Disciple of Nagash said:
Right then.
Skeletons - I agree with the skeleton baser units we may as well drop these. The new units are much more unique and interesting than carbon copying from VC / TK
Legions Eternal - Fine with the unit. The only thing I am sticking on is the We are Legion! becoming an army wide rule. Not only does it apply to 3 core units, I have some ideas to apply it possibly to other units. So with than in mind I think we need to tweak and amend it so it is not so unit specific.
Ok. Keep in mind that this will have a pretty big impact on how the spells will work, especially the summoning spells of the army. It can also greatly effect where we can bunker our undead characters. Still, a workable idea I guess (a bit early to say yet).
Disciple of Nagash said:
Legion Javelin Auxiliary - I am currently not happy with the option for the unit to flee. It just doesn't sound right for an undead skeleton unit to be running away so swiftly like Wood Elves or similar do. If it was reworded perhaps to show it is a tactical withdrawal or something similar, but at the moment I don't like this. It would be more interesting to see these interact more with the Legions Eternal unit, example:
Tactical Withdrawal
The unit must be deployed no more than 2" inches in front of the a Legion Eternal unit to use this tactic. If an enemy declares a charge the Javelin Auxiliary unit may stand and shoot as normal. Once resolved take a leadership test. If passed the Javelin Auxiliary makes a tactical withdrawal through the Legion Eternal unit, place the unit 1" behind the Legion Eternal unit, facing any direction. The unit may then continue as normal.
The charging enemy unit must then charge the revealed Legion Eternal unit if it is within range. If it is not within range it counts as a failed charge.
Naptha Jars - How big are these jars meant to be? I am presuming as they can be used more than once, they are quite small? Just trying to visualise it, are they in effect like grenades?
-It is a tactical withdrawal (hence the automatic rally), but in game terms the charge response will still be flee. I don't see the need to write a whole "tactical withdrawal" special rule just for this. Wood Elves are far from the only army that can benefit from a tactical retreat as well..
-From what we know of ancient warfare, troops with javelins were used to run towards enemy lines to harass and bait enemy units, and your suggestion takes them in another direction tactically. Not really sure they have much of a tactical use with your suggestion, the points can probably be better spent on just reinforcing the battle line instead. I also don't like how bungled up they would become with such a close proximity to the legion. Also, having them in front of the legion would really impact which tactics could be effectively employed by the legion itself. So on this I disagree. I like the tactical options my version gives the army much better, as it gives both them and the army much more tactical flexibility.
-The Jars are pretty much like hand grenades, or just a little bigger. I guess you've seen 300. The ones that the Persians have there is sort of my inspiration here.
Disciple of Nagash said:
Legion Cataphract Auxiliary - This unit is the one I am most dubious about. It is a cav unit that is very limited to sticking next to an infantry unit, and even then its tactical benefits are a bit "meh". The Legion Eternal unit is really good, and with some tweaks I can see the Javelin Auxiliary being good. I just don't see this one. To be honest I am not sure if I can think of a decent alternative either....o_o
The unit is not designed to be a heavy hitter, and with the "hit" cavalry has taken in the game in 8.ed it is really hard to find a decent "use" for medium cavalry. There are almost no 3+/4+ armour save cav units in the game, which I find a bit odd to be honest.
The unit is mainly designed to help out the eternal legion, and to help pursue fleeing fores.
It is not a very "good" or elite unit, but then again all units cant't be this by definition.
Disciple of Nagash said:
Cultists:
Uziel: I do like your version more, however I don't like the magical angle. Magical ability is not present within every human, and the odd few that would show such aptitude in the LoN would most likely not be used for cannon fodder but trained up. In addition we already have a human unit that acts as a magical boost for the army - Necrophytes (special choice).
With that in mind, I like the idea of a suicidal unit, but stripped of the magical element. So:
For Nagash! - The description here is a tad confusing. I would prefer:
The unit suffers from Frenzy, however it cannot test to stop themselves from charging. During combat, all models in BtB contact with the enemy make cause an impact hit at their base strength to represent throwing themselves at the enemy. In addition all attacks (both impact hits and normal attacks) may re-roll all failed to-wound rolls.
However all all attacks directed against the unit automatically hit.
Finally whilst the general is alive the unit is unbreakable, however should the general die not only does the unit have to take a panic check as per the Nagashi rule, they may also not benefit from For Nagash! rule for the rest of the game.
I removed the part about winning combat. If we are going for true fanatics they won't care if they are winning, all they want to do is kill and die in the service of their Lord, same for the unbreakable point. However to balance it I put the part about loosing the rule if the general is killed, to reflect that their faith is shaken by seeing one of their powerful undead masters destroyed.
Aspiring Necromancers - I would drop this entirely as previously mentioned.
Eastern Explosives: Love the idea. It will probably kill most of the cultists, but hopefully take a large chunk of the enemy with them!
Standard Bearer / Musician - I think these options should be dropped, I can't imagine them orderly carrying such things, but instead wanting to get to grips with the enemy.
I must say that I find it a bit odd that you don't agree that there could be some "hedge-wizards/necromacer type acolytes mixed in among the hordes of cultists (enough to let them Channel at least), and at the same time you're arguing for the rituals on non-wizard characters, on the basis that it is not magic. If it is not magic, then it should be really easy to train thousands of cultists to do the same, and the army would be invincible... Any kind of "magical" effect, needs to be based on the winds of magic, hence it IS magic...
I know it is a bit early to bring it up, but I think I should mention that I don't really like the synergy effect of the current necrophytes, as they are basically just another way to remove the army's marching weakness, with some protection vs ranged attacks, and little else to them. with the ease of the rituals being cast and Locusts allowing units with them to march, a large living component etc; I really don't see why you'd ever choose to spend the points on them. I have another idea that I sort of wanted to suggest as far as the cultists go when we got to the Special section, if there is any opening for new suggestions.
-I think your option would make them much more expensive, and certainly take them into the Special section of any other comparable army. They could have 3 attacks + impact hits as well, all with re-roll to-wound and unbreakable (again, what is the purpose of the current Nagashi rule if all units are going to overrule it in the first place?).. This is a Core choice cultist idea, hence the low cost etc.
If what you wish to see in the list is comparable to the empire Flagellaants, then they don't belong in the Core section.
The reason why the impact hits went against the cultists was that they are by and large untrained fighters, and this would make them struggle with properly organized infantry etc, but they could still swarm over less numerous (and larger type) models. They are not designed to be good vs. everything. The idea was to rely on the explosives a bit more to take care of solid blocks of infantry. If they have 3-4 attacks, with re-rolls to wound, they suddenly become very good vs most units in the game, even if all (surviving) enemies get to strike back. Against the likes of orcs (high toughness/low armour) they'd be phenomenal... Also, personally don't like the idea that "frenzy" is the only way to bring across any "cultist" aspect in the game.
-If they're too frenzied and insane to carry banners bother with musicians etc, I have some problems seeing them lighting the bomb fuses as well to be honest...
But again, this stems from my view that "cultist" is not synonymous with Frenzied lunatic (well, perhaps a Khorne one let out of his cage that is)...
Disciple of Nagash said:
Units we are keeping:
Favoured Ones
Dark Riders
Agreed.
Disciple of Nagash said:
Anymore thoughts on Zombies yet?
Nope. Nothing more than the "Revenant" (more elite zombie) option I suggested to The Dread King. Better zombies, but with a more limited unit size, and no summoning of new ones until the casualties are there so to speak. Hence the suicidal cultists... :tongue:
We've just had a general discussion them so far however.