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Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6
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You're right, I wasn't factoring in the standard bonus. So you can ignore what I said about the knight's morale... I think making the knights errant cheaper on resources would be slightly more thematic, but I agree that it's not necessary, and the errantry war spell will help a lot with the thematic feel of knights errant. Making pegasus knights not cap-only seems like a good idea. They're should be rare, but if you have to choose between them and grail knights I think they're going to be a little too rare. Using high resources to keep their numbers down is probably a necessity though to keep the player from massing them. |
Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6
Keep in mind that Lizardmen have a special extra dice when rolling leadership tests in warhammer. It equates to roughly +2 leadership. So the Temple Guard are virtually the hardest unit to break in warhammer.
I gave maneaters and flagellants morale 30 in dom3 because morale 30 is a special value which best represents the 'immune to psychology' rule. I think Grail Knights should probably have morale 30 also. They'll still rout when the army decides to (they can't abandon the lesser humans to die), but they'll never be chased off by fear etc. |
Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6
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Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6
50 morale is where you get mindlessness, 30 is just really stubborn.
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Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6
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Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6
Burn - do you still want me to go through the dm and smooth the descriptive text out a bit?
It would be easiest if I could do it in the dm and then just pass it to you. |
Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6
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I'm also not too sure if I managed to explain the Feudal hierarchy clearly enough. Peasants -> KotR's -> Lords -> Dukes -> King. Or do I even really need to hammer it through? |
Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6
Very nice sprites, congrats !
I spotted both heroic weapons were length 0, isn't it supposed to be 2 for the sword and 4 for the lance ? I'm also wondering why breton lances deal only 8 damage, as opposed to the 16 damage of the regular lance. In the fluff, aren't the peasants using hereditary longbows inspired from their elven neighbours's ones ? But maybe I'm mistaken on this one. I find the ressource cost really high for a cap only sacred (grail knights). Overall their cavalry seems like nothing to write home about (more so compared to cbm varieties), I much prefer marignon/man/ulm one. Playing them, the only easy solution seems to be going heavy on the thugs, or prod 3. |
Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6
Er, their cavalry absolutely ruins marig or ulm's cavalry.
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Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6
*some clicks later,having understood the lance trick*(and compared vanilla resource costs !) : huh, well, I guess the half an hour editing limit will shout out loud to the world how much of a "insert favorite" I am. And I don't know for the fluff, but maybe longbows aren't required...
And really the graphics are cOOl ! |
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