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Sombre June 18th, 2007 09:58 AM

Warhammer Nations
 
1 Attachment(s)
I'm making this thread to talk about Warhammer Nations generally, since I plan on doing many/some/most/none/quasar of them,.... over the course of a loooong time, obviously.

I'll post thoughts I have about nations that aren't the skaven (which I'm already working on) here.

My proposed list of Warhammer Nations (not in any order, subject to name change):

Skaven
Dwarfs
Chaos Dwarfs
Greenskins (mountain/badland dwellers mainly)
Savage Greenskins (forest gobs and savage orcs mainly)
Empire
Kislev
High Elves
Wood Elves
Dark Elves
Vampire Counts (excluding carstein)
Traditional Undead (including carstein)
Tomb Kings of Khemri
Lizardmen
Bretonnia
Tilea AKA Dogs of War
Chaos Hordes (tribes, warriors, daemons)
Beasts of Chaos (beastman warband effectively)
Ogre Kingdoms

Have I missed any?

I'll post prelim army lists for them in following posts.

Sombre June 18th, 2007 10:02 AM

Warhammer Dwarfs
 
DWARFS


Warhammer Racial Notes


Ancestral Grudge, Resolute, Relentless

M 3
WS 4
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 9

Dwarfs are slow in combat, very stubborn and hard to break, very tough, skilled, quite expensive per model



Dominions Racial Notes

Hp - 12 (Smaller than humans, but much tougher)
Prot - 4 (tough little sods)
str - 11 (dwarfs are clearly strong given their weapons/armour)
att - 11/12 (all skilled fighters)
def - 10 (skilled, but lower initiative)
ap - 8 (with the armour, this makes them a very slow army)
mr - 13 (dwarfs are famed for resisting magic)
mor - 14 (They have the best morale in Warhammer)
gcost - 12 (Clearly higher than regular troops)
prec - 10/11 (dwarfs like ranged combat almost as much as melee)
mapmove - 2 (although slow in battle, they have great endurance and tunnel systems)
enc - 2 (dwarfs don't tire easily)
size - 2 (though short, dwarfs have quite high mass and do not swarm)

Other abilities

Darkvision 50%
Mountain Survival
Shockres
Siegebonus 1 (All dwarfs have knowledge of siege warfare)
Castledef 2 (dwarfs are experts in defensive tactics)


THE NATION SHOULD

Emphasise defence and patient warfare - good PD and forts
Not outnumber most enemies or win through numbers
Be powerful both at range and in melee
Have top notch forging but not battlemagic (smiths with high enc?)
Have superior equipment and a strong emphasis on resources
Be relatively capital centric
Not take losses lightly
Be totally drain immune


UNITS

Clansman (medium armour, shield, dwarf axe)
Clansman (heavy armour, shield, dwarf axe)
Crossbow (medium armour, dwarf crossbow, dwarf axe)
Longbeard (heavy armour, shield, broadsword - superb morale, standard effect)
Ironbreaker (very heavy armour, shield, dwarf axe - resists various nasty things)
Ranger (medium armour, battleaxe, dwarf crossbow - stealth, forest survival)
Miner (heavy armour, dwarf pickaxe - stealth, siegebonus)
Slayer (no armour, broadsword + dwarf axe - awesome morale, berserk, high str)
Hammerer (heavy armour, runehammer - elite, sacred unit)
Rune Guard (very heavy armour, shield, runeaxe - elite, sacred, mapmove 1)


LEADERS

Thane (basic leader)
Lord (great leader)
Dragon Slayer (ok leader, good thug)
King (sacred, superb leader, rare)
Rune Smith (sacred, E2/3, forge 25)
Rune Lord (sacred, forge 50, E3/4/5)
Rune Priest (H2 only E1, forge 25)
Engineer (EF magic, siegebonus, constructs/researches)



OTHER

Anvil of Doom (the portable old version, complete with Rune Lord, H3)


SPELL

Rune Lightning spell should be at H3 E2 or something, very powerful, used by Anvil
Bolt thrower as a construction spell, available to engineers
Steam Cannon?
Flame Cannon?


HEROES

High King on Throne of Power (Thorgrim Grudgebearer - huge standard effect, spawns hammerers)
Slayer King (Ungrim Ironfist - super thug, spawns slayers)
Master Brewer (Joseph Bugman - ranger who provides supplies, spawns rangers)
Engineer Guildmaster (Burlock Damminson - FE mage, can summon machines)
King and Shieldbearers (Alrik Ranulfsson - traditionalist, summons clansmen and breakers)
Rune Lord with True Doom Anvil (Thorek Ironbrow - traditionalist, summons rune guard, can use the 'Rune of Doom' which creates a force of ghostly dwarfs of vengeance)

There were a couple of others in an older army book version but I don't quite remember them. A king with a horn and a mad runelord I think.

Shovah32 June 18th, 2007 02:40 PM

Re: Warhammer Dwarfs
 
Sounds very nice, although i would probably knock their base goldcost up to 15(almost all-round better stats, dark vision, shockres, mountain survival, siege bonus AND defence bonus).

Theonlystd June 18th, 2007 03:47 PM

Re: Warhammer Nations
 
That does look like all the Nations/Races.


And the Dwarf stuff sounds good

BandarLover June 18th, 2007 07:04 PM

Re: Warhammer Nations
 
Looks like you covered all the bases, though I admit I'm not familiar with Kislev.

And I bring up this next point only because it was brought to my attention when making my sad little mod: Thane translates into Lord so your basic and great leader are essentially the same thing. Maybe make basic leader chieftain or somesuch. It's semantics though I suppose.

You are making yourself one busy, busy person. http://forum.shrapnelgames.com/images/smilies/happy.gif

But I'm like everyone else here, super excited to see you pull all this off.

Sombre June 18th, 2007 11:18 PM

Re: Warhammer Nations
 
Kislev was a supplementary army list for Empire - because Empire, like Greenskins, actually have too much variety I decided to give them their own nation using the old White Dwarf published army list.

Thane and Lord are the titles from the Warhammer Army: Dwarfs book. I generally stick with those.


As for the goldcost - I actually left that in by mistake. It should be higher, like 14 or so per dwarf. The shockres will only be about 25%. It's just there to emphasise how well they resist magical energy. I don't want to make them ultra expensive because the national troops of the nation have to be a focus (as they have pretty crappy magic).

BandarLover June 19th, 2007 12:44 AM

Re: Warhammer Nations
 
Ah I see. And I like using thane and lord myself, just thought I would be annoying.

So what would be the Kislev units then? Are they geared more towards innovative arms and technology? I'm not too familiar with Empire.

Burnsaber June 19th, 2007 02:02 AM

Re: Warhammer Nations
 
Kislev is a cold, barren border-land between the chaos wastes and the empire. They rely on ice magic and polish/slavic type light cavalry. No technology there.

DigitalSin June 19th, 2007 03:33 AM

Re: Warhammer Nations
 
Oo lizardmen http://forum.shrapnelgames.com/images/smilies/laugh.gif Wonderful!!
Plenty of giant lizards running around crushing the warmbloods http://forum.shrapnelgames.com/images/smilies/laugh.gif

Juzza June 19th, 2007 03:39 AM

Re: Warhammer Nations
 
Um, The empire is like the 40k verson of the space marines right? if so, someone has got to make them!!! space marines rock.


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