Disciple of Nagash said:
Ok, well in that case what do you think of the unit as a monstrous rare?
They are meant to be giant mutant carrion, with the murderous spirits urging them. :devil2:
Right, so to redo the Ancient Warrior:
Ancient Warrior - ??? pts
This golem like creation is one of the most feared when the Legion marches to war. Standing taller than a ogre, this monster is made of fused bone and metal in the effigy of ancient warriors. However what makes it so deadly is manner in which it is animated. It is not just instilled a singular purpose or even a soul of a warrior. Instead its creator captures of the souls of the most skilled fighters, either by killing those who risk venturing to Nagashizzar or stealing them from the realm of Morr. Using the twisted of the necromantic arts, the poor souls are forced into one, all emotions are stripped away and only the knowledge of how to deal death remains.
Such a potent creation requires constant supervision less the bound souls try to rebel, but it is a small price to pay for the unstoppable power of the Ancient Warrior.
With Controller Alive
M 4 / WS 8 / BS 0 / S 6 / T 5 / W 8 / I 8 / A 5 (6) / LD 10
With Controller Dead
M 4 / WS 4 / BS 0 / S 5 / T 4 / W * / I 4 / A 2 (3) / LD 5
Equipment
Two Hand Weapons
Nagashi Armour
Special Rules
Undead
Forgotten Lore
The warrior has knowledge of martial techniques forgotten may years ago.
At the start of combat phase in the owing players turn, the Ancient Warrior may choose one of the following skills. The skill lasts until the start of the combat phase in the next Legion of Nagash turn:
*Decapitator: Benefits from the Killing Blow special rule.
*Power Strike: May choose to forfeit half its number of attacks (rounded up) in order to gain the benefit of Heroic Killing Blow. If the enemy is immune to the Killing Blow special rule, they suffer D6 wounds on a roll of 6 to wound instead.
*Counterstrike: For each enemy attack directed at the Ancient Warrior that fails to hit, the Ancient Warrior may make one attack. Resolve the enemies attacks first before resolving the Ancient Warriors additional attacks.
Controller
For the warrior to work at its optimum it must have a controller. Before the game starts, nominate one caster who is not the army's general (if there is no such model, then the Ancient Warrior cannot be used). This model is then the Ancient Warrior's controller for this battle. The controller and ancient do not have to stay near each other and operate as normal.
Whilst the both controller and ancient are alive the following applies:
*The controller may not add their magic level when attempting to cast or dispel.
Ancient has the following benefits
*Uses the top profile
*May march move as per the BRB
*Regeneration
*Always Strikes First
*Immune to Killing Blow
*Magic Resistance (3) against enemy spells only
*Forgotten Lore as detailed above
If the Controller dies the Ancient loses all the above abilities, and uses the lower profile. In regards to the wounds, halve the remaining amount rounding *down*, this will mean if it has only one wound when the controller dies, the Ancient will die as well. The Ancient also suffers from Crumbling as if the general has died (NB - The general dying has no effect on the Ancient)
If the Ancient dies the controller may the add their magical level when attempting to cast or dispel as normal.
As A Rare Choice, S5 is fine, No objections, and I think it is rather fitting. As long as the unit doesn't give us too much of a
TK feel too it, I think it is good.
Still don't like the Frenzy though. If they are Undead (and get the benefits from this), I think Frenzy should be beyond them as this requires a certain mental state. Don't like the way this would affect them tactically either. Nagash has nearly always preferred to have complete control of all things (which is why he want's everyone dead and all), so I don't personally think uncontrollable units (Frenzy) fit too well. It is perfectly acceptable to be murderous and so forth, without actually being Frenzied.
The part that I'm perhaps not really sold on are the Spirit Riders. I agree with Dreadking that Ethereals and non-ethereals don't really mix very well on the same model. I think maybe the local "ghouls/favoured ones/Yaghur" around Cripple Peak using them for steeds is perhaps a little better. n this case though (the favoured ones) are Alive If I remember correctly, and If they do somehow control the Carrion, then the unit should probably not count as Undead either, i.e. allowing the Unit to march, take normal charge reactions, subject to psychology, etc, etc.. With a typical low "ghoul" LD, this could hep bring the cost down a bit.
As far as The Ancient Warrior goes, I think he is coming along. I did notice a few things though:
-add Unit Type: Monstrous Infantry (I assume from his description)
-If he is Monstrous Infantry, his Immune to Killing Blow can be removed, because Killing Blow doesn't work on Monstrous Infantry in any case
-For a Monstrous Infantry model, I think he has a bit too high a WS stat (with controller alive), and the same goes for Initiative. It won't really matter how many great warrior spirits you put into the same body, as it is still a completely unfamiliar body for them to control and so on. I think perhaps WS 7 (similar to Kurt Helborg in the empire book (one of the most skilled humans alive) and an Initiative of 5 would be more fitting (even that might be a bit high). As he also has Always Strikes first, this also means a re-roll to hit in nearly all cases with WS/I 8 in 8.ed, an effect that shouldn't be underestimated.
-I would consider reducing his wounds to 5 or 6 instead of 8. He is after all just a Monstrous Infantry model I assume, and even even Large Monsters rarely go up that high. I'd rather compensate a bit with an armour save or a ward save.
-The Power Strike is incredibly powerful (not saying he shouldn't have it, just that the implications of it should be reflected in his points). 3 Heroic Killing Blow attacks/turn is unheard of in the rules so far, and with 8 wounds, he is almost guaranteed to hang around to kill whatever he is fighting. It is a bit of a scary combination... I'd also remove the exception rule for those Immune to Heroic Killing Blow to it. If someone has this (and I don't think I've even seen that in 8.ed yet), I'd assume they have this for a very good reason.
-Counterstrike: If he is a bigger model than originally, with WS 8, this means that he could potentially get 20 (5x4) spear attacks against him, all hitting on 5+.. This means he will get to return some 13-14 attacks using his own stats (and perhaps with a quickblood re-roll?), in addition to his original six, which could mean a total of 20 kills in one turn of close combat..
-He is incredibly good at taking on Monsters and Characters, but perhaps even more so when it comes to taking on Regiments. I'm not really seeing much in the form of weaknesses in him which a good enemy player can exploit. An empire army with a battery of cannons could take him out, but not many armies have those kinds of weapons available too them.
I know he is controlled, and I love the no bonus to casting/dispelling touch, but let's face it, with no control range limit, and all the additional spells in the army (rituals of Nagash), and the Lord most likely doing the dispelling anyway, I'm not convinced this is as big a weakness as it might first appear.
-Not really sure why he has regeneration, especially if he's not made from any "living" material. Don't really see him being that vulnerable to flaming weapons and such either, based on the description. 8 Wounds and regeneration makes him about as tough as a steam tank..
-Magic Resistance (3) is now changed in 8ed, so I don't really see what more is needed than just that. Don't see the fluff justification from this though. Also, Magical Resistance (3) is very rare, even on the mythological side (ref: Unicorns).
-I think he should loose ASF if he is a Monstrous Infantry model. This is also an ability which vastly improves all his other abilities, i.e it makes all his forgotten Lore Abilities much more powerfull than they first appear. I think that if he had the speed of a Blood Knight (I 5), that would represent the ancient warrior spirits within really well. It is a reason that Ogres (and most other Monstrous Infantry as well) don't often have such high Initiative.
Don't get me wrong DoN, I'm on board with the fluff, and I like the controller idea, but I think he is too much of a powerhouse in my opinion, as there are nearly no way you can get an "edge" vs.him (and remember, you opponent HAS to take into account that he might appear every time, even though he doesn't have to). If you think the Hydra and the Abomination are hated in the game, I assure you that this thing would be even more so...