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hi homer, i would like to suggest some stat and ability changes that might be a little more loreful.
armour: 100
leadership: 100
speed: 32
melee attack: 45, magical, sunder armour
melee defence: 40
weapon strength: 45 (base 15, AP 30)
charge bonus: 30
ward save 10%
missile resistance: 10%
abilities:
armoured, frenzy, unbreakable, wounds, cause fear, rowdy, hide (forest), chilling aura, immune to psychology
unit size 120 (full sized knight order lots of recruits)
gold cost 1250
- RoR - Red Company or brotherhood of the axe
add ability dampened, +10% physical resistance
unit size 120
gold cost 1400
abilities i think should be removed or changed
- remove cause terror - imo should be reserved for monsters, things that cause supernatural fear
- remove charge defence vs large/expert charge defence/ charge reflection - these guys don't have the right weapon to defend against charges. the warhammers are short (even two handed ones), don't have a spike (which wards of a lot of charges), and a two handed warhammer requires a lot of room to use and formations that are good defensively want to be tight.
-replace perfect vigour with rowdy similar effect but a little more thematic
- remove strider - these are humans not elves, which means their armour is not as fluid in motion and will struggle with terrain.
- replace encourage with chilling aura - these guys shout and howl and have berserk-er like qualities, which unfortunately doesn't encourage allies, that said it will scare the crap out of the enemies and it would be a good effect for the magical banner the companies carry
the ward save, resistances', and magic attacks are meant to show the quality of their gear and elite nature. as an elite unit they do need to go up in price
love what you are doing if you want to do a could of units from some of the other knightly orders i have some ideas if you are interested.
i hope this was helpful kind regards
Priest of Ulric (hero and Lord)
Brotherhood of the Axe (RoR)
Fellwolf Brotherhood (RoR)
next coming?