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Slave (off the Altar)

Joined: Sat Sep 23, 2006 11:34 am
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Location: Sembach AB, Germany
I had just happened across a group of people wanting to revise the Dark Elves for Mordheim, (you guys obviously.)

I noticed the forums themselves seem rather.. well dead, and was wondering on the status of the project.

I've been a Mordheim player for around 5 years minus a year spent in tech training at Keesler AFB, and was always a fan of the Dark Elf warband in the Lustria setting.

More importantly was wondering if the development team fell apart/abandoned the idea to work up a viable revision to submit to Specialist Games or if progress is just slowing down.

Any info would be appreciated, or contact info/let them know there is some people who would be willing to submit time to the project.

I've read the post about the leave of absense per say, was also wondering if it became more permanent than expected.

V/r

David


Sat Sep 23, 2006 2:03 pm
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AFAIK the current status is, that the work is finished and what remains is sending results to SG. Or may be they were already sent. Wait a bit for ANSOB, he can give you authoritative answer.


Sat Sep 23, 2006 4:07 pm
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Loflar's first assessment is correct; the work is finished insofar as we can tell (all PT data indicates the list is balanced and works well with the current incarnation of the game), but it hasn't yet been sent to SG - mostly on account of my starting university in ten days' time (and all the organisation that needed to be done over the summer holidays), I'm somewhat short on time.

In other words, the results will be sent over to SG some time soon, possibly by mid-October, at the very latest by early December. Then all we'll have to do is wait for a word from them. Don't let that hinder you from playtesting the list some more, though - there's never too much playtesting done.

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Sat Sep 23, 2006 4:42 pm
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Slave (off the Altar)

Joined: Sat Sep 23, 2006 11:34 am
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Thanks for the reply, the next question then becomes will the Alpha 4 version sent in, or will it modified based on play testing info from it. Ie. I saw a reference to the Long Lived was being revamped/removed ect ?


Sat Sep 23, 2006 4:52 pm
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Some tidying up remains to be done, and whether or not Long Lived stays in is entirely dependant on what the people writing the WE list on the SG forums do (it's meant to be an elven rule, not specific to the Druchii - the very big downside to our elite stats and specifically there to stop full-hero elven warbands). Unfortunately, on account of the fact that I don't have much time, I haven't been able to check up on the WE warband's progress.

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General Kala wrote:
Cenyu wrote:
Hail to the King, baby.
All my eloquence fails to express it as well as this.


Mon Sep 25, 2006 11:31 am
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A neutral shade of black. wrote:
whether or not Long Lived stays in is entirely dependant on what the people writing the WE list on the SG forums do (it's meant to be an elven rule, not specific to the Druchii - the very big downside to our elite stats and specifically there to stop full-hero elven warbands).

1) Full hero? 12 heroes? If it is 6 heroes, what is so wrong on it? Skaven start like this, so do Bretonnians.

2) One of reactions I got when I mentioned this rule as a compensation for elven high stats and elitism was, that if all elves are going to have it, then dwarves should have it as well. Actually more then elves.


Mon Sep 25, 2006 12:17 pm
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Slave (off the Altar)

Joined: Sat Sep 23, 2006 11:34 am
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In campaigns its a huge downside.

The actual skill has no direct effect on the power of the warband in any games.

However what it does is it hampers the promotion to Hero, which has the added effect of lowering the total number of:
- Exploration dice (Direct effect on gold income)
- Chances for searching for Rare items
- Both of these add together to make the warband armed with less items and have more problems hiring up to their max number/replacing people who die
- Added effect of having a small max warband size of 12 more likely to have someone die postgame with the lack of a 6th heros making more people roll on the Henchman Injury table.

It seems like its a skill that will do nothing to have a direct impact on the game and therefore noone will care that its there(except for Dark Elf players) while it weakens the warband in postgame setup.

Fluff wise it doesn't really fit as a result of being Long Lived. Apparently the Warband is lacking someone who has proven themself if the spots open. If The lad's got talent, apparently his Dark Elf compatriots think he did something incredible, like stabbing a Dwarf in the back after he tripped on his beard, or fed some Forbidden Fruit to a starving animal.

When it ultimately will come to, if the rule goes in as worded, not many except the truly dedicated to Dark Elves will play a warband that balances itself by making it impossible to keep up with the other warbands in a campaign who are making more gold and finding more items to use in the actual game.


Tue Sep 26, 2006 10:03 pm
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Loflar wrote:
1) Full hero? 12 heroes? If it is 6 heroes, what is so wrong on it? Skaven start like this, so do Bretonnians.


Elves. WS5 I5 multiple attacks. An additional buffer to multiple MoP+RXB+QS heroes, since the status of RXB+QS still hasn't been clarified.

This is Mordheim, not WFB.

Loflar wrote:
2) One of reactions I got when I mentioned this rule as a compensation for elven high stats and elitism was, that if all elves are going to have it, then dwarves should have it as well. Actually more then elves.


From a fluff point of view, dwarfs live four hundred years on average, whilst elves live fifteen hundred. No, dwarfs don't deserve Long Lived. As for the dwarven warband, we all know it needs to be rewritten anyway.

That said, when I send this in, maybe SG will agree on a revised version of Long Lived that can affect all elder races.

Yes, Long Lived is a huge disadvantage, but it's a calculated disadvantage that's been in since the start. People dislike it, but there's no reason to remove it that I've seen - Druchii warband with Long Lived do just as well as any human merc warband provided you play intelligently and protect your heroes.

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General Kala wrote:
Cenyu wrote:
Hail to the King, baby.
All my eloquence fails to express it as well as this.


Wed Sep 27, 2006 5:13 am
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A neutral shade of black. wrote:
Loflar wrote:
1) Full hero? 12 heroes? If it is 6 heroes, what is so wrong on it? Skaven start like this, so do Bretonnians.


Elves. WS5 I5 multiple attacks. An additional buffer to multiple MoP+RXB+QS heroes, since the status of RXB+QS still hasn't been clarified.

Skaven. WS4 I5 S4 multiple attacks. Tail fighting. More henchrats that all elves together.

Quote:
Yes, Long Lived is a huge disadvantage, but it's a calculated disadvantage that's been in since the start. People dislike it, but there's no reason to remove it that I've seen - Druchii warband with Long Lived do just as well as any human merc warband provided you play intelligently and protect your heroes.

Warband of 12 members may route when 3 members are OOA. If all of them are henchmen, one of them will probably die. Most common result of exploration is 3 wyrdstones, i.e. 60 gc. Getting new henchman, even inexperienced, with equipment, costs about 60 gc. That means no development.

If you use dogs, beastmaster must accompany them and will recieve the countercharge. One less hero to look for wyrdstones and rare items. Bad luck with finding rare items means no shooting. I have already written all of this several times.


Wed Sep 27, 2006 6:56 am
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