rudra34 Posted July 12, 2015 Report Share Posted July 12, 2015 The wound system seems to have a ton of holes in it, as one wound of goblin does not equal one wound of chaos warrior. Still, it's a start. This guy on Warseer has been working on an algorithm for costing out units. It too is far from perfect, but I think this sort of thing is a good start to making for fun and balanced games. http://www.warseer.com/forums/showthread.php?411052-AoS-Army-Composition-Algorithm 1 Quote Link to comment Share on other sites More sharing options...
djellum Posted July 12, 2015 Report Share Posted July 12, 2015 Ive played in some events that went the opposite way sylvos, and i really liked it. For example (with completely hypothetical numbers) Fight a 100 wound battle, then heal 30 wounds for the next fight, take whats left and heal 15 wounds for the last one. If the heal wont take you above a set amount of wounds then you get to heal up to the minimum. In this example say 60 wounds. Makes that attrition count, and all of a sudden people dont want to run risky chances if they cant get there unit back to full for next game. 1 Quote Link to comment Share on other sites More sharing options...
djellum Posted July 12, 2015 Report Share Posted July 12, 2015 I think with the non comparative hit and wounding then theres going to be smaller gaps between chaos warriors and crap troops. Agreed that 1 for 1 us off, but i think that some 0-1 choices, maybe a unit maximum or 2 would go a long way to evening it out. Chaos warriors have always broken the game a bit in comparison to other models, even when points were the mechanic. Quote Link to comment Share on other sites More sharing options...
dkieft Posted July 12, 2015 Report Share Posted July 12, 2015 It seems like it would be more fun to do an Narrative Campaign event with some building restrictions that alter based on the previous games. Maybe the Winner of one game gets an extra unit War scroll while the loser gets an additional character (or whatever). It seems like trying to flat out balance will be rough but creating a rough system could aim people in the right direction. Quote Link to comment Share on other sites More sharing options...
Threejacks Posted July 16, 2015 Report Share Posted July 16, 2015 So plugging in some Warscrolls to those building rules and shooting for a 100 wound maximum I came up with this; Great Moonclan -NG Warboss on Great Cave Squig 6 wnds -NG Shaman 4 wnds -20xNG Spears and Shields 20wnds -20xNG Spears and Shields 20wnds -15xNG Bows 15wnds -2xNG Fanatics 2 wnds -2xNG Fanatics 2 wnds -Mangler Squig 10wnds Great Moonclan total 79 wounds Addional support -Skarsnik 6wnds -Rock Lobba w/Bully 10wnds -Wolf Chariot 4wnds Support total 20 wounds Army total 99 wounds at 69 models The Great Moonclan gives all moonclan units +1 to bravery(effectively 5 now instead of 4) and an extra attack with a to hit roll of 6. Its probably very soft compared to what others could bring but I would be willing to try it against anything that uses the same build criteria and playing in the 3 scenarios posted. Now to see what I can put together for my UL. 1 Quote Link to comment Share on other sites More sharing options...
Brother Glacius Posted July 16, 2015 Report Share Posted July 16, 2015 Some club came up with some comp rules and Bells has it posted. Even goes to specific units. Quote Link to comment Share on other sites More sharing options...
Threejacks Posted July 16, 2015 Report Share Posted July 16, 2015 Some club came up with some comp rules and Bells has it posted. Even goes to specific units.You mean this? http://www.louisvillewargaming.com/Files/AzyrComp.pdf Either way this looks interesting:) Quote Link to comment Share on other sites More sharing options...
valourunbound Posted July 16, 2015 Report Share Posted July 16, 2015 I really like this. I think it's just simple enough to work. Also the pdf looks nice. That's always a plus in my book. Quote Link to comment Share on other sites More sharing options...
rudra34 Posted July 16, 2015 Report Share Posted July 16, 2015 Seems like a reasonable system to me. Quote Link to comment Share on other sites More sharing options...
savion47 Posted July 16, 2015 Report Share Posted July 16, 2015 I really like it as a place to start. Quote Link to comment Share on other sites More sharing options...
pretre Posted July 16, 2015 Report Share Posted July 16, 2015 We need your help! Like so many others, we want to enjoy a balanced game of Age of Sigmar. Since we feel having points set to units help achieve this, we have produced points cost lists for every army available. But it's not too late to help out with this huge project. In fact there has never been a better time than now! Just download a few lists from our blog, and start gaming. Should anything feel off points-wise, let us know and we will strive to correct it. You will of course be credited where due! Check us out at http://ageofwargamers.blogspot.com Cheers! 1 Quote Link to comment Share on other sites More sharing options...
valourunbound Posted July 16, 2015 Report Share Posted July 16, 2015 And we used to think ETC vs. Swedish vs. no comp was a hard decision. Now we have to figure out what base point system to use! And everyone seems to have their own. I do like how they basically said NO to summoning. 1 Quote Link to comment Share on other sites More sharing options...
Brother Glacius Posted July 16, 2015 Report Share Posted July 16, 2015 Summoning isn't horrid unless you give wizards access to all summoning spells. If you require the unit to be on the field already, then that really limits them. Also, a single wizard can only attempt a spell once. So Nagash can't spam out 320 zombies in a single turn. He can only crank out 40 :) It could also help if you allowed unbinding to take place if the defending wizard was within 18" of the summoned unit. Quote Link to comment Share on other sites More sharing options...
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