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Author Topic: Warmaster Trial Armies Discussion  (Read 40032 times)

Offline Claus

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Re: Warmaster Trial Armies Discussion
« Reply #30 on: November 11, 2012, 09:20:15 AM »
@Black Ed + Dave

In reply to your question of Daemon Tournament Army and instability rule when rolling a 6...

Actually the intention were, that the unit has to attack and in case nothing is withing attack range it can be given orders without any penalties of the lost stand and of course it will not be anymore confused if having been before. I thought it were clear but if not then this should be added.

Regards
Claus

Offline BlackEd

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Re: Warmaster Trial Armies Discussion
« Reply #31 on: November 14, 2012, 03:39:16 PM »
Claus,

Thanks.  Yes, that makes sense.

Ed

Offline Spectrar Ghost

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Re: Warmaster Trial Armies Discussion
« Reply #32 on: November 15, 2012, 05:02:25 AM »
Quick Ogre Kingdoms question:

In the Bull Gorger spell, when it states, "The spell adds +1 Attack for each stand in a unit the Butcher has
joined, including his own stand.", it's not clear whether "his own" refers to adding an additional +1 attack to the Butcher himself for a total of +2 (are characters 'stands'? I didn't think they were) or to the stand he has joined, in which case the wording seems superfluous.

Which is it?

Offline Big Red

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Re: Warmaster Trial Armies Discussion
« Reply #33 on: November 15, 2012, 06:02:19 AM »
My interpretation would be that you add a +1 to his normal attack value, therefore giving him an attack value of +2.  All other stands in the spell affected unit gain the bonus of the extra +1 attack.
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Offline olrick

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Re: Warmaster Trial Armies Discussion
« Reply #34 on: May 06, 2013, 01:26:37 PM »
In the Ogre Kingdom list, why ogre bulls cost 110pts and 105pts in the rule  book for all the other armies?
Why did you accept à Wood elf list so différent of the rest of the army list with spécial stand and  rules? IMHA the first Wood elves list was enought balanced.

Offline jchaos79

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Re: Warmaster Trial Armies Discussion
« Reply #35 on: May 06, 2013, 01:48:15 PM »
I also prefere the wood elf list of warmaster magazine.

Offline Bel

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Re: Warmaster Trial Armies Discussion
« Reply #36 on: May 06, 2013, 02:53:13 PM »
In the Ogre Kingdom list, why ogre bulls cost 110pts and 105pts in the rule  book for all the other armies?

Bkz of min/max limits.

Quote
Why did you accept à Wood elf list so différent of the rest of the army list with spécial stand and  rules? IMHA the first Wood elves list was enought balanced.

A cavalry (with standard abilities stated in current rules) in woods absolutely breaks the game mechanics.

Offline BlackEd

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Re: Warmaster Trial Armies Discussion
« Reply #37 on: November 13, 2013, 02:07:32 PM »
In response to playing Nippon at the PlayTest Weekend in Bergen op Zoom, I have some feedback on the Nippon army list:

1) I lost 2 games and had a two draws.  I lost on points, because the units that didn't count toward my break did not significantly harm the enemy.  The two draws came after I changed my army a bit.

2) I used the Kamikaze spell.  The spell description does not mention this, so my question is:  Does the spell caster need a line of sight to the target? 

3) Next question about the Kamikaze spell: When is the target unit confused?  Is it only when I roll a 6 to drive the unit back?

Alex also ran a Nippon army and tried a list stuffed to the gills with Samurai.  I will let him provide feedback on how that worked.

Offline honestmistake

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Re: Warmaster Trial Armies Discussion
« Reply #38 on: May 02, 2014, 12:33:56 PM »
Played the Goblin army from the tournaments lists last night.... I had great fun but i am slightly concerned that the Doom Divers are an awful lot of firepower for the cost. Should the unit size actually be 1 rather than 2 or was it felt that a serious chunk of long-range hurt was needed to balance an otherwise very squashy army?

Offline olrick

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Re: Warmaster Trial Armies Discussion
« Reply #39 on: February 03, 2016, 06:05:32 PM »
In the Ogre Kingdom list, why ogre bulls cost 110pts and 105pts in the rule  book for all the other armies?

Bkz of min/max limits.

Quote
Why did you accept à Wood elf list so différent of the rest of the army list with spécial stand and  rules? IMHA the first Wood elves list was enought balanced.

A cavalry (with standard abilities stated in current rules) in woods absolutely breaks the game mechanics.

I agree to this but special unit with two stand does breaks the game mechanics too 😉

Offline Stormwind

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Re: Warmaster Trial Armies Discussion
« Reply #40 on: February 03, 2016, 07:13:07 PM »
I'm working on a "tidier" Wood Elf list that doesn't have as much "flavour" but hopefully my opponents won't mind me bringing to the table.
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Offline toco

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Re: Warmaster Trial Armies Discussion
« Reply #41 on: March 04, 2016, 10:13:29 AM »
Hello, this is my first post here. Over the years I have been building various armies from the official army lists and from the trial armies. Now I have started gathering a Norse warband. The list is actually very good. But there is one unit I'd like to add, and one rule I'd like to be clearer. Oh, and add a reference to Shield Maidens in the lore text :-)

The unit to add is Snow Trolls. They're a member of the Norse armies ever since their publication in Citadel Journal so I think they deserve their place in this Warmaster list too.

The rules for Valkyries have to be cleaned. There's too much dice rolling and the wording of the rules is very difficult. So please find my errata below. All comments very welcome!

Norse Army
By Warmaster Playtest Team. Based on a list by David Simpson originally published in Yahoo Warmaster Group, 2005. Revised by Toco, 2016. Original background info by Andy Jones and Bill King.

Warmaster Trial Armies
Unit / Type / Attack / Hits / Armour / Cmd / Size / Points / Min;Max / Special
Snow Trolls / Infantry / 5 / 3 / 5+ / - / 3 / 110 / -;1 / *7

Norse Army Selector
Bondsmen - Bondsmen normally make up the majority of warriors of a Norse army, sometimes accompanied by units of Shield Maidens. They are all fierce fighters, and show few qualms about laying down their lives in battle.

Special Rules
6. Horn of Resounding. A single Shaman in a Norse army may be given the Horn of Resounding as a chariot mount upgrade. In addition to benefit in close combat it also allows the Shaman to summon the unit of Valkyries as allies once per battle.
•   The first precondition for summoning the Valkyries is that at least one unit from the Norse army must have been destroyed in a previous Combat phase.
•   The second precondition is that there must be at least one Norse unit engaged in combat within 60cm of the Shaman.
If both preconditions are met then the Shaman may try to summon the Valkyries in the Norse Command phase instead of issuing a normal command. To do this the Shaman takes a command check. If the roll is successful then the Valkyries are placed on the battlefield within 20cm of the Shaman, but not into combat. The Shaman may then attempt further orders on them; most likely to get the Valkyries into combat. In subsequent turns the Valkyries may only be ordered by the Shaman with the Horn of Resounding. The Valkyries can still move by initiative, but may only Home Back towards the Shaman with the Horn of Resounding.
In addition, if the Shaman is killed, or rolls a blunder then the Valkyries disappear from the battlefield their job being complete. Valkyries neither add to the army’s break point. Their loss through combat or through disappearing does not contribute to reaching the army break point for the purposes of withdrawal. Your opponent will not gain any victory points from destroying the Valkyries, or if they disappear because of a blunder by the summoning Shaman. However, killing the Shaman with the Horn of Resounding will grant the victory points for Valkyries and the Shaman, as well as the immediate withdrawal of the Valkyries from the field of battle. Valkyries are flyers, thus all the rules for flyers apply. Valkyries cause terror due to their rather eerie spectral nature and spectacular method in which they enter the battle.

7. Snow Trolls. The Snow Trolls are common Trolls from the Orc army list with their standard described rules.
« Last Edit: March 04, 2016, 02:22:44 PM by toco »
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Offline Lex

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Re: Warmaster Trial Armies Discussion
« Reply #42 on: March 04, 2016, 10:37:08 AM »
Good wording

Offline toco

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Re: Warmaster Trial Armies Discussion
« Reply #43 on: March 04, 2016, 02:28:19 PM »
The preconditions are slightly changed too. An entire unit has to be destroyed instead of just one stand. To bring this back into balance: the original rule to roll for the summoning, with modifiers for dead people, has been removed. Less dice rolls!
Another advantage is that the standard rules from the WM rulebook are not changed too much now. Regular command checks for the Shaman towards the Valkyries from now on.
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Offline raia

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Re: Warmaster Trial Armies Discussion
« Reply #44 on: March 05, 2016, 10:10:55 AM »
The list is actually very good. But there is one unit I'd like to add, and one rule I'd like to be clearer. Oh, and add a reference to Shield Maidens in the lore text :-)

Yes,yes,yes,yes! I love the idea of Snow trolls unit! Even there are awesome Snow trolls minis from Copplestone FM5 15mm Snow Trolls, which I bought and painted.


About Shield Maidens I have thought too. There are my thoughts about them:

Warmaster Trial Armies - Norse army
Introduction
Shield maidens are fierce female warriors, which accompany bondsmen to war. Enemies can spot them either as support of bondsmen, or as patrol on the army wings. They do not fight in ranks, but in circular defense. So it is very hard to surprise them.

Norse Army Selector
Unit / Type / Attack / Hits / Armour / Cmd / Size / Points / Min;Max / Special
Shield Maidens / Infantry / 3(/1*) / 3 / 6+(5+*) / - / 2 / 60 / -;1 / *8

Special rules:
*8 According the nature of Shield maidens, unit can be used in two modes:
First mode: You can split the stands at deployment phase and add them to bondsmen units working in terms of rules like Empire skirmishers. In this mode stands lost their ability of "circular defense" (noted below) and change their Armour to 5+ (same as bondsmen).
Second mode: You can deploy them as separate unit. In this mode takes effect "Circular defense" special rule. Circular defense is in terms of rules "shooting" which works only against enemy charges regardless of direction. Moreover unit with Circular defense has not penalty from "Enemy facing own side or rear" in combat.
[WM] Norse Jarl
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