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 Post subject: Re: Silé's Hunters - Battle Company
PostPosted: Sun Mar 18, 2012 7:10 pm 
Elven Elder
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Nice progress, it sounds like fun to get personal with a group of you Warriors. Such a shame some of them died, but it was to be expected.

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 Post subject: Re: Silé's Hunters - Battle Company
PostPosted: Sun Mar 18, 2012 7:10 pm 
Elven Warrior
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Asking this you because you are the specialist around in BCs I believe, but what do you think of this list Mirkwood list:
start with 3 wood elves with spears and 3 wood elves with bows.
promotions:
every normal wood elf gets an elven cloak
every cloaked elf with bow is improved into a sentinel
every other cloaked elf gets a horse

reinforcements:
1-2 — No Reinforcements
3 — Wood Elf with Wood Elf spear
4-5 — Wood Elf with Elf bow
6 — Roll again on the table below
table 2:
1 -- Wood Elf with Elven blade and Elven cloak
2 -- Wood Elf with Wood Elf spear and Elven cloak
3-4 -- Wood Elf with Elf bow and Elven cloak
5 Wood Elf with horse
6 -- Wood Elf Sentinel

Equipment
Elven Blade, Wood Elf Spear……………….1 Inf.
Elf Bow, Throwing Daggers…………………2 Inf.
Elven Cloak……………………………………….3 Inf.
Horse (Heroes only)…………………………..2 Inf.

Special Rules
Terror — This Hero causes Terror as described in the main rules manual.

Stormcaller — The first time this rule is chosen, the Hero gains the Nature’s Wrath magical power, which is cast on a 4+. The second time, he gains access to the Call Winds magical power (found in the White Dwarf article “Reinforcements”) which has a range of 12” and is cast on a 2+. If, when casting a spell, the dice rolled is a natural 6, no Will is expended to cast the power.

**A note about Mirkwood Battle Companies**
Elven heroes may increase their Fight value to 7, instead of 6 like other races. Also, they can have 1/2 of their army taking bows, instead of 1/3.

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 Post subject: Re: Silé's Hunters - Battle Company
PostPosted: Sun Mar 18, 2012 8:39 pm 
Elven Warrior
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mastermanje wrote:
Asking this you because you are the specialist around in BCs I believe, but what do you think of this list Mirkwood list:
start with 2 wood elves with spears and 2 wood elves with bows and 2 wood Elves with Elf Blades.
promotions:
every normal wood elf gets an elven cloak
every cloaked elf with bow is improved into a sentinel
every other cloaked elf gets a horse

reinforcements:
1 — No Reinforcements
2 - Wood Elf
3 — Wood Elf with Wood Elf spear
4 - Wood Elf with Blade
5 — Wood Elf with Elf bow
6 — Roll again on the table below
table 2:
1 -- Wood Elf with Elven blade and Elven cloak
2 -- Wood Elf with Wood Elf spear and Elven cloak
3-4 -- Wood Elf with Elf bow and Elven cloak
5 - Wood Elf with Cloak, daggers and bow
6 -- Wood Elf Sentinel

Equipment
Elven Blade, Wood Elf Spear……………….1 Inf.
Elf Bow, Throwing Daggers…………………2 Inf.
Elven Cloak……………………………………….3 Inf.
Horse (Heroes only)…………………………..3 Inf.

Special Rules
Terror — This Hero causes Terror as described in the main rules manual.

Stormcaller — The first time this rule is chosen, the Hero gains the Nature’s Wrath magical power, which is cast on a 4+. The second time, he gains access to the Call Winds magical power (found in the White Dwarf article “Reinforcements”) which has a range of 12” and is cast on a 2+. If, when casting a spell, the dice rolled is a natural 6, no Will is expended to cast the power.

**A note about Mirkwood Battle Companies**
Elven heroes may increase their Fight value to 7, instead of 6 like other races. Also, they can have 1/2 of their army taking bows, instead of 1/3 ,although they do not start with 1/3 (shooting can prove quite powerful, especially for Elves. if you're going to do this I recommend not allowing them to have horses.

I'm not sure how well horses go in a Mirkwood Battle Company, as it doesn't really seem right - any changes I think there should be in blue

GothmogtheWerewolf wrote:
Nice progress, it sounds like fun to get personal with a group of you Warriors. Such a shame some of them died, but it was to be expected.

Thanks Gothmog - they are like pheonixes, they die and are reborn :)

Another report in a minute

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 Post subject: Re: Silé's Hunters - Battle Company
PostPosted: Sun Mar 18, 2012 8:43 pm 
Elven Warrior
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Chris GoM wrote:
mastermanje wrote:
Asking this you because you are the specialist around in BCs I believe, but what do you think of this list Mirkwood list:
start with 2 wood elves with spears and 2 wood elves with bows and 2 wood Elves with Elf Blades.
promotions:
every normal wood elf gets an elven cloak
every cloaked elf with bow is improved into a sentinel
every other cloaked elf gets a horse

reinforcements:
1 — No Reinforcements
2 - Wood Elf
3 — Wood Elf with Wood Elf spear
4 - Wood Elf with Blade
5 — Wood Elf with Elf bow
6 — Roll again on the table below
table 2:
1 -- Wood Elf with Elven blade and Elven cloak
2 -- Wood Elf with Wood Elf spear and Elven cloak
3-4 -- Wood Elf with Elf bow and Elven cloak
5 - Wood Elf with Cloak, daggers and bow
6 -- Wood Elf Sentinel

Equipment
Elven Blade, Wood Elf Spear……………….1 Inf.
Elf Bow, Throwing Daggers…………………2 Inf.
Elven Cloak……………………………………….3 Inf.
Horse (Heroes only)…………………………..3 Inf.

Special Rules
Terror — This Hero causes Terror as described in the main rules manual.

Stormcaller — The first time this rule is chosen, the Hero gains the Nature’s Wrath magical power, which is cast on a 4+. The second time, he gains access to the Call Winds magical power (found in the White Dwarf article “Reinforcements”) which has a range of 12” and is cast on a 2+. If, when casting a spell, the dice rolled is a natural 6, no Will is expended to cast the power.

**A note about Mirkwood Battle Companies**
Elven heroes may increase their Fight value to 7, instead of 6 like other races. Also, they can have 1/2 of their army taking bows, instead of 1/3 ,although they do not start with 1/3 (shooting can prove quite powerful, especially for Elves. if you're going to do this I recommend not allowing them to have horses.

I'm not sure how well horses go in a Mirkwood Battle Company, as it doesn't really seem right - any changes I think there should be in blue

GothmogtheWerewolf wrote:
Nice progress, it sounds like fun to get personal with a group of you Warriors. Such a shame some of them died, but it was to be expected.

Thanks Gothmog - they are like pheonixes, they die and are reborn :)

Another report in a minute

So, that means I'll delete the horses and the 1/2 bow limit. Your5 - Wood Elf with Cloak, daggers and bow will be changed into a sentinel

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 Post subject: Re: Silé's Hunters - Hunger Bites
PostPosted: Sun Mar 18, 2012 8:51 pm 
Elven Warrior
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Hunger Bites

Dwóin could see Silé and Baeli talking from where he was lying. He heard a howl on the wind, and sat up. Silé and Baeli looked in the direction of the howl; Baeli nodding to Silé. “They can smell blood,” Silé said quickly. Baeli nodded again. Ári limped over to the pair. “My axe hungers for their blood,” he said. Silé shook his head. “And they hunger for yours,” Silé said. “Rest, for soon your axe will taste their blood.”

Good:
Silé, Baeli, Fáli, and Nári
Evil:
6 Wild Wargs

To win, the good side must prevent the Wargs from reaching the camp.

The howling of the Wargs came closer, and the four Dwarves could see a small pack approaching from their camp. Fáli let an arrow fly through the air, but it missed the agile creatures, who howled and charged towards them.
The Wargs were quickly close enough for the Dwarves to feel their filthy breath, and Fáli quickly let an arrow fly into the open mouth of a beast, slaying it, whilst one of Silé’s axes thudded into the ground. The Dwarves charged into the wolf-like creatures, one of the Wargs howling and running around behind the rest of the pack. Silé and Fáli both used their axes to great effect, killing a Warg each, whilst the other Dwarves beat back the other brutes. Nári yelled out, his axe cleaving one of the Wargs, remembering how his father was killed.
The Wargs yelled in agony and anger, leaping at the Dwarves, who were pushed back by the momentum. Sidestepping to avoid snapping jaws, Nári was smashed to the ground by the bulk of a Warg. Silé, angered by this, drove his axe into another Wargs eye. Fáli then leapt forwards, his axe slicing the head of the last Warg off, before helping Baeli pick up Nári and take him back to the camp.


Nári rolls a 3 for his recovery; he will not take part next battle.
Good Victory – 4 Influence Points (total 9).
Silé is now on 8 experience points, with Baeli on 6, allowing both to roll on the Hero Advance Table. Ári, Fáli and Dwóin are now on 4 experience points. Nári is lagging behind, on 2.
Both roll a 4 – Baeli gains a Wound, whilst Silé gains an Attack.

Silé glanced at Nári, before turning to the rest of the hunters. “We have to attack the Goblins – before it’s too late. They’ll be leaving their camp soon.” Baeli and Dwóin nodded approval. Ári growled. “And what about Nári?! He’s my brother! We can’t just leave him here!” Fáli placed a comforting hand on his shoulder, but Ári shook it off. “It’s what has to be done – now are you coming or staying?”

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 Post subject: Re: Silé's Hunters - Battle Company
PostPosted: Sun Mar 18, 2012 8:55 pm 
Elven Warrior
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mastermanje wrote:
So, that means I'll delete the horses and the 1/2 bow limit. Your5 - Wood Elf with Cloak, daggers and bow will be changed into a sentinel

If you wanted, you could have it so Sentinels don't count towards the bow limit, or they can go to half (so you could have 3 elves with blades, 3 with spears, and 3 with bows, then you could have up to 3 sentinels as well).

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 Post subject: Re: Silé's Hunters - Battle Company
PostPosted: Sun Mar 18, 2012 8:57 pm 
Elven Warrior
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Chris GoM wrote:
mastermanje wrote:
So, that means I'll delete the horses and the 1/2 bow limit. Your5 - Wood Elf with Cloak, daggers and bow will be changed into a sentinel

If you wanted, you could have it so Sentinels don't count towards the bow limit, or they can go to half (so you could have 3 elves with blades, 3 with spears, and 3 with bows, then you could have up to 3 sentinels as well).

Good idea, accepted

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 Post subject: Re: Silé's Hunters - Assault on the Camp
PostPosted: Mon Mar 19, 2012 4:34 pm 
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Assault on the Camp

Ári finally agreed to come with the others, although was in an enraged state. Dwóin called out when he saw the Goblins, raising his hand to point. The Goblins had left their camp. Silé looked at Dwóin before nodding to him – the Goblins must all be killed.

Good:
Silé, Baeli, Fáli, Dwóin and Ári
Evil:
12 Goblins, 4 with Shield (1 Sergeant), 4 with Orc Bows (1 Sergeant) and 4 with Spears (1 Sergeant)

To win, the good side must destroy the Goblin camp

Dwóin and Fáli raised their bows as the Goblins marched towards them. Dwóin’s arrow bounced off armour, whilst Fáli’s hit the ground in front of a Goblin. 2 Goblin arrows flew through the air, easily missing their targets. Fáli and Dwóin fired again, this time Dwóin missing his mark, with Fáli’s arrow bouncing off armour. Goblins clambered over walls as they rushed towards the hunters. The returning arrows only caused a little discomfort to Fáli.
Another arrow hit Fáli, burying itself in his thick armour, whilst he and Dwóin, distracted by the flying arrows, failed to hit the Goblins. Ári yelled out, thirsting for blood, as his axe flew through the axe, slaying one of the green creatures. The Goblins suddenly crashed into the Dwarves, the archers picking up their pace as they saw their comrades under attack. Ári killed another of the goblins with his axe, whilst Dwóin was wounded by a Goblin Sergeant. Fáli cried out as a Goblin stabbed him, falling to the floor in agony.
The Dwarves all gave mighty cries, as they attempted to push through the Goblin lines. Baeli smashed the thick skull of a Goblin, while his friends surged forwards. Silé gave a mighty cry, as Ári through an axe into the quivering mouth of a Goblin. Silé easily killed one of his enemies, his axe flying gracefully through the air, and through a Goblin.
Ari’s axe bit into one of the Goblin Sergeant’s, who was fortunate in surviving the wound. Baeli tried to nimbly avoid being hit on the head by a Goblin, and was not so fortunate. Ári quickly killed the Sergeant he was attacking with a skilfully thrown axe, before leaping at other Goblins. The Dwarves were now in an incredible fury, launching themselves relentlessly against the Goblins. Ári’s throwing axes claimed another Goblin, as he and Baeli rushed to help Silé, who then killed the last Goblin Sergeant. Ári suffered a bitter blow from a sneaky spear, as Baeli was knocked unconscious. Silé found himself caught in a battle between himself and 2 Goblins, who started running from the fearsome Dwarf. After a tiresome duel, he killed one of the Goblins, ending the life of the final Goblin with an axe to the skull.


All the Dwarves make Full Recoveries, they’re made of stern stuff
Good Victory – 4 Influence Points (total 13).
Silé is now on 14 experience points, with Baeli on 9, allowing Silé to roll on the Hero Advance Table. Ári, Fáli is on 5 experience points and Dwóin is now on 6 experience points. Nári is still on 2. However, Ári, who went on a rampage, is now on 11 experience points!
Ári is promoted to an Iron Guard (although doesn't get armour bonus and keeps special rule). Silé increases his Courage by 1. Dwóin increase his Fight to 5/3+. The other Dwarves have no effect.

“Well done my friends,” Silé congratulated the Dwarves. “We have successfully destroyed their camp, and thus reduced the threat on our people. They may return, but when they do, we’ll be ready for them. But now we must find somewhere safe to rest – follow me.”

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 Post subject: Re: Silé's Hunters - Tracked through the Wilds
PostPosted: Mon Mar 19, 2012 7:54 pm 
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Tracked through the Wilds

Silé led his friends North, in the search for more Goblins to hunt. The rock terrain they were crossing quickly turned to dead and abandoned farmland and bogs, in which the Dwarves found their spirits weakened. The further North they went, the more their spirits drained. As they were going to set up camp, Fáli spotted movement behind them, and raised his hand to point them out, yelling “Goblins!” as he did so.

Good:
Silé, Baeli, Fáli, Dwóin, Nári and Ári
Evil:
12 Goblins, 4 with Shield (1 Lieutenant) (arrive turn 2), 4 with Orc Bows (1 Sergeant) (arrive turn 3) and 4 with Spears (1 Sergeant) (arrive turn 2), and 6 Wargs (arrive turn 4)

To win, the at least half of the Good side must escape off the Northern Board edge.

The Dwarves quickened their pace, aware that the Goblins were following quickly. Each time the Goblins seemed to catch up, the Dwarves tried to run faster, attempting to pull away. Arrows started to fall around them, and then Baeli heard howling, yelling “Wargs” to warn his comrades. An arrow hit Nári’s back, but was stopped by his armour.
The Wargs were almost upon them, when Silé and ari turned around, throwing their axes into the nearby Goblins. They started running again, but they did not get far before the Wargs were upon them, the Dwarves quickly defending themselves. Silé’s and ari’s axes sliced into two of the Wargs, as Fáli was knocked unconscious by a Warg.
Silé and the Goblin Lieutenant both gave mighty yells, but Silé was drowned out by howling Wargs. Dwóin thrust his axe into the mouth of a nearby Warg, which fell onto another, dead. Silé’s axes gracefully carved open a Warg, inspiring Baeli to smash a Goblins skull with his axe.
The Dwarves could feel the Goblins fear, as fear began to take them. The Goblin archers let a volley of arrows fly, wounding Baeli, who was fortunate at the arrow was not fatal. Dwóin sliced through a Warg’s eye, causing it to flee, howling in agony. ari, worn out after his berserk rage, fell to a Goblin blade, enraging Nári. The Goblins leapt at the Dwarves, fate protecting Silé from a blow to the knees. Baeli was also knocked out by a Goblin blow, but Nári, in his anger, smashed his axe onto a Warg’s head, killing it.
The Goblins lunged at Dwóin, wounding him, before Silé beheaded one. Dwóin and Silé escaped the Goblins, Nári choosing to sacrifice himself, before being knocked unconscious. The Goblins ran, fear overwhelming them after their hatred abandoned them, and they left the Dwarves.


Baeli and Fáli recover from their wounds, whilst ari and Nári remain injured.
Evil Victory – 2 Influence Points (total 15).
Silé and Baeli can roll on the hero advance table. Silé gains Favour of the Court, with Baeli gaining a wound.

“Look! Up ahead! There’s a town!” Fáli called back to the others. Silé looked up, and glanced at Dwóin, quickly making a decision. “Let’s go,” he told the other Dwarves. A town would mean somewhere to rest, but as they got closer, he realised there was something weird about the town, something he couldn’t work out...



If you have any name suggestions for Dwarves, please comment :)

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 Post subject: Re: Silé's Hunters - Battle Company
PostPosted: Mon Mar 19, 2012 8:34 pm 
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Whos your opponent? Or are you playing alone?

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 Post subject: Re: Silé's Hunters - Battle Company
PostPosted: Mon Mar 19, 2012 9:21 pm 
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King Ondoher wrote:
Whos your opponent? Or are you playing alone?

I'm playing alone :( (or against Chris, Dwarf Eater :P).
I don't really know anyone that plays LotR, so resort to playing against myself, although I am trying to convert people at my GW to play, I played a 250 point battle against one person (admittedly it was my models, but they knew the rules). [rant] One person claimed that LotR was "too expensive" (admittedly GW should lower the prices, but look at the other armies they play) when they play Space Wolves, Imperial Guard, they started Grey Knights when the new codex was released , Necrons and Scaven (for which they bought the really expensive megaforce) [/rant]

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 Post subject: Re: Silé's Hunters - Battle Company
PostPosted: Mon Mar 19, 2012 9:29 pm 
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Sorry to hear you are lonely, but it looks like you had some fun again getting up close and personal with those dwarves. Nice read

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 Post subject: Re: Silé's Hunters - Battle Company
PostPosted: Tue Mar 20, 2012 4:26 pm 
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Thanks GtW, am planning another battle today (or painting more Dwarves), either way, I'm going to have some recruits for the Dwarves.

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 Post subject: Re: Silé's Hunters - Battle Company
PostPosted: Tue Mar 20, 2012 4:37 pm 
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Although you don't live too far from East Grinstead.... We have several players :-)

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 Post subject: Re: Silé's Hunters - Battle Company
PostPosted: Tue Mar 20, 2012 5:25 pm 
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Is about 18 miles, trouble is my parents would want to drive me that far, it's bad enough at 8 miles

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 Post subject: Re: Silé's Hunters - A Chance Encounter
PostPosted: Tue Mar 20, 2012 6:28 pm 
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A Chance Encounter

The Dwarves walked slowly through the silent streets, axes and bows ready. “It’s too quiet,” whispered Silé, and his voice echoed off the buildings. “It’s like there’s no one here,” Dwóin muttered. The Dwarves rounded a corner, and they saw a tavern sign. Dwóin glanced at Silé, who nodded, before silently opening the door. They looked around the tavern; at one table were a group of four Dwarves, a man and two children sat at another, with the tavern owner standing behind the bar, staring straight ahead. The Hunters walked slowly into the room, but no one else moved. They walked to the bar, one of the other Dwarves standing up as they reached it. He raised a bow, knocking an arrow to it, before aiming it at Silé.
“Who are you?” the Dwarf growled. The Hunters turned around, facing him, and Fáli got ready to shoot at him. “Shoot me and watch him die,” the Dwarf said. Fáli lowered his bow. “Now answer my question. Who are you?” Silé spoke slowly, “I am Silé son of Sali son of Sa.” The Dwarf nodded, and Fáli spoke next, “I am Fáli son of Flain son of Flairi.” The other Dwarf frowned, and concentrated. “Let me see your face Fáli son of Flain son of Flairi,” Fáli walked forwards, pushing his hood back as he did so, and the other Dwarf lowered his bow.
“Forgive me cousin, for I could not see you. I am Fári so of Firi son of Flairi. You can’t be too careful these days. These are my companions, Lóni son of Loi, Khîm son of Kharm, and my brother, Flói.” Lóni and Flói looked over as their names were said, but Khîm did not react at all, staring down at an empty bowl. “We were separated from our company, so we passed through here as we looked for them. It was not as eerie as this when we first came here, children played in the streets, and the tavern was filled. Then people began dying in their sleep. Just one or two died to start with, then more and more. There’s some evil at work here. It is affecting Khîm; he cannot do his duty. It’s like he’s dying of having no purpose.” Fári looked troubled. It was then that the Hunters realised Khîm was the only one in armour, and had a helmet like one of the Khâzad Guard. Silé nodded grimly, before turning to Fári.
“We will find the source of this evil, Fári son of Firi son of Flairi, and we will destroy it,” Silé told him firmly. “You are welcome to join us on our travels.”



For reinforcements I rolled a 2, 5, 5 and a 6, which was followed by a 4. This meant I received a Dwarf Ranger with Two-handed axe, and chose a Dwarf Ranger with Bow, and a Dwarf Ranger with Throwing axes, along with a Khâzad Guard.

Fári:
Image

Flói:
Image

Lóni:
Image

Khîm:

Image

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 Post subject: Re: Silé's Hunters - Battle Company
PostPosted: Tue Mar 20, 2012 7:21 pm 
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looking good, liking the new dwarves :-D

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 Post subject: Re: Silé's Hunters - Battle Company
PostPosted: Wed Mar 21, 2012 4:37 pm 
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thanks hobbitsrule22 :D

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 Post subject: Re: Silé's Hunters - Battle Company
PostPosted: Wed Mar 21, 2012 5:18 pm 
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could i ask you what you think of this dale list, its basically the arnor list with a few tweaks.

master archer of Dale (Dunedain)(must be lieutenant)
archer of Dale (Ranger of Arnor)
6 men of Dale (Warriors of Arnor)

promotions
Archer of Dale -> archer of the king (Ranger of the north, with no might,will,fate base cost 10 points)

Reinforcements
1-no reinforcements
2-4-man of dale
5-6-archer of dale

note-master archer of dale must be lieutenant and has base cost of 9 before might,will,fate

special rules

Dragon Slayer Ancestory-this hero has the blood of bard, slayer of smaug in him. once per game this hero may make a special shooting attack attack at anyone on the board, regardless of distance. it automatically hits and is a strength 4 shot.

friend of the dwarves-the men of Dale have a great friendship with the neighbouring dwarves of erebor and it is not uncommon for them to join forces against the enemy. whilst this hero is in your force, replace the 6 on your reinforcement table with a dwarf warrior with either a shield/ 2 handed axe or a dwarf ranger with throwing axe/ two handed axe. these may not be promoted in a normal sense but can become heros, using the dwarven special rules instead of the dale ones.



thoughts on this would be appreciated. thanks.

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 Post subject: Re: Silé's Hunters - Battle Company
PostPosted: Wed Mar 21, 2012 5:37 pm 
Elven Warrior
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I like it, you could possibly change man of dale from 2-4, to 2-3, archer of dale from 5-6, to 4-5, then make 6 a choose one or roll on table below,
1-2 dwarf ranger with two-handed axe or wood elf with blade
3-4 dwarf ranger with throwing axes or wood elf with throwing daggers
5-6 dwarf ranger with bow or wood elf with elf bow
-may not include Dwarves and Elves in the same battle company-

this would mean you'd lose the friend of the dwarves rule, but could replace it with:
bird friend: this hero can speak to the birds (was it crows?) like Bard could, where the bird tells them the weak spot of the enemy. The hero and any friendly model within 3"/7cm may re-roll to wound ones of 1 with shooting attacks.

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