor, but never once did he take to battle. He left that to men such as Wei Yan and Ma Dai, while he and his protege, Jiang Wei plotted strategy. That was merely my intention. Other than the Drummer and Gong, there's no reason to take what is a mediocre at best fighter lord (can't stand up to the Likes of other combat lords, or even some heroes), over the Wu Jen. The Dragon goes someway to countering that, and the Strategist brings a few nice abilities to the table, but not so much that I'd take it over a BSB, Wu Jen Lord and two Wu Jen. Combining the two would also give it the same sort of customizability that I love in my armies, and I wish they'd introduce to Empire Knights.

This is sort of what I suggest:

Code:
Lord may take up to 4 Strategy Levels for 50points each. Each Strategy Level grants 5 Strategy Points. Strategy points may be used to purchase abilities from the Strategy List. Each turn, the Lord may use his strategies once. To use them additional times, he may spend up to the number of strategy points left over from purchasing the abilities.

I.e Level 4 Strategy has 20 Strat Points, and he purchases the Blinding Light and  The Burning Flame abilities only (8 Strat Points (Pts/4)). This leaves you 12 points. This means you can use your abilities up to 12 times in addition to the free once per turn ability. Hence, if you want to combine those abilities, (the enemy counts as charging a defended obstacle, AND has a 3" Template placed over it), you can use it once per turn for free, and an additional 6 times in total for the battle.
Now, you know I do like having some complicated rules, but it's not all that different from the Magic Pool.

[/quote]- Not really, they don't get S0 as a stat, only the strength of the attack is lowered by that much. Clarified it to close combat only.[/quote]
I assumed that was the intention to both, but I'm not sure whether there's an existing caveat for that, and how the game effects as such.

Quote:The Emperor already have Ld10, so no effect there. But 65 pts seems quite expensive for it really, elves definitely doesn't pay 65 pts for their Ld10 over Ld9.
Oh okay. Fair points. There is a spell such as Pandaemonium which stops all units using Characters Ld's.

Quote:- You might have an outdated version. It does this now: "The Flashwork Globes may be used whenever the character or the unit he is with chooses Hold or Stand and Shoot as a charge reaction. Roll a D6; on a 2+, the enemy unit is blinded and fights with Weapon Skill 1 in the first round of combat."
I'm using the one on Scribd, unless there's another?

Quote:- Forests spirits do sleep though? Deamons and undead are unbreakablem while FS are only ItP.
The general consensus for magic items with effects such as that are based on psychology tests - and hypnotism certainly is that. Daemons, Forest Spirits and Undead are generally all lumped together now, but I can see where you're coming from Wink.

Would you be interested if I did a "Three kingdoms" add-on, including some characters from the Dynasty Warriors/Romance of the Three Kingdoms?
To be fair, I've been used to Dark Elves and Chaos Warriors, who usually smash through such units through killing rather than Combat Resolution, regardless of stubborn. I suppose Large blocks like the phalanx would work with them, but I'm not sure of it's true effect.
- Emperor's Guard are more meant to stay put rather go be shock troops though, but they have enough attacks to deal with lightly armoured troops such as elves and the like. Their main use is with the stubborn rule, same with eternal guard (for most players anyway).

Sorry, meant to say it would perhaps suit for a Wu Jen Lord to be able to take as a Mount.
- Sure, that would be okay.

It was the wording, rather than the process. Also means what happens if you fail to cast a Yang - does that still imbalance the "Yin/Yang" etc?
- Nothing happens if you fail to cast a spell. But I guess I could change it a bit to make it clearer.

If that's the case, then why not have that number of spell randomly generated from the existing 8 Lores - the offensive list has offensive lores, and the defensive list has the defensive lores. If you roll a 4 while rolling for on Yang, for example, roll another dice, on a 1, your opponent chooses the 4th Spell from the 4 defensive lores, on a 6, you choose. You list the other four as 2, 3, 4, or 5, and then dependant on your result, that's the lore you take?
- Whoa, that seems a bit overly complicated. Atm, it's just a magic missile like all others, except that ignores armour. Yin causes a lot of low strength hits instead, I'd like something that goes along those lines.

Quite a big fan of the Romance of the Three Kingdoms myself tbh. Zhuge Zilong/Liang, whatever you want to call him was merely a strategic advisorto Liu Bei, and Liu Chan. During the Northern Campaigns, he was the advisor, but never once did he take to battle. He left that to men such as Wei Yan and Ma Dai, while he and his protege, Jiang Wei plotted strategy. That was merely my intention. Other than the Drummer and Gong, there's no reason to take what is a mediocre at best fighter lord (can't stand up to the Likes of other combat lords, or even some heroes), over the Wu Jen. The Dragon goes someway to countering that, and the Strategist brings a few nice abilities to the table, but not so much that I'd take it over a BSB, Wu Jen Lord and two Wu Jen. Combining the two would also give it the same sort of customizability that I love in my armies, and I wish they'd introduce to Empire Knights.
- Based on what I rad about the 3 kingdoms, Zhuge Zilong took command of the armies after Liu bei's death. As for the Strategist in Cathay, he does no more fighting than a master engineer (more likely less). He's just an overseer on the battlefield, making sure the troops follow the plans. He shouldn't take place in the actual fighting (and if he does, he's toast).
As for the lords not being worth the choice, I must disagree. I pretty much always takes a fighter lord, he provides a great boost in Ld and the battle line and has access to the more juicy items in the list.

This is sort of what I suggest:

Code:
Lord may take up to 4 Strategy Levels for 50points each. Each Strategy Level grants 5 Strategy Points. Strategy points may be used to purchase abilities from the Strategy List. Each turn, the Lord may use his strategies once. To use them additional times, he may spend up to the number of strategy points left over from purchasing the abilities.

I.e Level 4 Strategy has 20 Strat Points, and he purchases the Blinding Light and  The Burning Flame abilities only (8 Strat Points (Pts/4)). This leaves you 12 points. This means you can use your abilities up to 12 times in addition to the free once per turn ability. Hence, if you want to combine those abilities, (the enemy counts as charging a defended obstacle, AND has a 3" Template placed over it), you can use it once per turn for free, and an additional 6 times in total for the battle.
Now, you know I do like having some complicated rules, but it's not all that different from the Magic Pool.
- Yup, way overcomplicated, and it would also make the strategist redundant. A Warlord shouldn't be any better at strategy than an Empire general or Bretonnian Lord, it's the Strategist who focuses on nothing but tactics that should do that.

Oh okay. Fair points. There is a spell such as Pandaemonium which stops all units using Characters Ld's.
- Sure, but basing one item on one spell from one army s a bit overkill Wink

I'm using the one on Scribd, unless there's another?
- I mean the version that's on my comp, it's bit more updated than the one you have, naturally Tongue

Would you be interested if I did a "Three kingdoms" add-on, including some characters from the Dynasty Warriors/Romance of the Three Kingdoms?
- I tell you what, I do need more special characters for he book, so if you would like to make some based on the characters from there that would be great Smile

I do already have Zhao Yun though, but a character based on Guan Hu would be cool Wink
Development from Romance of the Three Kingdoms would be cool. Plus, y'know, opens up all kinds of room for naming generic characters.
Heh, the idea was to sort of make the Strategist redundant, as I felt there didn't seem to be any point to him fighting actually in the battle - if they were fighting, strategy had gone wrong.

For generals, they usually took to the battlefield - but with Tsao Tsao, Sima Yi and Zhao Zilong, they fulfilled the role of "Overlord", sort of directing the battle, but rarely participated themselves. That was the idea behind the "Strategist Levels".

Just wondering, though, at which point is it more complicated than the current set up, or magic?

You buy levels, recieve X Strategy points. Use those Strategy points to buy Skills. Any left over allow additional use in the game.

Not much more difficult than Magic, Heirarchy in Tomb Kings, or Yin Yang magic to be fair. If done that way, limiting it to the general would be better. Remember, in Ancient China, Successful War generals (as opposed to powerful fighters, such as Guan Yu and Lu Bu) were encumbered by large coteries of eunuchs and strategists, and rarely were involved.

I'll drop off a few characters before I head back out to Afghanistan on the Sunday. If it's not too much trouble, would you be able to email this list (and Nippon if possible =D) to my inbox at vaz.pembroke@live.co.uk?
I think you are misunderstanding the part of the Strategist in warhammer here: just because they are on the battlefield doesn't mean they are actually fighting. You want to put him in a nice missile unit somewhere where he doesn't get into combat, just like any overseer or wizard would do. The warlord is just that: a fighter general, like Guan Yu. This is warhammer, not not real history, and in fantasy it is always much more bad-ass if the General is in the field slicing up people Tongue

The complicated thing with your suggested system is that you have to remember how many times you have used something and keep notes during the entire battle.

No trouble in emailing you the list, but may I ask why? You can always find the latest "official" version on scribd (v.1.1 should be out this week), and Nippon I have barely started with yet.
Point taken about the strategist Wink. Still means that there's even less reason to really take a War Lord as they're at best mediocre.

Had a thought about the Dragons as heros - I don't think they fit. As said, you can have two at 1000 points, which despite being enough cheese to make a grown man cry, I'd suggest just making them a Lord choice, but if ridden, take up a Hero.

We cannot get scribd over there, unfortunately. It's a means by which our information can be traded without being vetted for content that's not allowed, so they block it off.
[quote='Vaz' pid='13225' dateline='1274127289']
Point taken about the strategist Wink. Still means that there's even less reason to really take a War Lord as they're at best mediocre.
- To you perhaps, I take my mediocre fighter any day Tongue

Had a thought about the Dragons as heros - I don't think they fit. As said, you can have two at 1000 points, which despite being enough cheese to make a grown man cry, I'd suggest just making them a Lord choice, but if ridden, take up a Hero.
- Hmm, maybe, I'll give it some thought.

We cannot get scribd over there, unfortunately. It's a means by which our information can be traded without being vetted for content that's not allowed, so they block it off.
- Ah, okay. Np, I'll send the next version to your email then Smile
Okay, I have a few suggested characters here, what do you think?

NONE OF THESE CHARACTERS MAY BE USED WITH SPECIAL CHARACTERS FROM THE EXISTING CATHAY BOOK.

All of these are Lord Level Characters, unless otherwise noted.

Cathay Characters: Guan Yu
Code:
    M    WS    BS    S    T    W    I    A    Ld
Guan Yu    4    7    5    4    4    3    6    5    9
Red Hare    10    3    0    3    3    1    3    1    5

Equipment: Blue Dragon, Heavy Armour

Options:
May ride a Warhorse (+15pts), which may have Barding (+6pts)

Alternatively, if Lu Bu is not present in the same army as Guan Yu, then he may ride
Red Hare (+30pts).

Special Rules:
Oath Brother
If either Liu Bei or Zhang Fei are present, in the same army as Guan Yu, then
Guan Yu becomes Immune to Psychology. If Both are present, then both Guan
Yu and any unit he joins becomes Unbreakable.

If Liu Bei is the army General, then Guan Yu becomes a Hero.

If Guan Yu is attacking Liu Bei or Zhang Fei for whatever reason, he MUST
reroll all successful rolls to Hit and to Wound against them, neither may he
make a challenge if either are the only ones capable of accepting it. He may
never accept a challenge issued by either Liu Bei or Zhang Fei.

Green Dragon
Counts as a Halberd, provides an additional +1 strength when Guan Yu is
charging, for a total of +2. In addition, Guan Yu has Killing Blow, even against
targets normally immune to it for whatever reason.

Red Hare
In addition to the boosted stats, Red Hare, and any unit mounted on warhorses
joined by a character riding Red Hare ignores movement penalties caused by
difficult terrain.

If a character riding Red Hare is alone, and do not declare a charge that turn,
then they may make a single flying move. However, should a character riding
Red Hare be slain, then the enemy recieves +100pts.

Tiger General:
A model with the Tiger General rule is stubbon.

Choose one friendly unit when deploying a Tiger General. That unit recieves
the Stubborn special rule for the rest of the battle, but the Tiger General must
deploy in that unit. The Tiger General may leave this unit at any time.

Ma Chao
Code:
    M    WS    BS    S    T    W    I    A    Ld
MaChao    4    6    6    4    4    3    5    4    9
Rider    4    5    5    4    4    1    4    2    8


Equipment: Steel Stallion, Dragon Plate, Warhorse, Bow

Options:
May take the Eight Riders for +245pts

Special Rules
Tiger General

Silver Stallion
Lance. When charging, may reroll all missed hits, and failed rolls to wound.

Dragon Plate
Provides an 3+ Armour Save and a 5+ Ward Save. Ma Chao causes Fear.

Expert Horsemaster
Instead of the usual +1 to armour save from being mounted, Ma Chao recieves
+2 instead.

Murdered Father
Ma Chao may never chosen if Cao Cao is present.

Ma Chao is on the hunt for his fathers killers, and if the enemy army contains
Cao Cao, then Ma Chao hates all enemies. When fighting in a challenge against
Cao Cao, or against any enemy accepting a Challenge when Cao Cao could have
accepted, Ma Chao has killing blow and may reroll all missed hits, not just
those in the first round.

Should Cao Cao be slain, then Ma Chao loses this rule.

Eight Riders
This is a unit of eight horsemen of whom Ma Chao is the leader. Each is armed
with a Lance, Heavy Armour, Shield, and a Bow, mounted on a Warhorse. They
use the stats listed above, and have the Stubborn and Fast Cavalry special rules.
Ma Chao may never leave this unit, neither may any other character join it.
While Ma Chao is alive, the unit is Immune to Psychology, and he counts as
a banner, and musician in all respect. In addition, they recieve the same benefit
from Murdered Father and the Expert Horsemaster special rules while he is
still alive.

Justice
If Ma Chao is ever capable of accepting or issuing a challenge, he must do so.

Wei Yan
Code:
    M    WS    BS    S    T    W    I    A    Ld
    4    6    5    5    5    4    4    5    8

Equipment: Double Star, Heavy Armour

Options:
May Ride a Warhorse (+15pts) which may have barding (+6)

Special Rules
Brave
Wei Yan is Immune to Psychology and is Stubborn.

Fierce Attacker
Wounds caused by Wei Yan (but not those of his mount) count as 2 wounds
when working out Combat Resolution.

Loyal to Liu Bei
When Liu Bei is present in the same army as Wei Yan, Wei Yan may be chosen
as a Hero instead of a Lord.

If Liu Bei is in the same unit as Wei Yan, and is capable of being challenged
by an opponent, then Wei Yan must accept, regardless of whether or not he
is unable to by any means.

Double Star
Magic Weapon

May be used as either a Great Weapon, Lance, Two Hand Weapons, or Hand
Weapon and Shield. Choose at the start of each friendly combat phase. This
lasts until the start of your next combat phase.

Alternatively, Wei Yan may choose to use the Double Star's special attack.

If Wei Yan is on foot, Wei Yan may choose to initiate the Rapid Spin attack.
If he chooses to do so, it strike last, even after Great Weapons. This may never
be modified by any means. It may not be used in a challenge.

All models in base contact must pass an Initiative test, or suffer a wound with
no armour saves allowed. If they pass, then there are no further effects. If they
failed however, they must continue taking Initiative tests until they pass an
Initiative test or die. Against targets with no Initiative value, or automatically
fail them (such as a Steam Tank, or War Machine), treat their Initiative as 1 for
this purpose only, and autofailing does not apply. This special attack does
benefit from Fierce Attacker.

Untrustworthed
If another friendly character has a Leadership value equal to Wei Yan, before
modifiers, then Wei Yan may never be the army general.

Friendly units may never use his Leadership unless he is the army general.

Lu Bu
Code:
    M    WS    BS    S    T    W    I    A    Ld
    4    9    5    5    5    4    7    6    9

Equipment: Sky Piercer, Red Hare, Heavy Armour, Bow

Special Rules:
The Mighty
Lu Bu must always accept and offer challenges if he is able. Lu Bu causes
Terror, and is Immune to Psychology.

Wounds inflicted by Lu Bu in close combat are counted towards friendly
combat resolution score of any combat within 12" of Lu Bu, not just the one
he is taking part in. The number of wounds Lu Bu causes with Sky Piercer do
are not multiplied for this purpose. I.e Lu Bu is fighting a unit of Minotaurs.
He inflicts 3 Wounds, which cause 2, 3, and 3 wounds respectively. For his
combat, he adds 8 to the combat resolution total. For other friendly combats
withint 12" he only adds 3 to the combat resolution total.

Weakness
If Diao Chan is present on the battlefield, he must always join her unit. If Diao
Chan is challenged, then Lu Bu must accept, regardless of whether or not he is
unable to by any means.

If Diao Chan is ever killed, then Lu Bu hates the unit or character which killed
her, must always move as fast as he can towards them, neither may he charge
another unit voluntarily. He is unbreakable, and may never join another unit.
As soon as he is able to, he must leave the unit he is a part of.

If at the start of Lu Bu's turn, the unit which killed Diao Chan is no longer on the
battlefield, then remove Lu Bu from the table, as he believes all cause is lost.

A Fighter
Lu Bu may not be the army General unless he has the Highest Leadership in the
army. If there are other characters in the army with the same Leadership as Lu
Bu, one of those other characters will be the General instead. Even if he is the
army general, units within 12" of him may not use his Leadership as they would
normally be able to - The Mighty rule replaces this.

Hates weakness
Unit's lead by Lu Bu cannot be broken, but if beaten in combat, suffer one wound
for every point by which they lost the combat. If any characters are present in
the unit, the controlling player first allocates wounds to the unit, then divides
the remaining wounds as equally as possible amongst any characters. Only
Diao Chan and Lu Bu are excepted from this rule. If all models in the unit are
killed except these two because of the rule, then ignore the remaining wounds.
As Lu Bu is using the flat of his blade, or the haft, armour saves are allowed.

Skyscorcher
Ignores Armour Saves, unsaved wounds become D3 wounds.

Sorry about the formatting - straight copy from Wordpad.
That looks like... a lot Tongue

While I don't think I would add them all to the book (and definitely not with their original names), they would work great if you want to make your own "3 Kingdoms army" as an add-on. I did get some ideas for making a character based on Guan Yu though, so thanks for that Smile

I think I'll add that and Nameless from Hero to the other three, which would give me 5 SC in total, should be enough.
Yeay, finally finished with version 1.1! This contains 4 special characters (more will be added later), background on Cathay itself as well as lots of fixes in accordance to the feedback gotten. Enjoy! Smile
By the arcane arts of ye olde foul necromancy, I bid this thread rise once more!

Live! Live! LIVE!!!!

Ahem. The Fire Arrow- what happens, exactly, if I roll a 2 on the Misfire chart? I understand that the rockets scatter away from the war machine, just as with the Helstorm rocket battery, but what then? Do I place the 5" template on that point, or do they need to hit a target to have any effect?

If the Drum and Gong are within 12" of a combat between an allied unit with a musician and an enemy unit without, and the combat would otherwise be a draw, the friendly unit counts as winning by 2, correct? And if the enemy unit has a musician and so the combat would be a dead tie otherwise, the friendly unit counts as winning by 1? If the enemy has a musician and the ally does not, then it would be a dead tie, right?

Could you clarify exactly how the Lore of Yin and the Lore of Yang work? So, given a bog-standard Level 4 wizard, I can choose up to 3 of my spells from one lore but must choose 1 from the other, correct? Or am I missing something?

Isn't the magic item The Dragon's Breath a little, y'know, overpowered?

If the Brush of 1000 years is used successfully, then the character does not need to roll on the miscast table, yes?

For the Twilight Robe, I am very sure that you meant 'all successful rolls to hit', right?

What does the Kite of Omniscient Seeing do to shooting against units that cannot be seen because they are behind hard cover?

Can the Lotus Petals be used to cast with more than 6 power dice?

Does the Jade Sword banner remove the Always Strikes First and Always Strikes Last special rules? If not, what use is it?

May more than one Strategist use the same Stratagem in one turn?

How exactly does The Swarming Ant work? Does it require you to be able to expand your frontage? Does it give you extra attacks or does it simply add the +1 CR bonus for flanking?

If a unit uses The Stoic Porcupine, it can claim at most a +1 rank bonus. Do all of its ranks (if more than +1) count for purposes of Steadfast, or can you similarly only claim at most 2 ranks to contest the enemy?

When your unit of Celestial Dragon Monks first reaches combat, are you required to sing this song: http://www.youtube.com/watch?v=wwg033Ze3...re=related ?
Ahem. The Fire Arrow- what happens, exactly, if I roll a 2 on the Misfire chart? I understand that the rockets scatter away from the war machine, just as with the Helstorm rocket battery, but what then? Do I place the 5" template on that point, or do they need to hit a target to have any effect?
- It works exactly like the helstorm. I do however seem to have omitted the part where you are supposed to place the template on top of the fire arrow before rolling the dice, my mistake Tongue

If the Drum and Gong are within 12" of a combat between an allied unit with a musician and an enemy unit without, and the combat would otherwise be a draw, the friendly unit counts as winning by 2, correct? And if the enemy unit has a musician and so the combat would be a dead tie otherwise, the friendly unit counts as winning by 1? If the enemy has a musician and the ally does not, then it would be a dead tie, right?
- Correct.

Could you clarify exactly how the Lore of Yin and the Lore of Yang work? So, given a bog-standard Level 4 wizard, I can choose up to 3 of my spells from one lore but must choose 1 from the other, correct? Or am I missing something?
- Read it again: "A wizard that uses Yin and Yang
magic knows one spell more than normal, and must
choose spells from both Lores. You may only have
one more spell from one of the Lores than the other,
so if you have three spells from the Lore of Yin you
must have at least two spells from the Lore of Yang
for example." Wink

Isn't the magic item The Dragon's Breath a little, y'know, overpowered?
- Yes, point being? Tongue
Add one use only to it.

If the Brush of 1000 years is used successfully, then the character does not need to roll on the miscast table, yes?
- No, he still has too. But you get through the spell before getting sucked into the warped, which makes all the difference Tongue

For the Twilight Robe, I am very sure that you meant 'all successful rolls to hit', right?
- No... maybe... fine, I wrote wrong.

What does the Kite of Omniscient Seeing do to shooting against units that cannot be seen because they are behind hard cover?
- They can still be seen, but will get the cover bonus as usual.

Can the Lotus Petals be used to cast with more than 6 power dice?
- No.

Does the Jade Sword banner remove the Always Strikes First and Always Strikes Last special rules? If not, what use is it?
- In the last updated version, it gives the unit ASF.

May more than one Strategist use the same Stratagem in one turn?
- Yes.

How exactly does The Swarming Ant work? Does it require you to be able to expand your frontage? Does it give you extra attacks or does it simply add the +1 CR bonus for flanking?
- Newest version: "Activate at the end of Close Combat. If the unit
wins the combat and has a wider frontage, they will
count as flanking the enemy unit the next close
combat phase for purposes of Combat Resolution
and removing Rank bonus. This only works if they
are fighting the enemy to their front."

If a unit uses The Stoic Porcupine, it can claim at most a +1 rank bonus. Do all of its ranks (if more than +1) count for purposes of Steadfast, or can you similarly only claim at most 2 ranks to contest the enemy?
- Ranks and rank bonus are not the same, so you may count all real ranks for steadfast as normal.

When your unit of Celestial Dragon Monks first reaches combat, are you required to sing this song: http://www.youtube.com/watch?v=wwg033Ze3...re=related ?
- I would not say required, but you are likely to roll horribly if you don't Wink
Thanks for your answers!

I fought a 2500 point game against the High Elves today, and smashed 'em. My favorite part was the Swordsaints with the Jade Sword standard- fielding a unit that could go toe to toe and beat the pansies at their own game!
Hmm think you could lower the price of Imperial Infantry to 4 and make halberds a 1 point upgrade? While yes these guys do seem based off of bret men at arms, kinda ticks me off that I cant use the shield and hand weapon in CC. With WS2, I'd rather have a nice tarpit unit over extra S
Thing is though, they are not supposed to act as a tar pit unit per say, by using shields to cower or whatnot. Like Empire Halberdiers, they are supposed to be a bit more offensive, whereas still retaining a strong sense of "hold the line". Their weapon skill 2 is rather strongly offset by the fact that they fight in 3 ranks, giving them a rather sharp edge against many similar opponents. Sure, they will die in droves, but that's the whole point of cheap core troops Big Grin
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