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Irvonia
Jan 23, 2013 21:36:40 GMT -5
Post by Tim on Jan 23, 2013 21:36:40 GMT -5
Well I'll be in with my Ogres.
As far as points go I like the idea of a smaller game to start but getting to 2k quickly as well.
1000 -> 1800 -> 2400 -> 2600 would be my suggestion.
I agree that 3k in Fantasy isn't the sh!t show it would be in 40k and doesn't take that mucho get than a 2500 point game it should be accessible to the new players and 3k can be hard to hit.
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Irvonia
Jan 23, 2013 21:42:35 GMT -5
Post by panther on Jan 23, 2013 21:42:35 GMT -5
Hmmmm i think a good medium would be 1000>1750>2000>2500> team giant battle Its gets us moving up the points lader quicker and in the end having one awsome giant battle
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Irvonia
Jan 23, 2013 21:44:44 GMT -5
Post by panther on Jan 23, 2013 21:44:44 GMT -5
One more person for even sides to the campaighn! come on guys it will be over just before summer
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Irvonia
Jan 23, 2013 22:25:45 GMT -5
Post by Ben on Jan 23, 2013 22:25:45 GMT -5
I like Tim's suggestion better. 2000 is even on the low side for fantasy so I'd really like to reach 2400 by round 3.
As for the rules I feel they are not quite balanced. The rares thing doesn't mean much to some armies while it's a real pain to some like Mike mentioned. I do think the lords and heroes thing is fine. If you want to spend tons of points on a lord riding a flying monster go ahead. Usually it's elite infantry and hordes that win the day so I'm not worried about that and this isn't SoM so if you take 2 L.4s well you can't use most of the magic in one turn.
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Irvonia
Jan 23, 2013 22:41:52 GMT -5
Post by bob on Jan 23, 2013 22:41:52 GMT -5
please keep in mind that the point progression is not to get to the size of battle that you favor, but to allow newer players to build up their forces a bit slower....that's the point of the progression.
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Irvonia
Jan 23, 2013 22:56:04 GMT -5
Post by Ben on Jan 23, 2013 22:56:04 GMT -5
That's true. In that case Grady's suggestion sounds good.
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Irvonia
Jan 23, 2013 22:59:23 GMT -5
Post by panther on Jan 23, 2013 22:59:23 GMT -5
Modified Port ideas so how bout they give you and additional rare unit?
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Irvonia
Jan 24, 2013 8:43:39 GMT -5
Post by Ben on Jan 24, 2013 8:43:39 GMT -5
That might work. The other thing is the black powder units rule only effects ogres. I feel like there should be something else though. Maybe towns or castles make one unit a veteran unit and gives the unit something like devestating charge? Or ITP? Something that's a useful bonus but not game changing..
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Irvonia
Jan 24, 2013 10:28:59 GMT -5
Post by apothecarybob on Jan 24, 2013 10:28:59 GMT -5
This seems really exciting. Count me in with tomb kings, if there is still room. Secondly, i like the idea of special places, reminds me of the campaign Dr. C ran a few years back. Grady, I would recommend asking him for advice on special rules for each army since he had it pretty damned balanced. I'm also willing to help you if you'd like
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Irvonia
Jan 24, 2013 10:42:41 GMT -5
Post by panther on Jan 24, 2013 10:42:41 GMT -5
yep nick your in Everyone else theres room for up to 8
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Irvonia
Jan 24, 2013 12:36:58 GMT -5
Post by hivemindbob on Jan 24, 2013 12:36:58 GMT -5
Fantesy dosent use "Slots" though It's all about percentages...
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Irvonia
Jan 24, 2013 15:13:50 GMT -5
Post by panther on Jan 24, 2013 15:13:50 GMT -5
guys if you want to participate please let be know by tomorrow, because on saturday im hoping to get this rolling.
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Irvonia
Jan 24, 2013 16:11:49 GMT -5
Post by apothecarybob on Jan 24, 2013 16:11:49 GMT -5
Just saying, Its damn near impossible for Tomb Kings to do the "1 lord/hero" choice
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Irvonia
Jan 24, 2013 17:20:31 GMT -5
Post by dante on Jan 24, 2013 17:20:31 GMT -5
New set of ideas IRVONIA RULES Special territory’s- Castle or Citadel- Raises restriction on lords and hero’s to 50%. Docks- Without docks your army cannot have -Black powder weapons -Three rare units -Named lords or hero’s Towns- Towns give you access to special choices with a town your army can have up to 4 special units. Named sites Eargvul- A ancient sacrificial sight here the blood is still soaked from past victims. -Lords and champions with the mark of Khorne who control this area have +1 toughness and strength, lords or champions with other marks suffer-1 toughness. -Vampire lord whose army controls this territory receives +1 wound and toughness. Yearle Forest- This forest is the center of all good o the island keeping destruction and chaos at bay for centuries. - Certain Lores are stronger when funneled through the woods these lore’s are the (Lore of light) and the (Lore of life) when using either of these lore’s when your army controls the forest you can role 3 dice when attempting to cast spells. C&C welcolm Some of these rules don't make sense. You can already take more than 4 special choices, just not repeating entries, so do you mean your raising repeat special choices to 4? Yearle Forest doesn't make sense either. What do you mean role 3 dice? I can role 6 if i want. I agree with A-bob. The hero/lord restrictions are a little ridiculous. Tomb kings can't play 1500 points with 2 hero/lord choices, and your making armies choose between magic, BSB or generals.... Clarification please. This looks exciting. One last piece is I agree with Bob, I don't understand the point of the escalation if your only giving people two months to prepare a 2k+ army. You should either start it high and keep it high, or start it low and advance points slower. Just my 2cents. If there are no noobies in this campaign then by all means have crazy rules, restrictions and point starts and caps. But if your trying to make this escalation then the goal i think is to make it newer player friendly.
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Irvonia
Jan 24, 2013 18:58:36 GMT -5
Post by panther on Jan 24, 2013 18:58:36 GMT -5
yes I ment repeating choices, Dante i think so far i am the newest player in the campaighn!, that being said i dont know how magic works in fantasy anyone care to explain? Nick hmm i welcolm your ideas how about having a citidael could over ride the restrictions on lords and bump it up to 50%
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