Unitstats

As those are 1 against 9 or 10 units in a Regiment, we actually should make up the Values for those, AFTER we did the ones for everything else!!!!!!
 
Here you go, the basic stats for the Empire (without weapons and mounts):

Core Units:

Spearman:
STR: 6
FS: 1
M: 1

Halberdiers:
STR: 6
FS: 1
M: 1

Swordsman:
STR: 6
FS: 1
M: 1

Free Companies:
STR: 6
FS: 1
M: 1

Archers:
STR: 6
FS: 1
M: 1

Crossbowman:
STR: 6
FS: 1
M: 1

Handgunners:
STR: 6
FS: 1
M: 1


Units of which I don´t know what type they are (wasn´t stated in the Empire thread)

Knightly Orders:
STR: 6
FS: 2
M: 1

Knights of the White Wolf:
STR: 6
FS: 2
M: 1

Greatswords:
STR: 6
FS: 2
M: 1

Pistoliers:
STR: 6
FS: 1
M: 1

Flagellants:
STR: 8,4
FS: 1
M: 1


Lords:

Elector Count:
STR: 19,2
FS: 2
M: 1

Templar Great Master:
STR: 20,8
FS: 3
M: 1

Wizard Lord:
STR: 14
FS: 2
M: 1


Heroes

Captain:
STR: 15,2
FS: 2
M: 1

Warrior Priest:
STR: 13,6
FS: 2
M: 1

Master Engineer:
STR: 9
FS: 2
M: 1

Battle Wizard:
STR: 9
FS: 1
M: 1



!! Riding a Horse would Result in a M of 2 for the respective unit !!
 
Duke van Frost said:
As you clearly see, we need to come up with some rules for the weapons and an Era Modifier!

And the stats for the Artillery have to be made up completely IMO

hell yea thats what i wanted! some more similar stats and a great weapons / armor system like i gave some examples for earlier...

have to go now, see the formations thread ;)
 
Weapons(without question) and era modifier looks like.
The spearman seems to be wrong(should be Str 6 I suppose).

here are some woodelves:

Stats conversion:

Treeman: Str 25, 1 FSC, M 2

Treekin: Str 16, 1 FSC, 1 FS, M 2

Dryads: Str 10, 1 FSC, 2 FS, M 2

Gladeguard: Str 6, 1 FSC, 1 FS, M 2

Gladeriders: Str 6, 1 FSC, 1 FS, M 3

Eternal Guard: Str 7(+1 due to fighting style), 1 FSC, 1 FS, M 2

P.L. came up with own conversions and left out the original rules for most of the special units so I can't really take everything into account:(

It seems to me that we can really ONLY seriously build the coreunits with the system:sad:
that means it's quite useless imo
Maybe better we just make some generic civstats and diverse with some flavor promotions. What do you think?
 
well that will be as complecated as doing it by wh stats.... but hell yea give some basic strenght to a race or type, like Basic Humans, well trained Humans, Elves, Elite Elves, whatever.... and then make it diverse by special rules, armor and weapons, thats what i think would be best... think about something and remember that!!!!
 
Wait Duke! How the hell did the Elector Count get so strong.
In my calculation it's just Str. 13(rounded up) or did you use seZ unaltered Attack and Wound modifiers?(I updated that)

Edit: ok seZ we can still try though I'm pessimistic herewith.
 
Yeah, definitely, will take a lot of time, but since we got MUCH more units (because of the eras) than are in the Armybooks it will be a necessary thing I fear.

So we need the folks with the armybooks to post all Units as fast as possible (or everybody can just have a look at the GW site - I think all are there too

I´ll come up with the stats for the Empire (and suggestions what the equipment should do for them) until tomorrow after I finish the Pedia today.

We need to get something done on this topic - all those gfx and resource talks are nice, but I fear we have to come up with the basics first, before we can focus on those things again.
 
Ok I think a new thread for weapon and armor rules would be best. This one's already chaotic enough.

@Duke
just wanted to bump this again::bump:
Wait Duke! How the hell did the Elector Count get so strong.
In my calculation it's just Str. 13(rounded up) or did you use seZ unaltered Attack and Wound modifiers?(I updated that)

Edit: ok seZ we can still try though I'm pessimistic herewith.
 
First: the spearman was a typo :blush:

Second: I took all FSC from the WS/BS as FS :hammer2:

Third: Elector Count:

S4 + T4 = cIV strength of 8

W3 = +100% cIV strength

A3 = +40% combat (cIV strength?!?)

100% + 40% = 140%

140% of 8 = 11,2

8 + 11,2 = 19,2 :confused:


In which way are you calculating this?
 
I admit that:D I noticed too strange results with the Treeman and treekin.
The Treeman would have had a Str something about 40! No way! Too weird!
Hope you see my reasoning now why I wanted to have some basic values first before we start Weapons:D
 
So, what to do now?

Make them all up from the Ground?

Create generic stats and then alter them for each civ and every single unit?

I fear that this is the way we´ll have to go - and I also think that it will provide the best results.
 
We could go this way:

Stats for Coreunits(Infantry)
Human:
Str 6, 1FS, M1
Elf:
Str.6, 1FSC, 1FS, M2
Orc:
Str.7,M1(Animosity)
Dwarf:
Str.7,1FSC,M1
Goblin:
Str.5,M1(Animosity)
Beastman:
Str7,1FSC, 1FS,M1
Skeleton:
Str.5,M1(+Fear)

For every WS below 3 unit gets an additional -1 Str
WS 5 additional +1 Str
Only working for Coreunits. But maybe it is still better to make them up. I'm really not sure about.
 
Well that list sounds good so far. you have to remember, that the equipment will add alot of strength and stuff against certain types of units too.
And smaller numbered units should get some -strength, so a elector count would have 13 but compared to a regiment of 10 units, he should not have more than the half or one third or something!!!
 
seZereth said:
Well that list sounds good so far. you have to remember, that the equipment will add alot of strength and stuff against certain types of units too.
And smaller numbered units should get some -strength, so a elector count would have 13 but compared to a regiment of 10 units, he should not have more than the half or one third or something!!!

So we should add some sort of rank bonus? well it certainly is realistic. then we should put the formations in groups something like this:

- loners, small groups, skirmishers
- 'normal' unit
- large unit

then give them negative bonusses.
 
DutchJunkie said:
So we should add some sort of rank bonus? well it certainly is realistic. then we should put the formations in groups something like this:

- loners, small groups, skirmishers
- 'normal' unit
- large unit

then give them negative bonusses.

well no... i actually would say, give a unit 10 or archer 9 (cause of formations.xml) units, and a strength and then look that a single unit is not stronger than a whole regiment. if you want to field large groups, than simple build 2 cheaper regiments of 10 goblins and field em against one regiment of a more expansive unit...

I do talk of Heros and Monsters, and by the way Cavalry, which has 5 units in his regiment. But unit size simply should not be too detailed!
 
OK i downloaded the warmaster rulebook and will have a look at it, perhaps this will help us with stats and stuff... for everyone who wants to have a look too, go to this side and download some rulebooks in pdf files.. . . .

After that we can have a better decision about strength and stuff....
And hell guys, the gfx rocks ass, so lets get a gamemechanic which at least doubles this fun!!!!!
 
Ploeperpengel said:
We could go this way:

Stats for Coreunits(Infantry)
Human:
Str 6, 1FS, M1
Elf:
Str.6, 1FSC, 1FS, M2
Orc:
Str.7,M1(Animosity)
Dwarf:
Str.7,1FSC,M1
Goblin:
Str.5,M1(Animosity)
Beastman:
Str7,1FSC, 1FS,M1
Skeleton:
Str.5,M1(+Fear)

For every WS below 3 unit gets an additional -1 Str
WS 5 additional +1 Str
Only working for Coreunits. But maybe it is still better to make them up. I'm really not sure about.

Are those suggestions meant to be for the Ancient Age? Just want to be sure.

And If I understand you right - do you want the units from the Age of Magic to replace the Units from the Ancient Era (except the Monster maybe)? And the Units from the Discovery and Mechanical Age are meant to be used alongside the Units from the Age of Magic?

So the Units from the Age of Magic make up the core army for most part of the game and the ones from the Age of Discovery and Mechanical are meant to be "special units"?
 
Back
Top Bottom