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Miniatures Adventure => Fantasy Adventures => Topic started by: Nord on January 12, 2016, 09:44:03 AM

Title: A daemonic giant beast in Dragon Rampant?
Post by: Nord on January 12, 2016, 09:44:03 AM
I have a game of Dragon Rampant coming up later in the week, first one in fact, though I have enjoyed many a game of Lion Rampant so it's not new to me. I am going to use my chaos warriors, and I want to include a daemonic beast. In warhammer terms it would be a daemon prince, maybe a giant.

My first thought was, quite naturally, to use the greater beast profile, with a fear fantastical upgrade. This is a scary beast! However, looking at the profile and comparing it with the elite foot profile, which cost exactly the same 6 points, I feel like I might be cheating myself. These two profiles are identical in most regards - crucially for me they both have armour 4 and 6 strength points - this thing is no pushover to defeat. But the elite foot seems to offer so much more - a defence value of 4+ rather than 6+ is the thing that really catches my eye. Elite foot also do not have the impediment wild charge like the greater beast profile. And it's easier to activate for a move, though at a reduced move rate.

I realise this is a very gamey question. I am no longer this kind of player. I have played in tournaments in the past, but that's been left far behind and now play narrative/campaign games, often without any victory conditions, just play to see what happens. But this apparent discrepancy really leapt out at me. Can anybody explain why I would take greater beast as a profile over elite foot - same cost and almost the same across the board, but with the glaring difference in defence values? I know the rules are not meant to be looked at in this way, but it did just leap off the page because I am also taking a unit of elite foot to represent my chaos chosen.

Any thoughts?
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: Hobgoblin on January 12, 2016, 10:04:43 AM
I think the overriding point is "which profile best represents the model?".

But beyond that, the higher move of a Greater Warbeast makes a huge difference. In my last game of DR, my Chaos Warrior Elite Foot were slaughtered by sustained missile fire before they were able to close for combat. Had they been (mounted on) Greater Warbeasts, they'd have been wreaking havoc in enemy ranks while they could still attack at full strength.

Also, Wild Charge isn't always or solely an impediment. Yes, it limits your tactical choices, but it also allows you to fail your first activation roll without any consequence for the rest of your troops. So, in a strictly "gamey" sense, it's actually an advantage: a "free go".

Another point about Wild Charge is that it's far less of an impediment to troops with the Ranger (Ferocious) special rule. If Scouts lure Elite Riders into a wood or ruins, that's one thing. If they lure Bellicose Foot or Greater Warbeasts, that's quite another (and it's usually a thing that ends in dead Scouts).

For me, though, the movement is the main thing (if we disregard the aesthetics and "fit"). Greater Warbeasts in our games have always had a significant effect on the battle, whereas Elite Foot can sometimes end up lagging far behind - especially if they have to cross rough terrain. Greater Warbeasts are penalised too, but they still move at a respectable 5", meaning that they can often enter and cross rough terrain in a single move. That's rarely the case with Elite Foot.
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: Morgan on January 12, 2016, 11:32:22 AM
My experience of Elite Foot and Greater Warbeast from my first couple of games at the weekend is that Wild Charge isn't that much of an impediment if you intend to slam that unit/monster forwards as fast as possible anyway. In those circumstances, it translates into a "attack-attempt-that-doesn't-end-your-turn-if-failed" which can be rather valuable. Combined with the increased movement, it's a very nasty thing to be bearing down on you.
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: Humorous_Conclusion on January 12, 2016, 08:14:41 PM
For a Daemon Prince,  you could use Greater Warbeast with Ponderous to remove wild charge or flame attack to remove wild charge and give a ranged attack. You could also use Venomous to represent a magic weapon or great strength.

For a giant, I would probably use Heavy Infantry with Offensive and, again, probably venomous. What you lose in armour, you get back in double the strength points.
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: Nord on January 15, 2016, 09:14:59 AM
Thanks for the tips guys. I went with greater beast with cunning - I couldn't quite let go of the bad defense rolls! As it turned out, in two games the beast attacked every time, the enemy scarpered in the opposite direction whenever he appeared, so he never had to defend. You were right about the 10 inch move, it make a huge difference. And the wild charge thing too. So I am happy with this interpretation. I would like to include the upgrade fear too, which I will do in higher pointed games. Got another session coming up tonight, we will see how the fear works out.
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: Momotaro on January 15, 2016, 10:14:54 AM
My experience of Elite Foot and Greater Warbeast from my first couple of games at the weekend is that Wild Charge isn't that much of an impediment if you intend to slam that unit/monster forwards as fast as possible anyway. In those circumstances, it translates into a "attack-attempt-that-doesn't-end-your-turn-if-failed" which can be rather valuable. Combined with the increased movement, it's a very nasty thing to be bearing down on you.

We had a big discussion about Wild Charge last time we played, and this was our conclusion too - it's a chance to activate with no danger of losing your turn.  The units that have it are powerful on the attack, but poor defensively.  Even with the best armour in the game, those units are half-strength and you can chip them down to half damage very quickly.  There was a phase mid-game where all I was able to activate was Wild Charge over and over with a treeman!

That's also why Venomous and Slayer are so expensive (the price of another unit) - often a couple of extra hits are enough to push a unit over an armour threshold.

And Summoner - putting a unit where you like on the board, when you need it, without all those move activations to get it there is very powerful.
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: Furstenburg on January 15, 2016, 11:20:38 AM
Wild charge is great if you plunge that unit headlong into the enemy. Give yourself multiple units within charge range. It doesnt say you have to wild charge the closest one. The difference between greater beasts and elite foot is that they will get to charge much more with their 10" range.
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: Nord on January 16, 2016, 12:01:07 PM
I played a couple more games last night, again I used greater beast with cunning and this time added fear as we were playing a 32 point game - sounds a lot but only five units apiece. My opponent had an all mounted army, with a griffin which he classed as a greater beast with fear and fly. He was taken aback that the defence value was 6, dont think he realised it before the game started. At the end he said it would be much better to use the elite horse profile - its almost identical to greater beast, defence is one better at 5, move is one worse at 7+ but of course most of the time wild charge will kick in so you will be testing to attack on 5+. In all other regards the profiles are the same - BUT elite horse get counter charge, which can make a huge difference - ie roll hits on 3+ rather than 5+.

I realise that it's not the spirit of the game to choose one profile because it's better than another, but there is a mismatch here. The points value for greater warbeast is the same as elite horse, but elite horse is better, unless I am missing some glaring error. I paid 8 points (cunning) to get a defence value of 5, I could have had it for 6 points with elite horse and got counter charge for free!
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: robh on January 16, 2016, 12:26:12 PM
I think the overriding point is "which profile best represents the model?".

I think this is absolutely key. If the model looks like a some sort of creature without a rider then its profile is "Warbeast", if it looks like a hero/character mounted on some sort of creature then it is a "Rider"

Looking like one thing and using the stats of a (better)different unit type is not in the spirit that these sort of games should be played. Take a WYSIWYG rather than a max/min approach to army building and these issues do not crop up.

***edit:  Knew it was in there somewhere...pp58 in the GRRR! list the distinction between Gryphon and Gryphon with rider is ruled. The former is a "Warbeast", the latter a "Rider"
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: Hobgoblin on January 17, 2016, 11:47:09 AM
I think this is absolutely key. If the model looks like a some sort of creature without a rider then its profile is "Warbeast", if it looks like a hero/character mounted on some sort of creature then it is a "Rider"

Looking like one thing and using the stats of a (better)different unit type is not in the spirit that these sort of games should be played. Take a WYSIWYG rather than a max/min approach to army building and these issues do not crop up.

***edit:  Knew it was in there somewhere...pp58 in the GRRR! list the distinction between Gryphon and Gryphon with rider is ruled. The former is a "Warbeast", the latter a "Rider"

While I (obviously!) agree in general, I can think of a few potential exceptions. I'm building up a warband of Tolkien-esque orcs, and I think that orcish wolfriders could be well represented by the Lesser Warbeasts profile. Light Riders could be used too, but Tolkien (as far as I recall) never describes wolfriders using archers. I may use a mix of Light Rider and Lesser Warbeast units for my wolfriders, but I'm tempted to use Lesser Warbeast + Spore Attack for those that have bows.

My rationale for using Lesser Warbeasts would be as follows:

1. Tolkien gives the impression that the wargs are worse than their riders: "The wolf that one hears is worse than the orc that one fears".

2. Wolfriders often seem to fight alongside unmounted wargs (as in the Battle of the Five Armies). A unit of wolves, some of which have riders and some of which don't, would look authentic to me. Or, unmounted wargs could be Lesser Warbeasts and mounted units Lesser Warbeasts with Flame/Spore Attack (to represent archery and better control).

3. Wolfriders were "very swift and skilled at avoiding ordered men in close array, being used mostly to destroy isolated groups or to hunt down fugitives; but at need they would pass with reckless ferocity through any gaps in companies of horsemen, slashing at the bellies of the horses." The statement before the semicolon says Light Riders; but the section afterwards, which is part of a note used to explain "the dreadful orcish wolfriders, feared by horses" suggests Lesser Warbeasts. Adding the Spore Attack rule to reflect either shooting or, more abstractly, "lightning raids" on stragglers would seem to work well here.

4. In "The Battle of the Fords of the Isen", from which the above note comes, the wolfriders move very quickly and attack the Rohirrim's horse-herds and spare horses directly, killing or dispersing them. The speed of movement and direct frontal attack suggest Lesser Warbeast to me.

5. In The Hobbit, the "swiftest wolfriders" form the vanguard of the orcish army and are formidable melee troops. But wargs appear to be less good on the defensive, as when Thorin and company suddenly sally out. So again, the Lesser Warbeast profile seems a good fit.

6. The Fleet-Footed and Ranger rules seem very well suited to wargs (which are creatures of the wilds), whether ridden or not.

I think there are other instances where ridden beasts could be Warbeasts rather than Riders: the old Ral Partha ogres and giants riding elephants, for example, or mumakil or the like.

The overall principle is the same, though: does the profile fit the models/concept?
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: robh on January 17, 2016, 12:44:36 PM
Interesting analysis, which bodes well for the rules that whichever way the unit is fielded works and will not break the balance of the game. It is only aesthetics.

I still hold to the 'Warbeasts have no riders' view so your Warg rider units are either Heavy or Light Riders depending on whether you view them with a Melee or Missile focus.
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: Hobgoblin on January 17, 2016, 03:08:20 PM
Interesting analysis, which bodes well for the rules that whichever way the unit is fielded works and will not break the balance of the game. It is only aesthetics.

Yes, indeed. Dan said somewhere (his blog?) that part of the fun of the rules is trying out different profiles for the same units, and he's spot on.

I still hold to the 'Warbeasts have no riders' view so your Warg rider units are either Heavy or Light Riders depending on whether you view them with a Melee or Missile focus.

To me, much depends on the importance of the beast relative to the rider. An elephant with a howdah (or a mumak!) suits the Greater Warbeast profile better than Heavy or Elite Riders, I think. I could also envisage using large reptilian cavalry as Greater Warbeasts (in units of six, four or three, rather than single-model units), while using smaller reptile riders as Heavy or Elite Riders. I think the use of predatory mounts tends to shift the balance towards warbeasts rather than riders.

The wolfriders I'm using of for my Middle Earth warbands are the Chronicle and GW Hobbit ones, both of which have very big wolves and relatively small riders. For my non-Middle Earth wolfriders (the old Citadel ones on small wolves), Light Riders fits fine.

One problem with Heavy Riders for melee-oriented warg riders is that they would be significantly hindered in forests, whether moving or fighting, which "feels" wrong. If Riders of Rohan were ambushed by wolfriders in a wood, you'd expect the wolfriders to have a significant edge.

Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: Nord on January 17, 2016, 03:10:55 PM
Choose whichever you feel fits best is my advice. If none of the profiles fit what you feel is right, you could always tweak the stats. I think that's what I will do with mighty warbeasts, give them a defence value of 5 rather than 6, which just does not make sense to me.
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: guitarheroandy on January 17, 2016, 03:54:11 PM
Choose whichever you feel fits best is my advice. If none of the profiles fit what you feel is right, you could always tweak the stats. I think that's what I will do with mighty warbeasts, give them a defence value of 5 rather than 6, which just does not make sense to me.

Tweaking stats is an obvious option, but beware the resultant imbalance! A tweak of +1 on the defence is quite significant with regard to the average hits you'll inflict, so you'd probably need to up the overall points cost too - my advice would be to try upping by +1 point and trying it for a few games. If it seems overpowered, up the cost by 2 points instead (but don't go over the magic 10pts! ;))

We are trying to work out how to make the goblins in our Warhammer-world-esque DR games more 'goblin-like' (i.e. as per the typical 'Warhammer Goblin'). We were wondering about dropping courage by 1 and reducing the points cost, but are now considering making them 'fearful'...  We have yet to test this concept...

Ultimately it doesn't really matter as long as both you and your opponent enjoy the resulting games. Stick by that principle and whatever you do should work out fine in the end.
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: Nord on January 17, 2016, 04:22:01 PM
I agree that care should be taken to maintain balance as much as possible, but really I think that the greater warbeast is already out of balance, see my previous post. I guess it depends on how durable you think a beast should be. As these are the mighty beasts such as dragons, daemons, wyverns, etc I am happy to give them a little boost in defensive combat - I don't see them as being fierce on the charge, but feeble in defence.
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: Hobgoblin on January 17, 2016, 05:48:58 PM
I played a couple more games last night, again I used greater beast with cunning and this time added fear as we were playing a 32 point game - sounds a lot but only five units apiece. My opponent had an all mounted army, with a griffin which he classed as a greater beast with fear and fly. He was taken aback that the defence value was 6, dont think he realised it before the game started. At the end he said it would be much better to use the elite horse profile - its almost identical to greater beast, defence is one better at 5, move is one worse at 7+ but of course most of the time wild charge will kick in so you will be testing to attack on 5+. In all other regards the profiles are the same - BUT elite horse get counter charge, which can make a huge difference - ie roll hits on 3+ rather than 5+.

I realise that it's not the spirit of the game to choose one profile because it's better than another, but there is a mismatch here. The points value for greater warbeast is the same as elite horse, but elite horse is better, unless I am missing some glaring error. I paid 8 points (cunning) to get a defence value of 5, I could have had it for 6 points with elite horse and got counter charge for free!

The thing (and it's a big one) that you might be missing is that Elite Riders have a huge vulnerability, because they have Wild Charge but don't have Ranger (a.k.a Ferocious in Lion Rampant). So they can be easily lured into rough terrain, where they will have to fight as equals against Scout and will be highly vulnerable to Bellicose Foot and Warbeasts of both descriptions.

In many of the LR games I've played, Mounted Men-at-Arms (Elite Riders) have been completely undone by Bidowers - in one case, being lured into woods and then finished off by a unit of Serfs (the indignity!).

Given that, I'd say that 6 points for Elite Riders balances quite nicely with 6 points for Greater Warbeasts. While Greater Warbeasts have Wild Charge, it isn't a problem for them if that leads them into forests or swamps or ruins. For Elite Riders, that can be disastrous.
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: guitarheroandy on January 17, 2016, 05:59:03 PM
I also think it depends on what you want from your huge war beast. If you want a 'Warhammer-esque all-powerful killer thingy', then there probably is 'imbalance' in the rules. However, if you want a ferocious beast that, when fighting on its own terms is IMMENSE, but if caught 'on the hop' is more vulnerable, then your view will be very different. As I said in my previous post, the key thing is that both players are able to agree or compromise to get a good game.

The great thing about Dragon Rampant is that it enables each of us to take our own view and go with it. Quite a refreshing change from many of the typical rulesets from the past few years!!  :D
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: Hobgoblin on January 17, 2016, 07:03:03 PM
I also think it depends on what you want from your huge war beast. If you want a 'Warhammer-esque all-powerful killer thingy', then there probably is 'imbalance' in the rules. However, if you want a ferocious beast that, when fighting on its own terms is IMMENSE, but if caught 'on the hop' is more vulnerable, then your view will be very different. As I said in my previous post, the key thing is that both players are able to agree or compromise to get a good game.

The great thing about Dragon Rampant is that it enables each of us to take our own view and go with it. Quite a refreshing change from many of the typical rulesets from the past few years!!  :D

I couldn't agree more. Dragon/Lion Rampant has a wonderful "lock and key" quality. "Lock and key" is a term I came across applied to props in rugby and their respective scrummaging strengths - encapsulating the notion that just because Player A bests Player B and Player B bests Player C, it doesn't mean that Player A will best Player C. You just need to have the right key for the right lock. You get something similar in LR/DR, with terrain adding an extra and very important dimension. So, Scouts can't do much against Elite Riders in the open - but in the vicinity of ruins or woods, it's a very different story. Elite Foot will cut Bellicose Foot to ribbons if they charge them, but there's always a good chance that it'll go the other way (via Countercharge or simply the faster movement of Bellicose Foot - especially in rough terrain). And then there are troop types that work better for specific scenarios - which is why it's great to roll for scenario once you've drawn up the warbands.
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: m4jumbo on January 17, 2016, 07:31:29 PM
The thing (and it's a big one) that you might be missing is that Elite Riders have a huge vulnerability, because they have Wild Charge but don't have Ranger (a.k.a Ferocious in Lion Rampant). So they can be easily lured into rough terrain, where they will have to fight as equals against Scout and will be highly vulnerable to Bellicose Foot and Warbeasts of both descriptions.

In many of the LR games I've played, Mounted Men-at-Arms (Elite Riders) have been completely undone by Bidowers - in one case, being lured into woods and then finished off by a unit of Serfs (the indignity!).

Given that, I'd say that 6 points for Elite Riders balances quite nicely with 6 points for Greater Warbeasts. While Greater Warbeasts have Wild Charge, it isn't a problem for them if that leads them into forests or swamps or ruins. For Elite Riders, that can be disastrous.

I agree that Greater Warbeasts having the Ranger ability vs the Elite Riders not having it is a big advantage to consider. 
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: Morgan on January 18, 2016, 09:46:59 AM
Given that, I'd say that 6 points for Elite Riders balances quite nicely with 6 points for Greater Warbeasts. While Greater Warbeasts have Wild Charge, it isn't a problem for them if that leads them into forests or swamps or ruins. For Elite Riders, that can be disastrous.

That's an excellent point - nice bit of analysis there! (And I shall try to remember this for future games ...)
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: LCpl McDoom on January 19, 2016, 11:57:42 AM
The term 'Lock & Key' provides for me the perfect summary on why I like these rules. It shows the rules have a great dynamic range to allow for many factors and combinations that can be brought to the tabletop to get different games.
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: andyskinner on January 19, 2016, 06:31:27 PM
Having the unit types as balanced as possible lets you choose the one that you think fits best.  And having the freedom to match your figures to the behavior you want is, I think, more in the spirit of the rules than matching only to the models, with an implication that you're trying to get away with something if you differ from how someone else does it.

I like how pulling more factors and ways to look at it has made these unit types look a lot more balanced than they did on first glance.

I'm hoping for more fantastical rules to vary units in subtle and balanced ways, just so things feel like they "should".  But the required trade-offs make for a good game system.  I wanted my ents to be heavy warbeast plus cunning plus venomous, but I'm going to have to choose.  Venomous gives the results I think they should have, so I'll just assume they're hasty when they get caught.  :)

andy
Title: Re: A daemonic giant beast in Dragon Rampant?
Post by: Hobgoblin on January 19, 2016, 06:58:13 PM
Having the unit types as balanced as possible lets you choose the one that you think fits best.  And having the freedom to match your figures to the behavior you want is, I think, more in the spirit of the rules than matching only to the models, with an implication that you're trying to get away with something if you differ from how someone else does it.

I couldn't agree more. Lithe and lean ogres could be Bellicose Foot. Ogres with seven-league boots (and what could be more ogreish?) might use a cavalry profile. Portly ogres, replete with the blood and ground bones of an Englishman or two, might use a slow-moving Elite or Armoured Foot profile. And so on. And indeed the profiles might change from game to game for the same models (perhaps they haven't got their seven-league boots on today).

That all plays into my point about wolfriders. If you want your wolfriders to be a savage menace in the wilds, Lesser Warbeast is perfect. If you want them to be skittish, hit-and-run raiders, Light Riders works fine. It all allows greater differentiation. I have, for instance, at least four generations of Citadel cold ones with slann or lizardman riders. The biggest are really nasty-looking beasts that are surely Warbeasts of some sort. The smallest might even be Bellicose Foot (with the Armour upgrade for scales). Or they could be Heavy Riders or Lesser Warbeasts. They'll probably be all three over the course of a few games.