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 Post subject: Re: WOTR HOBBIT Releases Houserules by GtW (Finally.. An Upd
PostPosted: Wed Dec 26, 2018 12:36 am 
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Dreadaxe wrote:
JediMasterDraco wrote:
Since Gothmog appears to have taken a leave of absence (he hasn't been on the forum in almost a year), I have decided to use my newly acquired There and Back Again book to try to add some profiles of my own.


Thanks
Happy Christmas JediMasterDraco ;)

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About Lake-town Militia Band it's not the same than
https://www.dropbox.com/s/sel9zmacysrnd ... g.pdf?dl=0

GothmogtheWerewolf wrote:
Laketown Guard Warband Common Formation, 1-9 companies, 15 pts / company
Name Race Type Move F S D A R C Mt
Laketown Guards Man Infantry 6 3/4+ 3 4 8 1 2 –
Guard Captain Man Infantry – 4/- - - - 2 3 2
Wargear:
Each company has hand weapons. They may take bows for +5 pts per company.
Command:
The first company purchased is automatically the command company and may take the following options:
Guard Captain 50pts
Banner Bearer 35pts
Dale Drummer 15pts

The Master of Laketown’s Personal Guard Legendary Formation, 1-6 companies, 80 pts + 15 pts / company
Name Race Type Move F S D A R C Mt
Laketown Guards Man Infantry 6 3/4+ 3 4 8 1 2 –
The Master Man Infantry – 4/- - - - 2 3 3
Alfrid Man Infantry – 3/- - - - 1 3 2
Wargear:
Each company has hand weapons. They may take bows for +5 pts per company.
Command:
The first company purchased is automatically the command company and includes The Master of Laketown, Alfrid the Councillor and a Banner Bearer. It may take a Dale Drummer for the following cost:
Dale Drummer 15pts
Special Rules:
The Master: Inspiring Leader (Men), Moneybags, Dragon Sickness
Alfrid: Dubious Counsel
Moneybags: The Master of Laketown may expend a Might point in the Fight phase to give his formation and all Laketown Guard formations within 6” of his +1 Fight and +1 Strength until the end of the phase.
Dragon Sickness: At the start of the game, the Evil player selects one Hero or Epic Hero in his army to be the bearer of a large sum of gold. If the Master’s formation is in combat with this Hero or his formation, the Master must pass a courage test or automatically lose the fight, counting as disordered.
Dubious Counsel: Alfrid may choose to expend any number of Might points at the start of the Priority phase. For each point spent, select a Hero or Epic Hero within 6”. On the roll of a 2-5, the hero gains a Might point, on the roll of a 6, the Hero gains D3 Might points, on the roll of a 1, the Hero loses D3 Might points and Alfrid gains D3 Might points.

?

Two different units. The Lake-town Guard represent the formal soldiery of Lake-town under the Master. The Militia represent the survivors who would fight in the Battle of the Five Armies.
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 Post subject: Re: WOTR HOBBIT Releases Houserules by GtW (Finally.. An Upd
PostPosted: Wed Dec 26, 2018 12:38 am 
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Dreadaxe wrote:
PREVIEWS
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Bugs?
Gundabad Berserker Goblin Infantry 8" 4/5+ 4 5 8 1 5 -
Gundabad Orge Goblin Cavalry 8" 5/- 6 5 4 2 3 -

My mistake. Berserkers are listed as Orcs. As for Ogres, I listed them as Goblins so that they would be vulnerable to one of the BANE rules. I'm a bit split on whether they should be infantry or cavalry given that they don't seem to hit quite as hard as a cavalry charge. Maybe I'll give them a special rule like +2 attacks when charging. They should also have We Stand Alone as a special rule. I'll make those corrections when I get home from Aquaman.
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 Post subject: Re: WOTR HOBBIT Releases Houserules by GtW (Finally.. An Upd
PostPosted: Wed Dec 26, 2018 8:50 pm 
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JediMasterDraco wrote:
Two different units. The Lake-town Guard represent the formal soldiery of Lake-town under the Master. The Militia represent the survivors who would fight in the Battle of the Five Armies.


https://www.games-workshop.com/fr-FR/La ... rband-2017

JediMasterDraco wrote:
My mistake. Berserkers are listed as Orcs. As for Ogres, I listed them as Goblins so that they would be vulnerable to one of the BANE rules. I'm a bit split on whether they should be infantry or cavalry given that they don't seem to hit quite as hard as a cavalry charge. Maybe I'll give them a special rule like +2 attacks when charging. They should also have We Stand Alone as a special rule. I'll make those corrections when I get home from Aquaman.


Ok!
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 Post subject: Re: WOTR HOBBIT Releases Houserules by GtW (Finally.. An Upd
PostPosted: Thu Dec 27, 2018 11:38 am 
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PREVIEWS
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 Post subject: Re: WOTR HOBBIT Releases Houserules by GtW (Finally.. An Upd
PostPosted: Mon Dec 31, 2018 4:32 pm 
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JediMasterDraco wrote:
Thranduil's Guard 150 points + 75 points per company Legendary Formation One to Six Companies

Race Type M F S D A R C Mt
Mirkwood Cavalry Elf Cavalry 12" 6/2+ 3 5(6) 8 2 5 -
Thranduil Elf Cavalry - 7/- - - - 3 6 3

Each company is equipped with glaives, Mirkwood Bows, and shields.

Special Rules: Expert Riders, Pathfinders (Master), Stalwart, Terror.
Elk Charge: As long as Thranduil is alive, the company's Strength increases by +1 and they make an Unstoppable Charge on a 4+.
Mirkwood Bows: The finely-crafted bows of Thranduil's personal guard are treated as longbows with a range of 48".


Command ?
Quote:
Command
The first company purchased is automatically the command company and has Thranduil and a Banner Bearer Included in the base cost. The command company may have the following options:
Hornblower 15 points


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 Post subject: Re: WOTR HOBBIT Releases Houserules by GtW (Finally.. An Upd
PostPosted: Mon Dec 31, 2018 4:41 pm 
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Mirkwood Elf Regiment?
https://www.games-workshop.com/fr-FR/Mi ... rband-2017 ?
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 Post subject: Re: WOTR HOBBIT Releases Houserules by GtW (Finally.. An Upd
PostPosted: Mon Jan 07, 2019 7:40 pm 
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JediMasterDraco wrote:
I'll make those corrections when I get home from Aquaman.


Aquaman kill you ;) :rofl:
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 Post subject: Re: WOTR HOBBIT Releases Houserules by GtW (Finally.. An Upd
PostPosted: Mon Jan 07, 2019 10:32 pm 
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Hi, sorry everyone for not commenting recently. Before I go back to doing these, can anyone tell me if any profiles have already been done by someone so I'm not just repeating what you have done?

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 Post subject: Re: WOTR HOBBIT Releases Houserules by GtW (Finally.. An Upd
PostPosted: Thu Jan 10, 2019 3:37 pm 
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GothmogtheWerewolf wrote:
Hi, sorry everyone for not commenting recently. Before I go back to doing these, can anyone tell me if any profiles have already been done by someone so I'm not just repeating what you have done?


Only this

JediMasterDraco wrote:
Since Gothmog appears to have taken a leave of absence (he hasn't been on the forum in almost a year), I have decided to use my newly acquired There and Back Again book to try to add some profiles of my own. For you consideration:

Thranduil's Guard 150 points + 75 points per company Legendary Formation One to Six Companies

Race Type M F S D A R C Mt
Mirkwood Cavalry Elf Cavalry 12" 6/2+ 3 5(6) 8 2 5 -
Thranduil Elf Cavalry - 7/- - - - 3 6 3

Each company is equipped with glaives, Mirkwood Bows, and shields.

Special Rules: Expert Riders, Pathfinders (Master), Stalwart, Terror.
Elk Charge: As long as Thranduil is alive, the company's Strength increases by +1 and they make an Unstoppable Charge on a 4+.
Mirkwood Bows: The finely-crafted bows of Thranduil's personal guard are treated as longbows with a range of 48".

Mirkwood Elf Regiment 60 points per company Common Formation One to Six Companies

Race Type M F S D A R C Mt
Mirkwood Elf Warrior Elf Infantry 8" 5/3+ 3 5(7) 8 1 5 -
Mirkwood Captain Elf Infantry - 6/- - - - 2 6 2

Each company is equipped with hand weapons, bows, and shields. They may take Mirkwood Glaives for +5 points per company.

Command:
Mirkwood Captain 50 pts
Banner Bearer 35 pts
Elven Hornblower 15 pts

Special Rules: Pathfinders (Master), Terror.
Mirkwood Glaives: The glaives of Mirkwood are exceptional even by the standards of the Elves, weapons well suited to fighting the various servants of Dol Guldur. A formation equipped with Mirkwood Glaives, in addition to the normal benefits of glaives gain +1 in melee combat with cavaly and infantry formations.

Iron Hills Goat Rider Kinband 50 points per company Rare Formation One to Six Companies

Race Type M F S D A R C Mt
Iron Hills Goat Rider Dwarf Cavalry 10" 4/4+ 4 6 4 2 4 -
Iron Hills Dwarf Captain Dwarf Cavalry 10" 5/- - - - 2 5 2

Each company has hand weapons and lances. They make take shields for +5 points per company increasing their Defense to 6(7).

Command
Iron Hills Dwarf Captain 50pts
Iron Hills Banner Bearer 35pts
Iron Hills Hornblower 15pts

Special Rules: Stalwart, Pathfinders (Mountains)
Wild Charge: When making an Unstopable Charge, companies recieve D6 attacks. Furthermore Iron Hills Goat Riders do not lose their charge bonus against pikes.

Lake-town Militia Band 15 points per company Common Formation One to Six Companies

Race Type M F S D A R C Mt
Lake-town Militia Man Infantry 6" 3/4+ 3 3 8 1 3 -
Militia Captain Man Infantry - 4/- - - - 2 4 2

Each company is equipped with hand weapons and may take shields, increasing their defense to 3(5) or bows for +5 points per company.

Command:
Militia Captain 50 pts
Banner Bearer 35 pts
Dale Drummer 15 pts

Goblin Mercenary Warband 25 points per company Common Formation One to Six Companies

Race Type M F S D A R C Mt
Goblin Mercenary Goblin Infantry 8" 2/5+ 3 3 8 1 2 -
Goblin Mercenary Captain Goblin Infantry - 3/- - - - 2 3 2

Each company is equipped with hand weapons, two-handed weapons, thrown weapons, and shortbows.

Command
Goblin Mercenary Captain 50 pts

Special Rules: Pathfinders (Master), Prowler, Mob Rule, Ambushers.
Crude Weaponry: Each company makes full attacks when using throwing weapons rather than half, and supporting companies provide +2 rather than +1 D6.

Gundabad Berseker Warband 55 points per company Rare Formation One to Three Companies

Race Type M F S D A R C Mt
Gundabad Berserker Orc Infantry 8" 4/5+ 4 5 8 1 5 -

Special Rules: Pathfinders (Master), Prowlers, Berserk, We Stand Alone.
Ancient Enemies: If Gundabad Orcs lose a fight that involves at least one formation of Elves or Dwarves, they are steadfast on a roll of 5 or 6, rather than 6.

Gundabad Orge 45 Rare Formation One to Three Companies

Race Type M F S D A R C Mt
Gundabad Orge Goblin Cavalry 8" 5/- 6 5 4 2 3 -

Special Rules: Terror, We Stand Alone.
Great Bulk: Gundabad Orges receive +3 Attacks when charging instead of +6.

Feel free to debate the point values or various aspects.
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 Post subject: Re: WOTR HOBBIT Releases Houserules by GtW (Finally.. An Upd
PostPosted: Thu Jan 10, 2019 6:42 pm 
Elven Elder
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Well, if you don't mind I would like to change the Gundabad Ogre to being a Monster rather than Cavalry, they are on 50mm bases after all (and Cave Trolls which are on 40mm still count as Monsters) other than that, I will leave them, I like the rest as they are.

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 Post subject: Re: WOTR HOBBIT Releases Houserules by GtW (Finally.. An Upd
PostPosted: Thu Jan 10, 2019 7:48 pm 
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A reviews to french by Francesco de Baskerville
http://www.warhammer-forum.com/index.ph ... nt=3300473

Little translate

Goblin bow
I'm not a fan of bows for goblins (Goblinville or mercenaries, they already have lightly throw weapons with a special rule, they are expected to come to close combat in a teeming horde.

Ogre
I would have considered the Ogres as monsters (human, such as semi trolls) and not as cavalry.

Gundabad Berserkers
Finally the profiles of the Gundabad berserkers seem light to me, very (very) far from their Isengard version, even if their cost is related.

Fellows of the Ring and Thorin's Company
I also thought about the possibility of dividing the Fellows of the ring and Thorin's company into several formation : 2 compagnies of 3 models for the fellow (the Hobbit count for only 1 figurine) and 3 compagnies of 5 models for the company for costs of 350 pts for all bases (inspired by the cost of 3 hunters ...) this will allow to play certain scenarios like the Battle of Gobelinville or Moria.
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 Post subject: Re: WOTR HOBBIT Releases Houserules by GtW (Finally.. An Upd
PostPosted: Mon Jan 14, 2019 12:02 am 
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With regards to Ogres, I suppose they could be monsters since they were always a point that seemed a little up in the air. They never really struck me as having the sheer power of a troll, but I suppose when you have "Monsters" like Glorfindel, it couldn't hurt too bad.

With regards to Gundabad Berserkers, I never got the impression they were the equals of the Uruk-hai Berserkers. Based on what we've seen in the BotFA movie, they were shock troops, but not in the same league. Remember, Bilbo was able to kill some of them with thrown rocks.



As for hero companies, I personally have ideas for the Company in their armored forms (call them The King's Companions) and the Nazgul of Dol Guldur.
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 Post subject: Re: WOTR HOBBIT Releases Houserules by GtW (Finally.. An Upd
PostPosted: Mon Jan 14, 2019 5:13 pm 
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Dreadaxe wrote:
JediMasterDraco wrote:
I'll make those corrections when I get home from Aquaman.


Aquaman kill you ;) :rofl:

No I just made the corrections to the original post instead of making a new one.
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 Post subject: Re: WOTR HOBBIT Releases Houserules by GtW (Finally.. An Upd
PostPosted: Sat Jan 19, 2019 8:06 pm 
Elven Elder
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JediMasterDraco wrote:
With regards to Ogres, I suppose they could be monsters since they were always a point that seemed a little up in the air. They never really struck me as having the sheer power of a troll, but I suppose when you have "Monsters" like Glorfindel, it couldn't hurt too bad.

With regards to Gundabad Berserkers, I never got the impression they were the equals of the Uruk-hai Berserkers. Based on what we've seen in the BotFA movie, they were shock troops, but not in the same league. Remember, Bilbo was able to kill some of them with thrown rocks.



As for hero companies, I personally have ideas for the Company in their armored forms (call them The King's Companions) and the Nazgul of Dol Guldur.

Ogres literally can't possibly be cavalry anyway as the 50mm bases they are on are too big for the movement trays.

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 Post subject: Re: WOTR HOBBIT Releases Houserules by GtW (Finally.. An Upd
PostPosted: Sun Jan 20, 2019 2:26 pm 
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GothmogtheWerewolf wrote:
Ogres literally can't possibly be cavalry anyway as the 50mm bases they are on are too big for the movement trays.


Infantry with special movement trays?
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 Post subject: Re: WOTR HOBBIT Releases Houserules by GtW (Finally.. An Upd
PostPosted: Thu Jan 24, 2019 1:55 am 
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GothmogtheWerewolf wrote:
Ogres literally can't possibly be cavalry anyway as the 50mm bases they are on are too big for the movement trays.

Dreadaxe wrote:
Infantry with special movement trays?

I'm not overly concerned with the size of movement trays (remember, The Fellowship and other Hero Companies have unique sizes). When determining what type of soldiery it is, I'm more concerned with when they strike and what benefit they gain from charging.
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 Post subject: Re: WOTR HOBBIT Releases Houserules by GtW (Finally.. An Upd
PostPosted: Thu Mar 07, 2019 8:37 pm 
Kinsman
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JediMasterDraco wrote:
GothmogtheWerewolf wrote:
Ogres literally can't possibly be cavalry anyway as the 50mm bases they are on are too big for the movement trays.

Dreadaxe wrote:
Infantry with special movement trays?

I'm not overly concerned with the size of movement trays (remember, The Fellowship and other Hero Companies have unique sizes). When determining what type of soldiery it is, I'm more concerned with when they strike and what benefit they gain from charging.


But size of movement trays are special for special troops/character
But do you see lot of two foots warrio with cavalry rules to rulebook? ;)
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 Post subject: Re: WOTR HOBBIT Releases Houserules by GtW (Finally.. An Upd
PostPosted: Sun Aug 25, 2019 4:29 pm 
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Profil idea
https://karavatis.blogspot.com/2019/08/ ... eback.html
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 Post subject: Re: WOTR HOBBIT Releases Houserules by GtW (Finally.. An Upd
PostPosted: Mon Oct 04, 2021 10:52 pm 
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Time have kill design ideas for WOR
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