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  #31  
Old July 20th, 2008, 12:29 PM
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Default Re: Sons of Kaleva, a Kalevala mod

Heroes aren't hard, everything but heroes is. I don't know nearly enough about Finnish history to create several different types of semi-historical units.
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  #32  
Old July 22nd, 2008, 04:32 AM
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Default Re: Sons of Kaleva, a Kalevala mod

I must confess, you have me there Endo. I know nothing about the average Finnish warrior of that time. I only know about what the Kallevala told me about their heroes.

I would have to guess that the normal Finn troops were somewhat along the lines of Vikings? But perhaps less well-equipped, although having easier access to low level mages (captains)? Perhaps lvl 1 W, or W1 plus A1?
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  #33  
Old July 22nd, 2008, 11:10 AM
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Default Re: Sons of Kaleva, a Kalevala mod

I have ideas for the mages, but the basic troops... I don't know anything, so I could just as well use huskarls. Hakkapelite cavalry was later invention, but I also use it; I think I'll also add something like LA Ulm rangers: stealthy foresters with crossbows.
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  #34  
Old July 22nd, 2008, 02:33 PM

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Default Re: Sons of Kaleva, a Kalevala mod

If you're using cavalry a'la 30 year war, couldn't you also put in some net-throwers? At least I think I remember reading about troops making heavy use of lassos of sort to dismount riders and then knifing them to death. Net could simulate that.
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  #35  
Old July 22nd, 2008, 03:12 PM
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Default Re: Sons of Kaleva, a Kalevala mod

This is the first time I heard about that, but since my father has lassoed me, it isn't too hard to believe... I was sitting in my chair, heard someone open the door and BAM! there's rope around me. He used to take part in the reindeer markings when he lived up north, and had made a sami-style suopunki for his class.

Any way, if I do include it, I'd probably give it to the ranger-types. Net and crossbow could be a powerful combination in close range if they had high enough precision for the whole volley to hit the target(s), even if they had only a dagger for actual melee. How does the net work? Is attack required for the entangle?
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  #36  
Old July 23rd, 2008, 03:45 AM
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Default Re: Sons of Kaleva, a Kalevala mod

Do you have Moose in Finland? I've never been there, but it seems like good Moose country. Maybe you could add them in somehow, like Moose Riders.
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  #37  
Old July 23rd, 2008, 10:15 AM

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Default Re: Sons of Kaleva, a Kalevala mod

There certainly are moose in Finland, I've personally bumped into two. But if you look for animals more present in mythos, wouldn't bears be the ones to check.

Dunno about the lassos, I think it was something I read in elementary school. Can't find any reference.
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  #38  
Old July 23rd, 2008, 03:20 PM
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Default Re: Sons of Kaleva, a Kalevala mod

I actually have both moose and bears included, or planned at least.

Moose is in as hiisi Mooseriders, basically local vaetti. Bears are in as both Bear Tribe Warriors and, perhaps, Bear Cult Warriors.
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  #39  
Old July 27th, 2008, 01:51 PM
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Default Re: Sons of Kaleva, a Kalevala mod

Bump. Nothing useful to add. Just wanted to keep this up top.
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  #40  
Old July 27th, 2008, 05:23 PM
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Default Re: Sons of Kaleva, a Kalevala mod

The constant pestering has started working.

Before I go to sleep, current progress:

Huntsman: 12gp/15res units with axe, crossbow, shield and prot 10.

Hiisi, 9gp/2res stealthy archer with dagger, short bow

Moose Brother: like MA Jotun Moose Rider, except that the first form has moose kick/antlers/light lance/short bow and the second has only moose kick/antlers/spear.

Hakkapelite: 40gp/14res cavalry with knight stats, light armor and broad sword/hoof/lance/shield. Their defence is a respectable 18.

The sacred units I've thought about are already in in some form or another. I considered just copying Marverni Boar Warriors, making them available everywhere and lowering the cost to 23 gp or so.


Mages:
(Hiisi) Sorcerer: 85gp. FWD and WDN randoms. Cheap researchers, recruitable everywhere, at least W2, D2, FN can be useful. W2D1 gives access to N�kki, a national amphibious mini-thug with water and death. I might also make Bogarus Rusalka (W1D1 to summon, W1D1 seducer) summonable.

Bear Tribe Shaman: 110 gp sacred. N2, NE 100% random, E 50% random. These might still change, but the idea is that they can cast a spell that summons a Gnome, with higher earth access. I'm not sure if they should have access to E2 via their innate randoms or not.

Wiseman: 160 gp. F1W1N2 FWN 100% random. Because they have either F2, W2F1 or N3 they'll always be able to do something worthwhile in the battlefield, unlike, say, Golem Crafters of MA Agartha who always wall a little short.

Spellsinger: 270 gp. Currently at F2D1N2, two 100% FDN randoms. They had Water for a long time and might get it back. They're magic beings, recruitable anywhere and have magic resistance 12.
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