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Hobbit – Battle of Five Armies – peli maalis/huhtikuussa! + WOTR kompit

Leffa on katsottu (kahteen kertaan) ja nyt simuloidaan taistelu War of The Ring -säännöillä.

Leffan traileri:

Kiinnostuneet ilmoittautukoot!

Hyvisten joukkoja koordinoi Marko ja Pahiksia Teemu.

Nyt kutsumme mukaan lisää pelaajia tähän ISOON peliin. Hienoa jos osaat säännöt ja omaat pelissä tarvittavia joukkoja.

Tarkoitus on myös tehdä säännöt uusille hahmoille, joita ei WOTR-listoisra vielä löydy, kuten Thorin & co.


Oletko mukana?

Tässä netistä löydetyt, laajasti pelitestatut kompit WOTR:in tasapainottamiseksi, aika hyvät ja hyviä täydennyksiä meillä käytössä olleisiin:

General Rules
Will of Iron, change to roll for free, on a 4+, whenever a hero has at least one might point left..
Units with the ‘Counselors’ rule, may not benefit from might from another unit with that rule.
Overlord cannot be used to allow a formation without a hero to call heroic actions.
Inspiring Leader cannot be used to boost courage vs Spirit Grasp
All Monsters and formations with ‘we stand alone’ may attempt move at the double.
Battlehosts: Only heroes purchased as part of the Battlehost may join during a game.

Epic Actions
Epic Strike: change to give the hero his base fight + 2. (ie this will lift it back up from 0, if used)
Epic Charge: change to incorporate the features of a heroic charge
Epic Rampage: hits for the purposes of this rule, cannot be rolled again on 1s to hit.

Crossbows: Disallow the ability of ‘heroic shoot’ to permit them to shoot after moving.
Throwing weapons: ignore note in shooting text about being unable to shoot if you move more than half. If used within 3”of defensible terrain, they are always able to hit troops inside.
Pikes: can fight counting full attacks from second rank when allocating hits to the front.
Heavy infantry with shields, set a price floor:
1. No def 6 (including shield) troops below 25pts in cost, 30 pts if they have crossbows/berserkers/pikes/special charge ability etc
2. No def 7 (including shield) troops below 30pts in cost, 35 pts if they have crossbows/berserkers/pikes/special charge ability etc
Banner 15pts; Hornblower/Drummer 10pts; Taskmaster 20pts; Goblin Drum 40pts
Captain 40pts; Shaman/Stormcaller 75pts

Spirits: All spirit formations count as Defense 7.

Monsters: ‘Hard to Kill’ Monsters deduct 1 from all rolls on their table (the same as the former VH2K) and ‘Very Hard to Kill’ Monsters now use the following instead of the old table: D6 result (+ wound counters) – 1-2: Nothing, 3-5: 1 wound, 6-8: 2 wounds, 9: Dead. On any natural 6, you apply that result and roll again for free.

Nazgul now Mastery 2 base and Winged Nazgul in the battlehost now count as ‘Hard to Kill':
The Witch-king of Angmar Remains Mastery 3, Gains ‘No Man may Kill Me’ (each hit in a duel is negated on a 4+) – except vs female heroes. His special ability works in rear arc.
The Betrayer Rerolls for just for his company.
Khamul the Easterling Save changes to only negate hits, and not reflect them onto other units.
The Knight of Umbar Boosts apply only to him and his company.

Fallen Realms – Corsair Arbalesters, the Pavise shield only grants a defense bonus for shooting and spells, and grants no defense bonus in melee.

Elves – Longbows, change to add ability to always ignore shields; Elven Glaives, change to add new priority: infantry with glaives strike before other infantry, cavalry with glaives strike before other cavalry.

Rohan – change to give all cavalry in the list the benefit of the Lances rule.

Angmar – Buhrdur becomes ‘Hard to Kill’ (ie he does not benefit from the new VH2K table)

Spells: ‘Wings of Terror’ now just allows unit to act as if it has a drummer/hornblower and banner, and always pass rolls to move at double.




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