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Faction Design and Development / Re: Order of the Evening Star
« Last post by Fingolfin on November 17, 2017, 02:04:59 PM »
Looks like we have consensus. The Crossbowmen have been changed. Here they are for the reference.

   Sergeant Crossbowmen (Core)  3*/5/5  1*/2  R-14”  C-13  M-3.5”  4/4/2  P-250
+2/0/0 and +1/0 while Engaged. While this unit does not have a Standing Order that would cause it to move, it gains +2/0 against Ranged. Ranged Attack is LOS.
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Faction Design and Development / Re: Order of the Evening Star
« Last post by NegativeZer0 on November 17, 2017, 12:19:31 AM »
Assuming we ever fix hold so you cant move and count as holding give them a def bonus against ranged attacks and charges when holding but remove the no stand and shoot its way too limiting
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Faction Design and Development / Re: Order of the Evening Star
« Last post by Fingolfin on November 15, 2017, 09:43:54 PM »
Yeah, I went back and forth on these guys. Part of the reason for the ban on moving and shooting is a theme one. They carry very large shields that prevent them from shooting on the move, but, when they stop, they anchor the shields in the ground, offering amazing protection from enemy missiles.

It's a good theme, no doubt.  Do keep in mind that part of the unit itself could be composed of shield bearers who protect the Crossbowmen while they are shooting and reloading.

Yeah, that could work, given that historical pavissiers would sometimes have grooms to carry the shields. I guess I just kind of like the uniqueness of the unit. What does everyone else think? "Standard" crossbows or Stand and Shoot crossbows?


OK....some interesting stuff here.

Army Ability
   Crusade of the Righteous: During an attack, after you roll to hit, you may discard a Command Card to Reroll up to two dice. This does not count as playing a Command Card. 

This is gonna make good units....really freaking good.  (I'm sure that was the intent)  Coming in the nuclear powered knights, playing a card on them, and then getting a reroll on two misses.  Seems good.  Even a weak unit that hits some might get some extra love.  On the other hand, I'd rather have Dwarf Rune, so I guess this isn't that good.

Yeah, Crusade of the Righteous is meant to be an ability you use heavily on your good units, but I think that it is probably balanced.  After all, it is the To Hit roll, but maybe stacking it with a Command Card is too good. We will see.


Luminous Knights  3/5/5  2/2  R-  C-13  M-3.5” 3/3/2  P-220
Two Healing Boxes. During your turn, if this unit is Unengaged, it may cast one of the following spells: Battlefield Medicine (Blessing) Unmark both Healing Boxes. Battlefield Triage (Healing) Range: 2.5" Remove one damage from a friendly unit; mark one Healing Box. This unit may not cast Battlefield Triage while both Healing Boxes are marked.

This is actually a really good unit to heal Cavalry.  But you know what else....it's even better at healing Dragons and other assorted beasties.  I know you guys never consider that stuff, but healing huge monsters is the new healing huge monsters. 

Definitely my kind of unit.

Woops! I completely missed that Luminous Knights would be ungodly good at healing Cavalry, something the faction has in abundance. Fixed! But, yes, they are definitely meant to be a unit to shore up a weak line. Heals and decent tankiness.
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Faction Design and Development / Re: Order of the Evening Star
« Last post by GoIndy on November 15, 2017, 03:03:01 PM »
OK....some interesting stuff here.

Army Ability
   Crusade of the Righteous: During an attack, after you roll to hit, you may discard a Command Card to Reroll up to two dice. This does not count as playing a Command Card. 

This is gonna make good units....really freaking good.  (I'm sure that was the intent)  Coming in the nuclear powered knights, playing a card on them, and then getting a reroll on two misses.  Seems good.  Even a weak unit that hits some might get some extra love.  On the other hand, I'd rather have Dwarf Rune, so I guess this isn't that good.

Luminous Knights  3/5/5  2/2  R-  C-13  M-3.5” 3/3/2  P-220
Two Healing Boxes. During your turn, if this unit is Unengaged, it may cast one of the following spells: Battlefield Medicine (Blessing) Unmark both Healing Boxes. Battlefield Triage (Healing) Range: 2.5" Remove one damage from a friendly unit; mark one Healing Box. This unit may not cast Battlefield Triage while both Healing Boxes are marked.

This is actually a really good unit to heal Cavalry.  But you know what else....it's even better at healing Dragons and other assorted beasties.  I know you guys never consider that stuff, but healing huge monsters is the new healing huge monsters. 

Definitely my kind of unit.





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Faction Design and Development / Re: Order of the Evening Star
« Last post by RushAss on November 15, 2017, 10:21:35 AM »
Yeah, I went back and forth on these guys. Part of the reason for the ban on moving and shooting is a theme one. They carry very large shields that prevent them from shooting on the move, but, when they stop, they anchor the shields in the ground, offering amazing protection from enemy missiles.

It's a good theme, no doubt.  Do keep in mind that part of the unit itself could be composed of shield bearers who protect the Crossbowmen while they are shooting and reloading.
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Faction Design and Development / Re: Order of the Evening Star
« Last post by Fingolfin on November 14, 2017, 08:27:03 PM »
Cool stuff my Noldor friend!  And while I don't have the formula here at work, I can tell that you where in the ball park with most of these costings.

Why, thank you. I am quite happy with how the faction turned out as a whole.

   Sergeant Crossbowmen (Core)  3*/5/5  2*/2  R-14”  C-13  M-3.5”  4/4/2  P-250
+2/0/0 while Engaged. +1/0 against Ranged. Ranged Attack is LOS. May not Move and Shoot.
Equipment: Crossbow, Sword, Pavise, Chainmail

IMO you should probably remove the part about them not being able to move and shoot.  Otherwise, they are really only useful as a line unit for a stand and shoot build.  Even if that's your intent, you don't have the ranged units to truly justify a S&S build in the faction.

Yeah, I went back and forth on these guys. Part of the reason for the ban on moving and shooting is a theme one. They carry very large shields that prevent them from shooting on the move, but, when they stop, they anchor the shields in the ground, offering amazing protection from enemy missiles. Also, I can see them as being a good pick to counter stand and shoot. Your opponent bring a bunch of Line of Sight shooters? These guys will be great due to their extra defense. They are basically your only viable unit around which to build a Stand and Shoot army, given their Core status and how much Pilgrim archers suck (by design), but I think a Stand and Shoot list with these guys would be decent. Not great but decent, and, in some situations, good.  Not to mention unexpected due to the huge amount of cavalry in the faction. All of this to say, I kinda like these guys, but I could definitely see them changing. 
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Faction Design and Development / Re: Order of the Evening Star
« Last post by RushAss on November 14, 2017, 04:32:27 PM »
Cool stuff my Noldor friend!  And while I don't have the formula here at work, I can tell that you where in the ball park with most of these costings.

   Sergeant Crossbowmen (Core)  3*/5/5  2*/2  R-14”  C-13  M-3.5”  4/4/2  P-250
+2/0/0 while Engaged. +1/0 against Ranged. Ranged Attack is LOS. May not Move and Shoot.
Equipment: Crossbow, Sword, Pavise, Chainmail

IMO you should probably remove the part about them not being able to move and shoot.  Otherwise, they are really only useful as a line unit for a stand and shoot build.  Even if that's your intent, you don't have the ranged units to truly justify a S&S build in the faction.
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Conventions / Re: Championship 2018 Feb 24-25 at Totalcon, Marlborough MA.
« Last post by RushAss on November 13, 2017, 02:23:40 PM »
Yeah, I've been leaning toward having one of the rounds being a potential merc-fest.  That said, anybody have any ideas for #6 which I'll reiterate below?  I ask this because I've got to get events submitted to the powers that be shortly.

6 - We may or may not run an official Battleground event Friday night, based upon popular demand.  I was considering running a blind big game event like we did at Council of 5 Nations this past September.  Or we could do something else.  Or we could just it easy.  Be vocal - TELL
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Conventions / Re: Championship 2018 Feb 24-25 at Totalcon, Marlborough MA.
« Last post by gornhorror on November 13, 2017, 01:17:42 PM »
My suggestion is to have a round that Mercs can be used. (Like in the Power of Three Tournament)  Allow for some considerable points so the player can have a big nasty if they so choose.  I would be against having them be used in every round however, for the reasons stated above.

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Conventions / Re: Championship 2018 Feb 24-25 at Totalcon, Marlborough MA.
« Last post by GoIndy on November 13, 2017, 11:03:00 AM »
If I'm understanding you guys right, what you are saying is that Merc units provide something that stand alone faction doesn't have.

Well.....No f'n duh.  If they didn't provide a benefit, there would be zero point in having a merc unit.

If the worry is that Merc units aren't all encompassing enough, add a couple of Merc units.

Add a unit of Half-Elves, a somewhat generic elf unit, to provide a 3/2 defense unit with 6/5 attack stats. 
Add a unit of Exiled Dwarves, move 2.5, 2/3 defense stats.  5/6 attack.
Make them cost somewhat more than their counterparts, and you are good to go.

Otherwise....what you get is a weird RPS in which you did nothing to deserve it. 


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