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Combat..
10 days...MagicYes ... Magic!ALL warbands have access to a wizard and you can only field one. They are powerful characters thanks to their magic, but they are still mortals and that is why they are often accompanied by a group of apprentices and also other creatures such as spirits, devils, fairies, nymphs and other to protect them.Each mage knows 1 spell (free in points) and can acquire as much as he wishes for a point cost.Casting the spell is relatively simple and you can do it at the conclusion of any action that the mage and his unit undertake, however, the mage must not make use of a shooting weapon, be down or charge.There is a risk that the spell goes wrong and there is a table indicating what happens. Yes your magician could turn into a useless and invulnerable frog for a turn or two.Spells all have a significant effect on the battle and your wizard's level boost this effect, even those who seem more ordinary should not be ignored.Fiery Balls, the easiest spell, (yes I know, it must be uncomfortable) throws a few flaming projectiles, you can well imagine that the trolls are not very fan, but moreover the ignited attacks inflicts 2 pins instead of one and that is rather rare.There are 14 spells for the moment, two of them are restricted to necromancers and undead wizards (yes you can bring back troops in a LIMITED way, because at the scale of the game it could be catastrophic otherwise.).There are also some magic weapons to equip your heroes and commanders, but the real magical power really lies in your wizard.Also, note that the wizard is the only one who can protect you from your opponent's evil spells.
8 Days before the release!Let's talk about the characters.You have the Warlord, the leader of your warband who is a remarkable fighter and who brings the "Command" rule and often the "Follow" rule. They are often accompanied by bodyguards. Only the undead have a leader who can cast spells.The wizard brings magical abilities and can be accompanied by apprentices and creatures to enhance his abilities. You can also increase his magic level to make his spells more potent. The undead have no wizard, their role is filled by the warlord.The hero is always alone and frequently has the rule "Hero" which grants his high value in initiative to the units around him. Heroes are still very capable fighters and are often even stronger than the warlord.Some faction can mount the hero in a chariot and it becomes a really terrible piece for your opponent.These three characters are the only sources for the three skills "Follow, Command and Hero". In addition, these are the only three models that can be equipped with a magic weapon.Do not underestimate these three models, because good management of your commander will be decisive in most battles and the presence of a hero could allow your force to seize ambush opportunities.Finally, do not deprive yourself of a wizard, because the magic is powerful and he will protect your troops against it.
Today we are 7 days before D DAY!I will tell you a little bit about scenery.We have covered a lot of topics until today and now it's time to talk a bit about battlegrounds and how they affect the fighting.First, we have the terrain areas.They are best represented when using a base to outline their borders and some removable elements that will not interfere with the placement of your troops while keeping an interesting and immersive visual appearance for your games.From a mechanical point of view, assigning the hits to each model individually avoids any dispute about the unit being in cover or not. Those who touch it have a bonus and others do not.It's always a good idea to define the terrain effect with your opponent before starting the game, but the book contains a nice set of examples.
So Warlord confirmed today that the page on FB is a fan page.Why they would be releasing preview material to be reposted in such a sloppy fashion is beyond me but the lack of any official previews makes me think that Warlord are holding their nose and releasing this.Saga Fantasy is coming out and I think I will be saving my money for those rules
"Saga Fantasy is coming out and I think I will be saving my money for those rules"I think those won't be that good, either.And I don't say that because of my project (see my signature) but because all the Battleboards released to this point for the second edition are a bit... dull.And when saying "a bit" I mean "very".I don't know, they seem to be playing it too safe... probably because of fears they can't get the balancing right if they don't... but all those new boards are missing the flavor the first edition boards had.Those boards from the first edition were all soooo different, some of them altering the way the game worked... each felt unique and like you had to make an effort to understand and learn to use thembut the new boards are all like:"get 3 defence dice""get 3 attack dice""get a + 1 bonus on your rolls""enemy gets - 1 on his rolls"Seriously, where's the creativity in them?! And the challenge?!It is one of the main reasons I dislike the second edition and keep playing the first.(the other reasons are the changes to the movement - why, why oh god, would you do that to a SKIRMISH game?!and the changes that buffed Levies and made Warriors worse... feels like there's no longer enough distinction between those troop types)
Warlord have just announced they'll be stocking all the Frostgrave and Oathmark plastics to make it easier to start a Erehwon force.