| Battle Companies - Summary | |
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jaws900 Conqueror
Posts : 1215 Reputation : 4 Age : 35 Location : Poole - England Join date : 2009-09-02
| Subject: Battle Companies - Summary Tue Aug 03, 2010 8:50 pm | |
| Ok so after clearing this with RC we have desided to post this up. Before i get to the actuallt opic i need to put this disclamer down first. Battle Companies and all the rules related to it belong to Gamesworkshop. They reserve the right to withhold these rules if they with and if they do so these rules will be take town ASAPOk Legal BS taken care of. Many mons ago when GW actually carred about LOTR we had battle comapanies...then a redux do adjust to the the modals and smoth out lines...however there rules dispeared from there website and soon after than the original ones too. However i persoanly have always Loved Battle Companies and have been wanted to play again. So i will be taking a total of 4 diffrent forces and giving you updates on how there progress is coming on for there battle and upgrades. Now i know not all of us will know how to use Battle companys so in the following spoilder tag there are the Sumarrised rules for using them. Please exuse any spelling mistakes. - Spoiler:
Promote 1 warrior in your army to a Luitenant, he gains +1 Might, Will and Fate. Promote 2 other warriors to Sergenats, they gain +1 Fate. All 3 are now treated as heros from this point on.
Should a warrior die during battle roll on the below table to see what happenes to him WARRIOR INJURY TABLE D6 Effect 1 Dead. This Warrior's adventure ends here. 2-3 Injured. This Warrior must miss his next game. 4-6 Full Recovery. This Warrior may play next game as normal.
Should a Hero die during a battle roll on the below table with 2D6 to find out what has happened to him HERO INJURY TABLE 2D6 Effect 2 Dead. The Hero's adventure ends here. Remove the warrior and from your roster. 3 Lost in Battle. The Hero lies wounded somewhere on the field of battle. The players should, as soon after their book keeping is completed as possible, play Take the High Ground with the lost Hero as the objective. The Hero may not act or be attacked for the duration of the game. If his side wins, he is returned and makes a full recovery. If not, he is considered Dead. 4 Arm Wound. The damaged arm may no longer be used, either to carry a shield or wield a weapon. Therefore, the Hero can use only a hand weapon or dagger from this point onward. A second Arm Wound will force your Hero to retire, per the Dead result. 5 Leg Wound. The first Leg Wound results in a –1"/2cm Move penalty. A second Leg Wound result will cause your Hero to retire, per the Dead result. 6-7 Full Recovery. The Hero may play the next game as normal. 8 It's Just a Scratch! The Hero must miss his next game. Alternatively, the controlling player may choose to roll again on this chart, but the second result will apply. 9 Flesh Wound. The Hero must miss his next game. 10 Old Battle Wound. Before each game, make a roll for a Hero with an Old Battle Wound. On a score of 1, the Hero's injury is plaguing him, and he cannot take part in the game. A Hero can have more than one Old Battle Wound, in which case he must make one roll for each. 11 The Wounds of a Hero. The Hero's patrons are so impressed by the Hero's self-sacrifice that his force gains +D6 Influence this game. Additionally, he makes a full recovery. 12 Protected by the Valar. Saved from injury by the Valar or perhaps some darker power, the Hero is protected from any serious harm. The Hero permanently gains +1 Fate. Additionally, he makes a full recovery.
Warriors and Heros again experiance every time they fullfil on of the below requirments. These stack. Hero Exp; - Removes a Wound (Even if fate is used) - Plays a Battle - Wins a Battle Warrior Exp; - Removes a Wound (Even if fate was used) - Plays a battle
When a Hero gains expriance roll a D6 for each experiance gained and apply the below result. If they become a Hero AND are Promoted apply both results. WARRIOR ADVANCE TABLE D6 Effect 1-3 No Effect. 4-5 Promoted. The Warrior is promoted. Not all Warriors are eligible for this advance. See your Battle Company's Promotion Table. If the Warrior is ineligible, treat this result as No Effect. 6 A Hero in the Making. From now on, the Warrior is treated as a Hero. He also adds 1 Fate point to his stat line. He retains the Experience points gained thus far and gains Experience and advances like a Hero from the next game on.
Everytime a Hero gains 5 Experiance they may roll 1 D6 on the table below. Experiance is always carryed forward to each battle so a hero who had 2 experiance will start the next game with 2. HERO ADVANCE TABLE D6 Effect 1 Fight/Shoot. The Hero's Fight or Shoot characteristic is improved by 1. The controlling player may choose which. The maximum score is 6/3. 2 Strength/Defence. The controlling player may choose to advance either Defence or Strength. Each may be improved only once. 3 Courage. The Hero's Courage characteristic is improved by 1 to a maximum of Courage 6. 4 Attack/Wound. The controlling player may choose to advance either Attacks or Wounds. The Hero's Wounds and Attacks may not exceed 3 each. 5 Special Rule. The Hero has gained a special rule. Roll again on the Fighting, Shooting, or Leadership special rule table. The controlling player may choose which table to roll on. Alternatively, the controlling player may choose to select the special rule that applies to his Battle Company instead. 6 Choose. One result from above.
Special Rules FIGHTING SKILLS D6 Skill 1 Blade Master. The Hero is a master of fighting in hand-to-hand combat. He may re-roll one die per turn to determine which side wins a fight that he's in. 2 Deadly Strength. Stronger than his peers, this Hero is able to use a two-handed weapon without the –1 penalty to his dice score. 3 Parry. The Hero can turn aside incoming blows with ease. The Hero may force his opponent to re-roll a single dice when determining who wins the fight. 4 Furious Charge. The Hero throws himself into combat with a savage war cry. When the Hero charges into combat, he receives +1 Attack. This bonus counts only if the Hero is fighting on foot. 5 Heroic Presence. Wherever the fighting is hardest, this Hero is always found, fighting with an unmatched fury. The Hero may fight a heroic combat in the Fight phase without expending Might to do so. 6 Might/Will Point. The Hero gains 1 Might or Will point. The controlling player may decide which.
SHOOTING SKILLS D6 Skill 1 Cunning Shot. The Hero is capable of making shots that others would consider impossible. This Hero may re-roll failed "in the way" rolls. 2 Expert Shot. The Hero can fire arrows with uncanny speed. The Hero is allowed to shoot his bow two times in the Shoot phase instead of once. 3 Rapid Fire. Able to see the flow of battle and react to it in an instant, the Hero can call a heroic shoot each turn without expending a point of Might. 4 Lethal Accuracy. The Hero is a master with a bow and may re-roll a failed roll to hit each turn in the Shoot phase. 5 Seasoned Archer. The Hero is capable of firing his bow while still moving at speed. The Hero can move at full speed and still shoot, though will require a 6 to hit if he does so. 6 Might/Will Point. The Hero gains 1 Might or Will point. The controlling player may decide which.
LEADERSHIP SKILLS D6 Skill 1 Favour of the Court. The Hero has the patronage of a powerful being within the leadership of his nation. When you roll on the influence table, you may reroll one Influence dice for each Hero with this ability in the company at the end of each game. 2 Courageous. There is little in the world that can shake the resolve of this Hero. This Hero can re-roll any failed Courage tests. 3 Master of Battle. The Hero can read the ebb and flow of battle with incredible skill. If this Hero is within 6"/14 cm of an enemy Hero calling a heroic action, he may immediately call an action of the same type without expending a point of Might. Note that he may not use this ability to call a heroic move or heroic shoot action if he has already been engaged in combat. 4 Heedless Determination. This Hero has a strength of will like hardened steel and will fight on despite his injuries. Each time this Hero suffers a wound, roll a dice. On a 6, the wound is ignored, exactly as if a Fate roll had been passed. 5 Rally to Me. Strong and clear, the voice of this Hero inspires his Warriors to stand firm. This Hero's Stand Fast! range is doubled. 6 Might/Will Point. The Hero gains 1 Might or Will point. The controlling player may decide which.
At the End of each game each side gains Infulance which can be used to recruit more soilders or buy equipment. Each side gets 2 Infulance for playign a game and the following extra; +1 If Draw +2 If win
Each side also gains +1 Infulance for every 15pts more your oppoent has in there force over the other. (so an Orc force of 100pts would get +2 infulance if they face a Gondor force of 134pts. However Gondor will gian none as they are over the other sides points)
You work out the points of every warrior with the following table Warrior cost table - Cost of modal(basic cost of the modal) +6 - Horse/Warg +9 - Armoured Horse +2 Crossbow/Longbow +1 Everythign else You do not have to payfor say a shield if they modal's stats say they come with a shield however you do have to if they count as an option.
Heros work diffrently. They sue the the above table plus the below table if there Attacks and Wounds = less than 3. +5 for each point of Might, Will and Fate +5 For each Fight, Strength, Defence and Courage. Shooting Values are free +10 For each Attack and Defence above the normal +10 for each Special rule
If the Heros Wounds+Attacks = 3 or more than use the below table instead of the warriors cost table. Hero cost table - Cost of the modal +10 Warg/Horse +15 Armoured Horse +5 for everythign else
If you ahve any questions please don't be shy to ask about the rules. Now each army has a special rule availbe to jsut them(sort of) that they can take instead of rolling on the table for special rules. Sicne i will be using 4 armys i will give you the special rules for them as i go. So the Armys i'm using are.....Gondor, Dwarves, Mordor, Goblins. Now since the goblins have had a fair few new stuff i'm going to adjust there rules only slightly to account for Prowlers. Below are the startign forces, Promotion tables, Equipment, renforments and special rules(if any) for each army. I'll put them in there own spoiler to make it simple. Gondor - Spoiler:
Starting Force 2 Warirors of Minas Tirith with Bow 3 Warrior of Minas Tirith with shield 2 Warriors of Minas Tirith with Spear and Shield
Equipment Shield - 1 Influence Bow - 1 Influence Horse (Heros and Citadel Guard only) - 2 Influence Lance - 1 Influence Spear - 1 Influence Longbow(Citadel Guard only) - 1 Influence
Promotion Table Warriors with Bow - Ranger of Gondor (May keep spear if they had one) Warrior with Spear - Knight of Minas Tirith (keeps shield if they have one) Warrior with Sword & Shield - Citadel Guard/Guard of the Fountian Court (players choice. Ratain equipent if able to such as shield, spear etc)
Renforcments 1 - No renforments 2 - Warrior with shield 3 - Warrior with Shield and Spear 4 - Warrior with bow 5 - Chose one of the above 6 - Roll again using the below talbe
1/2 - Ranger of Gondor 3/4 - Citadel Guard/Guard of the Fountian court 5/6 - Knight of Minas Tirith
Special rules and abilitys Hold Firm - Army special rule Use before anyone moves but after prioraty. As long as the hero with this rule doen't move this turn he/she and all friendly modals within 12" automatically pass ANY courage test required to take this turn. This Ability may only be used Once per game.
Dwarves - Spoiler:
Starting Force 2 Dwarves with Bow 2 Dawrves with shield 2 Dawrves with Two-handed axe
Equipment Shield - 1 Influence Dawrf Bow - 1 Influence Dawrf Heavy armour(Heros only) - 2 Influence Two-handed axe - 1 Influence Throwing axes - 1 Influence
Promotion Table All Dwarves - Khazard Guard
Renforcments 1 - No renforments 2 - Dawrf with Two-handed axe 3 - Dawrf with Shield 4 - Dawrf with bow 5 - Chose one of the above 6 - Khazard Guard
Special rules and abilitys Dawrven Courage - Army special rule Once per game the hero with this ability may chose to automatically pass ANY courgae test his is required to take for the rest of the turn Dwarf Resiliance - Army ability A dwarf hero may have his defence incressed by upto 2 instead of 1 like other armys
Mordor - Spoiler:
Starting Force 2 Orcs with Orc Bow 3 Orcs with shield 3 Orcs with Spear 3 Orcs with Two-handed weapon
Equipment Shield - 1 Influence Orc Bow - 1 Influence Warg (Heros and Trackers only) - 2 Influence Two-handed weapon- 1 Influence Spear - 1 Influence Throwing spears(Warg Riders only) - 1 Influence
Promotion Table Warriors with Bow - Orc Tracker Warrior with Spear/Two-handed weapon - Morannon Orc (keeps shield/spear if they have one) Warrior with Sword & Shield - Warg rider (Ratain equipent if able to such as shield, orc Bow etc)
Renforcments 1 - No renforments 2 - Orc with Two-handed weapon 3 - Orc with Shield 4 - Orc with Spear 5 - Chose one of the above 6 - Roll again using the below talbe
1/2 - Orc Tracker 3/4 - Mordor Uruk-hai 5/6 - Warg Rider
Special rules and abilitys Shaman - Army special rule A Orc hero who takes this ability can cast Tranfix on a 5+ following the normal rules for magic and gains +1 Will. He may take this power a second time. If he does he can then cast Fury on a 3+ following normal rules(Counts as a second special rule)
Goblins - Spoiler:
Starting Force 4 Goblins with Bow 4 Goblins with shield 4 Goblins with Spear
Equipment Shield - 1 Influence Orc Bow - 1 Influence Spear - 1 Influence
Promotion Table All Goblins - Goblin Prowlers (reatin any equipment if able)
Renforcments 1 - No renforments 2 - Warrior with shield 3 - Warrior with Spear 4 - Warrior with Orc Bow 5 - Chose one of the above 6 - Chose two of the above
Special rules and abilitys Shaman - Army special rule A Orc hero who takes this ability can cast Tranfix on a 5+ following the normal rules for magic and gains +1 Will. He may take this power a second time. If he does he can then cast Fury on a 3+ following normal rules(Counts as a second special rule) Goblin Mod - Ability A Goblin army may have a max force of 25 instead of the normal 15
That just about covers the armys. agian please ask me if you have any questions as this is long stuff. Also not that i have Altered the Dawrves, Mordor and Goblin lists. I have made it so that a Shaman lv1 gets +1will as noone ever take it otherwise. Also Goblins can now be promoted to Prowlers which they originally couldn't. Lastly i was unable to find the Dawrves specail rule so i hade to make 1 up. I will be reporting on how they all do in the near future...i hope. and maybe i can pull some guys at my local into a Battle Company game or 2. Anyway, i hope to be able to do this and lets hope that GW don't see this or don't care and don't sue us. Updates will be coming soon. (Also a big thanks to RC for lettign me do this. Rep on it's way to you) |
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ArtificialWinter Maiar
Main Army : Gondor Posts : 357 Reputation : 3 Age : 32 Location : Kent, UK Join date : 2009-11-21
| Subject: Re: Battle Companies - Summary Thu Aug 05, 2010 11:07 am | |
| I've actually been thinking of starting up a battle companies thing with my brother to keep us busy over the summer. Does anyone know where I can find the necesary tables and lists for the various armies, including any noteworthy 'unofficial' ones? I'd probably give them all a bit of an edit but it would be nice to start with ones that have been tried and tested. Let us know how things progress jaws |
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jaws900 Conqueror
Posts : 1215 Reputation : 4 Age : 35 Location : Poole - England Join date : 2009-09-02
| Subject: Re: Battle Companies - Summary Thu Aug 05, 2010 6:08 pm | |
| I have the original battle company rules that contain most of the ones....they only problem is that they have changed somewhat. RC told me that he might have the rules on his computer somewhere tho...i know he's got the corsair ones atleast.
Anyway played 2 games each and dispite that fact that previously Gondor win almost every game they have so far lost every game. Dwarves have won ever game and even got 2 extra heros!!!!! In one of there games only 2 modals killed anything. ! Shield warriors and the Bow hero who has been named Uber Dwarf |
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Cal585 Maiar
Main Army : Gondor Posts : 395 Reputation : 7 Age : 33 Location : Terra Australis Join date : 2009-09-07
| Subject: Re: Battle Companies - Summary Fri Aug 06, 2010 12:20 am | |
| How many versions were there? I have a pdf version on my computer, but I didn't realise they were changed at all? |
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Dînadan MoMe Underlord
Main Army : Alkalabeth Posts : 1250 Reputation : 8 Age : 36 Location : South Wales Join date : 2009-09-02
| Subject: Re: Battle Companies - Summary Fri Aug 06, 2010 12:22 am | |
| I don't think they were changed, just a few tweeked updates. |
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Red Corsairs MoMe Overlord
Main Army : Gondor Posts : 1162 Reputation : 15 Location : Market Deeping Join date : 2009-09-01
| Subject: Re: Battle Companies - Summary Fri Aug 06, 2010 12:36 am | |
| There were the original rules and then they were tweaked in 'Battle Companies Redux' (published in one of the late 200's White Dwarf issues). |
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jaws900 Conqueror
Posts : 1215 Reputation : 4 Age : 35 Location : Poole - England Join date : 2009-09-02
| Subject: Re: Battle Companies - Summary Fri Aug 06, 2010 7:06 pm | |
| the redux changed the starting forces a bit and tweeked some of the rules. the old rules started you with 1 hero with +1 Fate. the newer rules starts you of with 3 heros, 2 with +1 fate, 1 with +1 Might, Will & Fate. |
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Cal585 Maiar
Main Army : Gondor Posts : 395 Reputation : 7 Age : 33 Location : Terra Australis Join date : 2009-09-07
| Subject: Re: Battle Companies - Summary Tue Aug 10, 2010 4:33 pm | |
| Hmm, interesting. I'm looking at using something like the following list. What do you think? Corsair Raiding Party - Spoiler:
Starting Force 2 Corsairs with Bow 2 Corsairs with Buckler 2 Corsairs with Spear 1 Corsair with Bosun special rule and 1 fate. Choose one of the above (not including the Bosun) to be your Captain. He gains 1 might, 1 will, 1 fate. Another model becomes his second, and gains 1 fate.
Equipment Buckler - 1 Influence Bow - 1 Influence Smoke Bombs (Heros only) - 2 Influence Spear - 1 Influence Armour - 1 Influence
Promotion Table Corsair with Bow - Arbalester Corsairs with Bucklers or Spears - Reavers
Reinforcements 1 - No reinforcements 2 - Corsair with Buckler 3 - Corsair with Spear 4 - Corsair with Bow 5 - Chose one of the above 6 - Choose two of the above
Special rules and abilitys Bosun - Army special rule A hero who takes this ability gains the Commanding Bellow special rule found under the Bosun entry in the Harad sourcebook. Only one hero may have this ability at a time.
Thought Smoke Bombs and Armour would be a fun way to upgrade the force as they got richer. Considering another Special Rule for the Captain(s) (I just wanted the force to have a Bosun). Something like a benefit when looting or maybe the ability to avoid being trapped like a Hasharin. Or maybe I'm just thinking too much of a Captain Sparrow. So fun, balanced? |
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Red Corsairs MoMe Overlord
Main Army : Gondor Posts : 1162 Reputation : 15 Location : Market Deeping Join date : 2009-09-01
| Subject: Re: Battle Companies - Summary Wed Aug 11, 2010 1:47 am | |
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jaws900 Conqueror
Posts : 1215 Reputation : 4 Age : 35 Location : Poole - England Join date : 2009-09-02
| Subject: Re: Battle Companies - Summary Thu Aug 12, 2010 5:45 am | |
| that amount of smoke bombs is insane!!! I like |
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Cal585 Maiar
Main Army : Gondor Posts : 395 Reputation : 7 Age : 33 Location : Terra Australis Join date : 2009-09-07
| Subject: Re: Battle Companies - Summary Thu Aug 12, 2010 12:55 pm | |
| Insane? How so? It's restricted to heroes and the most expensive item. Though maybe a bump of price to 3 pts could work. And maybe armour should be 2... Ah well, it adds flavour and fun to the game Anyway, I was planning to play it against the following: Gondor Coastal Defence/Navy - Spoiler:
Starting Force 2 Warirors of Minas Tirith with Bow 3 Warrior of Minas Tirith with shield 2 Warriors of Minas Tirith with Spear and Shield
Equipment Shield - 1 Influence Bow - 1 Influence Horse (Heroes only) - 2 Influence Armoured Horse (Heroes and Knights of Dol Amroth only) - 3 Influence Lance - 1 Influence Spear - 1 Influence Longbow (Yeomen only) - 1 Influence
Promotion Table Warriors with Bow - Yeoman (Ranger) of Gondor (May keep spear if they had one) Warrior with Spear - Man-at-Arms of Dol Amroth with pike Warrior with Sword & Shield - Knight of Dol Amroth
Renforcments 1 - No renforments 2 - Warrior with shield 3 - Warrior with Shield and Spear 4 - Warrior with bow 5 - Chose one of the above 6 - Roll again using the below talbe
1/2 - Yeoman (Ranger) of Gondor 3/4 - Knight of Dol Amroth 5/6 - Man-at-Arms of Dol Amroth
Special rules and abilitys Repel Boarders! Use before movement but after priority. All model within 12" of the hero gain the ability to shield for the turn, even if they do not have one. This ability may only be used once per game.
So what do you think? I wanted to keep the ability for the elite/wealthy to have access to horses, despite them probably being a rarity. I just have a lovely mental image of the commander on horseback rallying his line of men in the middle of the town. As such I made them accessible but expensive. Longbows available to Rangers? Unbalanced or alright? These are the elite bowmen after all, and the longbow would be quite helpful over the longer distances they would be practiced at engaging at (ships etc.) And which special rule?
Last edited by Cal585 on Tue Aug 17, 2010 7:52 pm; edited 2 times in total |
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jaws900 Conqueror
Posts : 1215 Reputation : 4 Age : 35 Location : Poole - England Join date : 2009-09-02
| Subject: Re: Battle Companies - Summary Thu Aug 12, 2010 6:16 pm | |
| i like it tho maybe have a horse at 2 points per normal guys and give them Armoured horse's for 3 points. |
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Cal585 Maiar
Main Army : Gondor Posts : 395 Reputation : 7 Age : 33 Location : Terra Australis Join date : 2009-09-07
| Subject: Re: Battle Companies - Summary Sat Aug 14, 2010 12:12 am | |
| Ok done. What did you think about the special rules and longbows? |
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jaws900 Conqueror
Posts : 1215 Reputation : 4 Age : 35 Location : Poole - England Join date : 2009-09-02
| Subject: Re: Battle Companies - Summary Sat Aug 14, 2010 5:44 am | |
| It's good. I think making long bows 2 points on par with gondor(i think) and dropping Hold firm so they have the new ability you made as thats quite a good idea. |
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Cal585 Maiar
Main Army : Gondor Posts : 395 Reputation : 7 Age : 33 Location : Terra Australis Join date : 2009-09-07
| Subject: Re: Battle Companies - Summary Tue Aug 17, 2010 7:54 pm | |
| The Gondor list only costs 1 influence point. Though that's for CG and they have worse shooting skill. Have gone temporarily with the Repel Boarders special rule (wonder if there's a better name for that). Hopefully, I'll create a small company of each in the near future and post up a kind of mini-campaign |
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jaws900 Conqueror
Posts : 1215 Reputation : 4 Age : 35 Location : Poole - England Join date : 2009-09-02
| Subject: Re: Battle Companies - Summary Tue Aug 17, 2010 10:50 pm | |
| ya my campain has gone on hold for the time being as i have found other people to take part and it will be startign on the 5th of September. But so far we have 2 Dawrf players, 1 goblin and 1 Friedoms. Do i have permision form you Cal to use your Costal defence one? |
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Cal585 Maiar
Main Army : Gondor Posts : 395 Reputation : 7 Age : 33 Location : Terra Australis Join date : 2009-09-07
| Subject: Re: Battle Companies - Summary Wed Aug 18, 2010 1:29 pm | |
| Of course, but I want 15% of your battle company's income. |
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jaws900 Conqueror
Posts : 1215 Reputation : 4 Age : 35 Location : Poole - England Join date : 2009-09-02
| Subject: Re: Battle Companies - Summary Wed Aug 18, 2010 7:11 pm | |
| oh i don't know. Howabout 8% |
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Cal585 Maiar
Main Army : Gondor Posts : 395 Reputation : 7 Age : 33 Location : Terra Australis Join date : 2009-09-07
| Subject: Re: Battle Companies - Summary Thu Aug 19, 2010 7:08 pm | |
| I will go no lower than 10. Or 9 and a barrel of longbottom leaf.
Is this for your company or one of the other competitors? |
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jaws900 Conqueror
Posts : 1215 Reputation : 4 Age : 35 Location : Poole - England Join date : 2009-09-02
| Subject: Re: Battle Companies - Summary Fri Aug 20, 2010 7:01 pm | |
| it is inavisable to say at this point but i belive 10% is a fair agreement being that the predicted turnback will be less than a barrel of longbottom leaf barrel per 1% |
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Cal585 Maiar
Main Army : Gondor Posts : 395 Reputation : 7 Age : 33 Location : Terra Australis Join date : 2009-09-07
| Subject: Re: Battle Companies - Summary Sun Aug 22, 2010 8:19 pm | |
| (Heh, you offer them a choice between two payments and they forget that the price they're agreeing to was above their offer)
But which company are you planning to use Jaws? |
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jaws900 Conqueror
Posts : 1215 Reputation : 4 Age : 35 Location : Poole - England Join date : 2009-09-02
| Subject: Re: Battle Companies - Summary Mon Aug 23, 2010 1:47 am | |
| i'm going to be using Dwarves. We have a total of 4 people "sign up" so far(icluding me). they will be playing Goblins, Dawrves and Friedoms |
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Cal585 Maiar
Main Army : Gondor Posts : 395 Reputation : 7 Age : 33 Location : Terra Australis Join date : 2009-09-07
| Subject: Re: Battle Companies - Summary Sat Aug 28, 2010 1:03 am | |
| Ah Dwarves eh? Will you be using the list on the front page? It just needs to be updated a little with things like Rangers/Iron Guard.
I'm tempted to update each faction but I assume people have already done that many times already and probably with better ideas for me. |
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jaws900 Conqueror
Posts : 1215 Reputation : 4 Age : 35 Location : Poole - England Join date : 2009-09-02
| Subject: Re: Battle Companies - Summary Sat Aug 28, 2010 3:57 am | |
| mopst likely. I have made a few updates to some lists like the goblins but i can tell you now that Ironguard to too powerful really for Battle companies. Maybe Dwarf Rangers but personaly i think they are worse than normal dwarf warriors |
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