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 Post subject: ARMY LIST DISCUSSION: Army Wide Special Rules & Equipment
PostPosted: Tue Mar 31, 2009 10:44 pm 
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Just for special rules & equipment comments and suggestions please.

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PostPosted: Tue Apr 14, 2009 9:24 pm 
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Just my thoughts on the Nautican list after playing a couple of 1000pt games yesterday

Sea Storm
Was OK but was too weak in terms of its effects only affecting the enemies BS and march ability. This helped in some cases but didnt stop the larger stronger units getting at me. Perhaps having it block or reduce LOS the way a real storm does might improve it. I forgot the bound lightning spell though which would have mae it far more effective than it was.

Impact of Generals on Army
Having a Prince add +d3" to your charge range was great, especially when added to the Aqua Lore spells (see below). The Sirens ability to add +1 CR was also good, but needs to be clarified is it to every combat involving a Nautican unit, only 1 combat, or only combats involving the Siren??

Aqua Lore
Worked really well the spell allowing you to move a unit forward 2d6" was a like an ongoing Dwarf Strollaz Rune only better. I used it repeatedly during the first battle to great effect. The stupidity spell was also helpful.

Best fun though was with Spell 4 on the Aqua Lore list which allowed me to lift up my Terror causing Nautican Prince and fly him directly behind the majority of the Goblin army. Such a cool spell and a fun tactic. Only weakness is the absence a simple magic missle spell say casting level 5 or 6, but I need to take it with a Level 3 or 4 to really test it out.

Leadership
Maybe a bit low for the special units and hero characters at 7 and 8, but then I am a Dwarf guy used to L9 and L10 with lots of Stubborn units.

Heroes
Need to be given Scalemail as standard equipment like Dwarf Thanes and their Gromil

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 Post subject:
PostPosted: Mon Apr 27, 2009 7:30 am 
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New army wide special rule added.

Sea Creature Origins (see .

I felt the whole army needed a bit of a lift, it was slaughtered in it's last outing vs 2250pts of Dark Elves.

So I devised an army wide rule to lift all of the units a little bit.

"In a nutshell, all Nautican units have a basic origin, the Deep, the Reefs or the Shores. Each origin bestows a special benefit, either a 5+ regen save, a +1 combat res/soft cover or a deployment benefit."

Check out the special rules on the Nautican site for more info.

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 Post subject:
PostPosted: Wed May 13, 2009 9:35 pm 
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Sea Creature Origins is damn good really adds some unique and workable to the army without over powering it. Having the Crabs gain that +6" deployment is just magic to me as I love those guys.

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 Post subject:
PostPosted: Thu May 14, 2009 10:55 am 
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Yep, I like the Sea Creature Origin rules too.

I realised that I needed a way to increase the power of the army as a whole without changing too many individual units which were all working quite well.

I introduced it to give the whole army a bit of a boost. The good thing its, it's easily adaptable. If playtesting proves tehy are still too weak or they are now too strong but there is nothing "broken" about individual units then I can tweak the Sea Creature Origin rules.

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 Post subject:
PostPosted: Mon May 18, 2009 9:13 pm 
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Do Oceanic and Sea Tridents count as Hand Weapons allowing you to get the +1 Handweapon and Shield bonus or as Spears

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 Post subject:
PostPosted: Wed May 20, 2009 9:43 pm 
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Spears because they are a defined weapon as opposed to a generic hand weapon. Sorry :( hope that doesn't ruin your plans.

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 Post subject:
PostPosted: Wed May 20, 2009 11:31 pm 
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Nah thats what I thought they were, although I vaguely remember v1 or something of the Nautican list counting them as hand weapons you know like Roman Gladiator Tridents - Trident in 1 hand, net in the other

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Current tournament record
P27 W6 L17 D4 - Best Finish 9th (Dwarves)


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