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Warhammer Nations
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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. |
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. |
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).
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Re: Warhammer Nations
That does look like all the Nations/Races.
And the Dwarf stuff sounds good |
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. |
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). |
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. |
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.
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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 |
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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