Will be having campaign nights on 2nd Monday of the month, starting next Monday. So bring your armies and we'll do moves until there's a battle or two.
I'd like to propose we bring forward one of the changes in Raj's 6th edition AoA. That is we re-point all the undead by removing missile immune and replace it with Armour 5 vs missiles. This change will make each unit slightly cheaper (skeletons 17 to 15pts), and allow non-undead players to field units with bows or slings with a small chance of wounding. As it stands, most armies lack gunpowder weapons making all their ranged attacks useless and limiting unit selection choice.
Wood Elves for example lack armour and a cheap horde unit, making ranged fire essential for softening targets before a charge by light infantry, light cavalry or skirmishers.
I do like that you can tailor a unit to your own idea of what it should be. Zombies from night of the living dead are very different to those in world war z.
So we need to reach consensus on stripping missile immunity from undead. Are we just re-statting them to be armour 5 vs missiles, or making further changes?
Comments
This change will make each unit slightly cheaper (skeletons 17 to 15pts), and allow non-undead players to field units with bows or slings with a small chance of wounding. As it stands, most armies lack gunpowder weapons making all their ranged attacks useless and limiting unit selection choice.
Wood Elves for example lack armour and a cheap horde unit, making ranged fire essential for softening targets before a charge by light infantry, light cavalry or skirmishers.
VP 16
Move 7
Wounds 1
Armour 2 missile+4
Magic 2
Morale 7 Implacable
Melee 1/2
Special Phalanx
Gonna assume implacable is similar to fearless,and phalanx is the same as it is now.
VP 13
Move 6
Wounds 1
Armour 2 missile+3
Magic 1
Morale 7 fearless
Melee 1/2 weak
and zombies:
VP 14
Move 5
Wounds 2
Armour 0 missile+3
Magic 1
Morale 7 fearless
Melee 1/2 str (2)
Special Slow
Unfinished list below:
http://www.scarboroughgames.com/files/AoA-TheHornedRatmenv01.pdf
I'd say keep them out of the campaign as points values are likely to change.
Skellies
VP 13
Move 6
Wounds 1
Armour 2 missile+3
Magic 1
Morale 7 fearless
Melee 1/2 weak
zombies:
VP 14
Move 5
Wounds 2
Armour 0 missile+3
Magic 1
Morale 7 fearless
Melee 1/2 str (2)
Special Slow
course then skellies get whatever weapons you can add.