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She follows Slaanesh Mortal Lord rules, with a couple of exceptions:
Core
- Marauders
- Marauder Horsemen
- Warriors
- Chariots
- Forsaken
Special
- Chosen
- Knights
- Daemonettes
- Hellstriders
- Furies
- Seeker Chariots (2)
- Seekers (3)
- Warshrine
- Spawn (2)
Rare
- Exalted Daemonettes (1)
- Fiends (1)
- Heartseekers (3)
- Soul Grinder (3)
- Exalted Seeker Chariot (3)
- Hellflayers (3)
- KoS
I have shifted around two units: Exalted Daemonettes (to Rare), and Spawns (to Special). Her lore description in the Citadel Journal says that she fields "a formidable host of warped creatures", which, I know, is a common trope for GW to describe all sorts of Chaos armies. However, I wanted to give her something unique, so in order to honor that description I've made that small/medium change to allow her to field more Spawns that would be common. The exchange is that all Daemonic Rare units are pretty expensive, so shifting EDs to Rare makes decisions on what Rare units to bring even harder.
It's a bit of a gamble regarding balance, so please let me know if this is too overpowered.
Given his preference and focus on sword infantry, I have made the following changes.
Greatswords are Core units, a change offset by turning Halberdiers, Handgunners, and Knights into Special units.
The logic behind this is that Stefan's Core army will be less mobile, but much harder-hitting in melee. In order to compensate for having Greatswords as core, I decided to make other armor-piercing core units into Special. The general principle is that your anvil is now also your hammer, and having an actual hammer will be more costly.
As with Nastasya, this change is a bit of a gamble regarding balance, so please let me know how it works out.
He will be able to wield Luminarks more easily, but as a trade-off I have made all Wagons more costly. This represents his focus on magic, but also that being an Altdorf cosmopolitan guy, close to Karl Franz, means he will be reluctant to wield obsolete military forces like the Wagons.
Stormvermin are Core units. I consider this a very significant change, which is why all Moulder units are more costly. Generally speaking, all Moulder units cost 1 more point. In the case of Mutant Rat Ogres, I have shifted their category to Rare and they cost 2 Points. Make those infantry lines shine!
He uses my Daemon Lord ruleset (see Slavin). As an added bonus, representing his Staff of Change, he wields Spawns at lesser cost (they're 2 Special points now). The offset is that all his Warriors and Chosen cost 1 more Special point.
Note for Ragush:
The Butchers of Kalkengard count as Core. He is famous for that massacre, after all.
Note for Morskittar:
Morskittar's Hellion costs 1 Special Point. I will see if I can get a bit more creative with him but for now that's his change.
Note for Helgar:
Her rule is pretty simple and based entirely on her lore. I think the switch between Slayers and Miners (Core to Special and viceversa) works well enough. Do let me know if this is way off balance, however.
Follows the Mortal Lord ruleset (see above). However, Sayl famously fought alongside Beastmen armies and laid long sieges using Ghorgons; consequently, ally-recruitment Ghorgons cost 2 Rare instead of 3. Seek out those Beastmen alliances!
Note for Skarr:
Follows the Mortal Lord ruleset (see above). No special changes.
Note for Gutrot:
Follows the Mortal Lord ruleset (see above). To honor his Norscan berserker-raider past, ally-recruitment Marauder Champions cost 1 Special instead of 2. This means you should try to play to his old allegiances!
Note for Lietpold:
Since he is dishonorable to work with, Empire Knights have been moved to Special, but in exchange, the more humble (and hungry) Huntsmen have been moved to Core. This means, ideally, that you'll mobilize an army of bastards, few nobles in sight.
Note for Vorag:
Being a Strigoi lord means favoring beasts over skellies, which I have translated as a bonus reduction of Crypt Horrors and Vargheists to 1 Special point. To compensate, I have applied a penalty increase to Black Knights, which now cost 3 Special points. Play to the beasts, not the cavalry.
Note for Sneek:
Given his historic beef with Pestilens and multiple assassination attempts, Plague Monks and Censer Bearers have been moved to Rare (costs intact). He doesn't hold a grudge, but fanatical Pestilens might be reticent to join his army. In exchange, Death Runners have been made Core, representing that he is, you know, the leader of Clan Eshin.
Note for Eldyra:
As Tyrion's sidekick, Eldyra is a tempestuous, brash commander of cavalry. She prefers a horse to a chariot, but as Lady of Tiranoc, she can mobilize chariots easily, which is why Tiranoc Chariots have been made Core. To compensate, representing her temerity and frontal nature, Shadow Warriors now cost 3 Special and Shadow Walkers have been made Rare - essentially, this is a translation of her hating deceptive and skirmish tactics. Why would you need to flank and terrorize your enemies when you have chariots and cavalry?
Note for Alrik:
Alrik is perfect for this sort of submod, since he has a very clearly defined traditionalism in his background. He distrusts advanced Dwarf tech, and he'd rather have a good axe and a crossbow auxiliary to cover his back than those fancy shenanigans crazies like Malakai come up with. This means I've made Thunderers Special, offset by making Rangers Core. Hammerers and Ironbreakers now cost 1 Special (you can wield a lot of em!), but ALL artillery, technological trickery (Irondrakes), and weird machines (Gyros) now cost one more point of whatever category they belong in.