This is another fairly hefty update in terms of changes, mostly buffing the army. First up, Guerilla Tactics (now Warfare) has been divided up into three sub-rules. Serpent's Strike (based on the Savage Fury rules from Amazons in Mordheim) gives them Devastating charge, giving you more of an incentive to get the charge with them, and gives an additional bonus for flanking.
Predator's Feint is the new version of the old rule - this allows you to "flee" without having to pass a break test first, meaning you can get out of combats more easily. This has been balanced by allowing the enemy to pursue as normal, but Amazons also gain a bonus to their flee rolls to make them more adapt at running away voluntarily. Essentially, it's a "get the hell out of dodge" card you can pull when you find your chances of survival better by legging it instead of staying stuck in a combat you cannot win - and can be used to set up charge traps against the pursuing enemy unit.
Lastly is Hunter's Step - allowing you to shoot, and then move backwards after. This allows the Amazons to move out of range of enemy missile fire or charge range, which helps offset their lack of armour.
Other large changes to the army are regarding their High Age Artefacts - these are all AP(2) now making them better against armour than handguns and pistols. I've also moved them around a bit so the Piranha Warriors are dedicated short range skirmishers, while the eagle warriors can form a long range defensive unit.
Amulets of the Moon have been changed as well - they no longer offer a ward save, but instead work in combat, giving the Amazons some needed protection there. A new defensive item for them is Enchanted Charms (also from Mordheim) which gives them a 6+ ward save and Magic Resistance (1).
On the subject of magic; I've decided to remove the Lore of the Serpents - this was originally called "Amazon Rituals" in Mordheim, and was then turned into a magic lore in 6th ed with the same spells. The issue with it, apart from only having 7 spells, is that it has no actual theme per say and is just a random mix of various jungle/wind spells, which is already mostly covered by the Winds of Magic in the Main Rulebook. Instead, I've chosen to give the Amazons access to all the Winds of Magic - which makes sense considering they were the servants of the Old Ones, and none of the lore would really feel out of place for them either. So while they lose their own lore, they have instead gained access to twice as many lores from the main rulebook - I'd call that an overall win.
Anyway, hope you enjoy the update, and many thanks to my Patreons for your support!
Patch notes:
- Renamed Garland Warfare to Sacrificial Hunt.
- Guerrilla Warfare: The following applies to models with this special rule:
- Serpent's Strike: Models with this rule gain the Devastating Charge special rule. In any turn in which they successfully charge an enemy unit in the flank or rear, they may re-roll 1's To Hit and To Wound.
- Predator's Feint: In the first round of close combat in which a unit with this special rule does not win the combat or the enemy passes their Break test, it may choose to disengage from combat instead of taking a Break test or making a combat reform. Units affected by Frenzy cannot attempt to disengage from combat. If the unit chooses to disengage, it makes a Flee move as if it had broken from combat. However, this does not cause Panic for breaking within 6" of friendly units. The enemy unit may only choose to pursue if they won the combat. In addition, whenever a unit with this rule chooses Flee as a charge reaction or to disengage from combat, it gains +1 to its Flee distance.
- Hunter's Step: Unless it charged, marched or fled during the Movement phase of its turn, a unit with the Fast Cavalry or Skirmishers special rules armed with missile weapons may move up to its Movement value directly backwards after resolving its missile attacks in its Shooting phase.
- New Army Special Rule: Enchanted Charms: A model with Enchanted Charms has a 6+ Ward save and the Magic Resistance (1) special rule.
- Claws of the Old Ones, Sun Gauntlets and Sunstaffs are Armour Piercing (2).
- Sun Gauntlets do not give +1 Attack.
- All missile and close combat attacks targeting a model with an Amulet of the Moon suffer -1 to Hit. Increased the cost for characters.
- Removed Lore of the Serpents. Serpent Priestesses can choose spells from any Wind of Magic.
- Stunning Rod replaced by Moonblade.
- New Magic Item: Death Whistle: Any enemy unit that is charged by the bearer of this item must take a Terror test.
- Increased the cost of great weapons.
- Spears for Amazon Warriors cost 0.5 pts. They are Unit Size 15+.
- Amazon Archers are a separate unit.
- Skirmishers pay 1 pt for slings and blowpipes.
- Huntresses do not have shields by default cost 12 pts. Shortbows are free.
- Piranha Warriors can take Sun Gauntlets, not Sunstaffs. Removed Koka. May take Enchanted Charms.
- Eagle Warriors have Immunity (Psychology) and BS4, costs 8 pts. Can replace spears with Sunstaffs, cannot take Sun Gauntlets. May take Enchanted Charms.
- Jaguar Warriors have A1 and Mighty Blow (1), costs 8 pts. Cannot take additional hand weapon, can take paired Claws of the Old Ones. May take Enchanted Charms.
- Renamed Jungle Stalkers to Python Warriors. Have Ld8, costs 12 pts. May take Amulets of the Moon and Enchanted Charms.
- Shortbows for Culchan Riders is free. May take Amulets of the Moon and Enchanted Charms.
- Cold One Riders may not take Claws of the Old Ones. May take light armour, Koka and Enchanted Charms.
- Stegadon has Giant Bow by default. Added upgrades from the Lizardmen book.
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