|
|
|
 |

June 21st, 2007, 01:26 AM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Warhammer Nations
Go for it. You can do it on your own if you want, or we can collaborate. I wasn't planning on doing Chaos Hordes anytime soon personally.
As for the above - I'm not sure about nature magic.
I'd probably have gone something like this:
Khorne = BF
Slaanesh = WS
Nurgle = D (with extra diseasey spells)
Tzeentch = SAF
Chaos is pretty demanding graphically, but there's also an opportunity for some awesome looking armies.
|

June 21st, 2007, 02:54 AM
|
Second Lieutenant
|
|
Join Date: Dec 2005
Location: Everywhere
Posts: 495
Thanks: 0
Thanked 13 Times in 1 Post
|
|
Re: Warhammer Nations
I'm a chaos player, myself.
The nature was there because, well, because I had no idea what to do for slaaneshi magics. Water is a good idea though.
I consider myself an artist, though GIMP isn't exactly my field. I would, of course, be happy to collaborate, and I'm going to start a thread tomorrow anyways. Feel free to assist.
Oh, any opinions on the powers would be nice too- I've only finished a warrior of either khorne or undivided, and a sorc. who could be anything except Khorne, so I'm open.
Thanks!
__________________
Unus vocis. Unus manus. Unus Universitas. Unus Deus. Is est meus fatum praeeo pro totus populus.
Ut est meus fortuna.
|

June 21st, 2007, 04:05 AM
|
Corporal
|
|
Join Date: May 2007
Location: Sydney, NSW
Posts: 173
Thanks: 9
Thanked 0 Times in 0 Posts
|
|
Re: Warhammer Nations
Nurgle could be death and nature. And the mark of Tzeench could be insanity or something like that.
|

June 21st, 2007, 06:07 AM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Warhammer Nations
I don't think Nurgle should have nature. I know instinctively it seems like DN is the right picks for them, but if you look at the nature magic in Dom3 it just doesn't fit them. D is the closest - with some national spells added of course.
I have the same problem with Skaven from the Moulder clan - they should be BN for crossbreedin, but the nature magic doesn't actually fit them, so I'm making a couple of new national spells for them to use.
|

June 21st, 2007, 08:40 AM
|
Corporal
|
|
Join Date: May 2007
Location: Sydney, NSW
Posts: 173
Thanks: 9
Thanked 0 Times in 0 Posts
|
|
Re: Warhammer Nations
I suppose, if you look at it that way.. But still, its all about the corruption and mutation of nature.
|

June 21st, 2007, 11:55 AM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
OGRE KINGDOMS
Here's my army list for Ogre Kingdoms. Not quite completed.
WARHAMMER OGRE RACIAL STATS
Bull Charge, Cause Fear,
M 6
WS 3
BS 2
S 4
T 4
W 3
I 2
A 3
Ld 7
Ogres are offensive powerhouses that are very hard to take out - not too skilled but
strong and armed with clubs that give -1 to save. They are a relatively straightforward
army
WARHAMMER GNOBLAR RACIAL STATS
Insignificant, Bicker, Sharp stuff
M 4
WS 2
BS 3
S 2
T 3
W 1
I 3
A 1
Ld 5
Gnoblars are basically goblins and behave in a similar way - use numbers to swarm, absorb
casualties, run away a lot. They often throw stuff.
DOMINIONS OGRE RACIAL STATS
Hp - 28 (big tough brutes)
Prot - 6 (ogre hide is tough and they are large)
str - 13/14 (Ogres are strong, but in Warhammer they are nowhere near giant ability)
att - 10 (Ogres are efficient fighters, but not that skilled)
def - 9 (Low initiative)
ap - 15/16 (Ogres can really move when motivated)
mr - 10 (average)
mor - 11 (The extra morale is because in warhammer they are immune to fear)
prec - 7 (Ogres are far from precise and don't really use ranged weapons)
mapmove - 3 (Ogres are both nomadic and migratory, capable of long marches)
size - 3 (Ogres aren't quite size 4 - only as big as cavalry)
Other abilities
Mountain Survival
Wasteland Survival
Gluttony 1+
Also have an ogre smash attack with a charge bonus representing general punching, kicking,
biting and bullrushing done by the ogres
Coldres 25%+
DOMINIONS GNOBLAR RACIAL STATS
Hp - 7/8 (small, weak, easily stomped)
Str - 7/8 (not exactly strong these guys)
att - 8 (also genuinely poor at fighting)
def - 9 (low skill, but solid initiative)
ap - 12
mr - 9
mor - 7 (gnoblars don't tend to stick around once the going gets tough)
prec - 9 (actually not too bad, considering)
mapmove - 2 (Ogres in a hurry will leave gnoblars behind)
size - 1 (they will actually be 3 'models' to a size 2 'base', with 2 attacks)
Mountain Survival
Throw sticks and stones or equivalent
THE NATION SHOULD
Be all about smashing face with mobile armies - weak PD, ramshackle forts
Be mostly about basic ogre infantry, not gnoblars or support units
Be at a great disadvantage at range, with no traditional ranged weapons
Have effective thugs even without lots of equipment and emphasise low cost leaders
Be nomadic rather than capital centric
Have national troops/leaders that remain useful for longer in the game
Convey a sense of hunger and destruction
Be quite scary to face off against in straight up combat
Have very limited magic
WEAPONS
Ogre Club - high damage one handed club
Ogre Smash - str based damage bonus attack with charge bonus
Ironfist - always used in pairs, lower damage but offer a nice def bonus
Deathbelcher - one shot close range missile weapon, fires a wildly inaccurate spray of
projectiles
Maneater Longsword - a superior quality one handed sword
RECRUITS
Gnoblar Fighters (v.light armour, shortsword)
Gnoblar Trappers (furs, shortsword - stealthy, have net when at full strength)
Ogre Bull (Plate Cuirass, ogre club)
Ogre Bull (Plate Cuirass, ironfists)
Ogre Deathbelcher (Plate cuirass, ogre club, deathbelcher)
Ogre Irongut (Plate hauberk, Half helmet, greatsword - slightly superior stats)
Ogre Maneater (Plate Cuirass, Maneater Longsword - genuine elite, excellent morale)
Yhetee (no armour, dual ice weapons - cold aura, fast, offensive)
Hunter (furs, javelin, Ogre club - stealthy)
Slavegiant (Chains, light armour - size 5 wrecking machine)
Pitfighter (plate hauberk, blade arms - superb fighters, sacred, expensive)
Gnoblar Scrapapult (pulled by Rhinox that charges if it is destroyed - fires a hail of
projectiles over long distance)
LEADERS
Bruiser (basic leader, still thuggy)
Tyrant (good leader, scary thug base)
Butcher (H1 B2 - fear, poison immune)
Slaughtermaster (H2 B3 - fear, poison immune, ok thug and good leader)
Huntmaster (N2 10% random, or nothing. Can call sabretusks. Stealthy. Good thug)
Yhetee Greyback (ok leader, cold immune, only misc slots)
SPAWNS/OTHER
Sabretusk (bite, claw - upgraded big cat, fast, stealthy)
Rhinox (big trampler, berserk 0, only used when scrapapult dies)
Gorger (no armour, bite and claws - berserker, superb morale - BLOOD SUMMON)
SPELL
Various extra combat spells in the Blood School + 2 Gorger summon spells
HEROES
To be completed.
|

June 21st, 2007, 02:31 PM
|
Second Lieutenant
|
|
Join Date: Dec 2005
Location: Everywhere
Posts: 495
Thanks: 0
Thanked 13 Times in 1 Post
|
|
Re: OGRE KINGDOMS
Bull charge is going to be difficult. I suppose they should have a one use only aoe 1 charge bonus for first strke, but that AFAIK will not be possible with currrent modding commands.
The ogre missile troops are called leadbelchers in warhammer, I think.
Similarily, the maneaters traditonally wield Cthayan Longswords (which are ap...)
I think to represent faithfully the gut magic system, it might be necessary to add some blood combat spells with no slave requirements- unheard of! <actually, not quite... blood boil, leaching touch> (Ideally, these would hurt the butcher), but if we think of slaves as eg. trollguts this little quibble is avoidable.
Ironfists aren't, to my knowledge, used in pairs. They work as either a hand weapon or a shield, and are usually combined with an ordinary hand weapon, given that two shields is illegal.
Ogre bulls maybe shouldn't wear plate armor, given that they're 'lightly armored' and, well, half naked.
Yhetees are obscenely deadly in the newest addition, where they charge though terrain absurdly fast, hit the flank of an engaged, doomed, unit, and overrun into a new combat on the same turn. I therefore suggest mapmove 3, survivals, and big icy clubs.
__________________
Unus vocis. Unus manus. Unus Universitas. Unus Deus. Is est meus fatum praeeo pro totus populus.
Ut est meus fortuna.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|