I have changed the title of this thread. It is now for general army discussion only, e.g. army wide special rules. If you have a unit suggestion, but do not know what category to post it in, PM me and I will direct you.
LoR
Sorry if I’m being a bit impetuous, but I’m just excited about getting started!
Below is a very quickly sketched Army-list for Zombie Pirates that I made just now. It has what I feel to be important parts of the feel to the army (zombies, pirates, sea monsters, mariners’ tales) and some other stuff. I feel like I’m borrowing too much from the VC book and maybe too little from the old official Zombie Pirates of the Vampire Coast…
What I thought about when making this was that, because of the fluff, this list has to be fast! Pirates strike without warning, furiously hacking at the enemy, then suddenly are gone (either ‘cus they got the booty or ‘cus they were losing). So we need to really figure out how to make a fast Zombie list…
But on with it! Start discussing! Anything it needs, or needs less of? Scrap the whole thing?
Zombie Pirate Armylist
Special Rules:
Undead - As in the VC armybook
Creatures of the Sea - Move through water terrain as if were open terrain. +1 for Invocation of Nehek when within such water-based terrain. Non flyers only.
Close to the salt – After regular terrain is place, Zomby Pirate player places one water-based terrain-piece.
Lords:
Vampire Admiral - Your regular Vampire Lord with a few tweaks perhaps. Maybe he's capable of ordering volleys from his ship(s) out at sea...
Ancient Mariner - A mix of a Lord-level Wight King and Davy Jones. With 0W, but loses either 1S, 1T, 1A or 1WS for each wound he would have lost?
Heroes:
Vampire Captain – Much the same as VC vampire, but maybe with a Mutiny-rule? “If the general is in the same unit as a Vampire Captain and the unit loses a combat, the Vampire captain immediately attacks the general with all his attacks. If this kills the general, the Vampire Captain is now the army’s general.”
Weather Witch – The Necromancer with something else perhaps… Teleporting Creatures of the Sea between water-based terrains? Lore of Storms?
Core:
Dead-hands – (Pun on deck-hands) Regular zombies more-or-less
Oarsmen – Zombies with spears!
Cursed Crewmen – The skeleton crewmen. Cannot take spears any longer, but can instead take 2 Hand-Weapons or pistols.
Wreaks – The Crops-carts except they’re ships that float inland. Capable of transporting infantry, maybe with Movement determined by number of Units abord. Ethereal movement only perhaps...
Special:
Longshoremen – I’m thinking a mix of Grave Guards and Zombies!
Pirates of Old – Somewhat ‘Elite’ combat infantry. Strong offense, weak defense. Bonuses for capturing Banners (Booty!)?
Albatross – Flyer with some sort of area effect. “All enemy units within 6’’ lose -1 Ld” or "all units within 6'' must re-roll all succsesful to-hit rolls in both the Shooting-phase and the Combat-phase" or similar.
Rear:
Kraken – The big tentacle monster! Very powerful, but has to stay within x’’ of general or it will revert to beastly random behavior.
The Flying Tilean – Black Coach, kinda. Only it is a flying ship. Maybe Ethereal. Can transport infantry.
Ship’s batteries – Guns! Artillery! I can taste the shooting-phase lads! Crewed by zombies, though… Maybe magical attacks…
From the Abyss – 0-1. A unit from any ‘living’ race’s book. It is Undead and a Creature of the Sea, in addition to anything else. Borrowed unit takes up its own army-list slot in addition to a rear-slot.
LoR
Sorry if I’m being a bit impetuous, but I’m just excited about getting started!
Below is a very quickly sketched Army-list for Zombie Pirates that I made just now. It has what I feel to be important parts of the feel to the army (zombies, pirates, sea monsters, mariners’ tales) and some other stuff. I feel like I’m borrowing too much from the VC book and maybe too little from the old official Zombie Pirates of the Vampire Coast…
What I thought about when making this was that, because of the fluff, this list has to be fast! Pirates strike without warning, furiously hacking at the enemy, then suddenly are gone (either ‘cus they got the booty or ‘cus they were losing). So we need to really figure out how to make a fast Zombie list…
But on with it! Start discussing! Anything it needs, or needs less of? Scrap the whole thing?
Zombie Pirate Armylist
Special Rules:
Undead - As in the VC armybook
Creatures of the Sea - Move through water terrain as if were open terrain. +1 for Invocation of Nehek when within such water-based terrain. Non flyers only.
Close to the salt – After regular terrain is place, Zomby Pirate player places one water-based terrain-piece.
Lords:
Vampire Admiral - Your regular Vampire Lord with a few tweaks perhaps. Maybe he's capable of ordering volleys from his ship(s) out at sea...
Ancient Mariner - A mix of a Lord-level Wight King and Davy Jones. With 0W, but loses either 1S, 1T, 1A or 1WS for each wound he would have lost?
Heroes:
Vampire Captain – Much the same as VC vampire, but maybe with a Mutiny-rule? “If the general is in the same unit as a Vampire Captain and the unit loses a combat, the Vampire captain immediately attacks the general with all his attacks. If this kills the general, the Vampire Captain is now the army’s general.”
Weather Witch – The Necromancer with something else perhaps… Teleporting Creatures of the Sea between water-based terrains? Lore of Storms?
Core:
Dead-hands – (Pun on deck-hands) Regular zombies more-or-less
Oarsmen – Zombies with spears!
Cursed Crewmen – The skeleton crewmen. Cannot take spears any longer, but can instead take 2 Hand-Weapons or pistols.
Wreaks – The Crops-carts except they’re ships that float inland. Capable of transporting infantry, maybe with Movement determined by number of Units abord. Ethereal movement only perhaps...
Special:
Longshoremen – I’m thinking a mix of Grave Guards and Zombies!
Pirates of Old – Somewhat ‘Elite’ combat infantry. Strong offense, weak defense. Bonuses for capturing Banners (Booty!)?
Albatross – Flyer with some sort of area effect. “All enemy units within 6’’ lose -1 Ld” or "all units within 6'' must re-roll all succsesful to-hit rolls in both the Shooting-phase and the Combat-phase" or similar.
Rear:
Kraken – The big tentacle monster! Very powerful, but has to stay within x’’ of general or it will revert to beastly random behavior.
The Flying Tilean – Black Coach, kinda. Only it is a flying ship. Maybe Ethereal. Can transport infantry.
Ship’s batteries – Guns! Artillery! I can taste the shooting-phase lads! Crewed by zombies, though… Maybe magical attacks…
From the Abyss – 0-1. A unit from any ‘living’ race’s book. It is Undead and a Creature of the Sea, in addition to anything else. Borrowed unit takes up its own army-list slot in addition to a rear-slot.