Why not just scrap Necromancers for the Vampires. Leave those to the Tomb Kings. It’s easier, eliminates balance issues, & encourages a difference in magic units.
Necromancer Same stats as Hedge Wizard. starts with necromancy 1
Necromancer Lord Same Stats as Wizard. starts with necromancy 1, 2
i would agree here.
in edition 7 the vampire necromancers are not the strong casters anymore that they were in the 6th edition.
in 7 they dont have a necromancer lord anymore, and can just cast spells 0-2 (necromancy 1).
so atleast the necromancer lord should be taken out.
in edition 7 the necromancers can mount a "chariot" called "corpse cart".
rules are somehow: weak chariot, str2, toughness4, attacks 2D6, armor 5+, regeneration. the corpse cart can cast a spell "miasma of deathly vigor" that is a bound spell and all friendly undeads 12" get "always strike first".
additionaly the corpsecart can buy one of these two:
balefire: enemy wizards in 24" suffer -1 to cast spells.
unholy loadstone: units in 6" around the cart get +1 wound when targeted by invocation (necromancy heal spell 0)
so the suggestion is:
leave necromancers as weak casters (necro1) and add the corpsecart instead of the necromancer lords as weak support chariot. (some medic promotion. maybe a +10% heal when the heal spell is casted on this stack)
or
take out necromancers too and add the corpsecart as (mounted by necromancer). as weak chariot (some medic promotion, and ability to cast necromancy 1)
maybe something like:
Corpse Cart (replaces chariot), Strength 4/3, 1 move. 0-2 firststrikes. Can not get iron weapons. Can withdraw from combat (25% chance). +25% vs melee units. starts with medic promotion, causes fear, undead, regeneration, and unholy loadstone promotion (= it would grant undead units in the same field the "affected by corpsecart" promotion that grants +0-1 firststrike and +10% heal with necro spell 0)
avaiable with necromancy? (or when necromancers get avaiable)
it could replace the "unfitting":
Skeletal Chariot (replaces Chariot) Strength 4/3, 2 moves. Can get bronze/iron/steel/meteoric iron weapons. Can withdraw from combat (25% chance). +25% vs melee units. cause fear. Undead.
mounted necromancer corpse cart version could cast necromancy 1 too.
+some national limit like necromancers?
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Black dragon (replace red dragon) Same as red dragon but half of the fire strength becomes unholy strength. Requires aerie.
in edition 7 the darkelf black dragon breathes poison... so it could be:
Same as red dragon but half of the fire strength becomes unholy strength the other half poison.
basically the fire and poison of dragon and hydra would just swap... hmm
but noone liked to change the hydra from poison to fire... so i guess this wont happen either.
also as darkelf idea:
Couldron of Blood (replaces war chariot, or same slot as chariot? or replaces catapult? (it uses the war machne rules in the tabletop, but that might confuse the AI when its under catapult?),
stats basically same as witchelves... +1unholy and marked as chariot or warmachine.
some national limit too... maybe 5?
str 4 +1unholy +2poison, 1 moves. Can get iron weapons. +25% vs disciple class, 'Frenzied' promotion.
if the couldron of blood kills an enemy unit (or a unit witchelves on the same field) it grants the "blessings of khaine" to a randomly chosen friendly unit on the same field.
blessings of khaine promotion: +1 firststrike, -1str +2unholy, 5% chance to withdraw combat.
or as unique town building?:
+1 happyness, maybe some additional bonus when slaves are sacrified/used in the city, and grants the blessings of khaine to here created units.
but i guess the chariot version that grants a blessing when it kills something could be nice?
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i aggree that the most terrifying units should cause terror i.e. a dragon or a greater demon...a skaven bell? a steam tank?
and the 2nd most terrifying ones should get fear... i.e. a black coach? spirits, banshee, a hydra, blood knights, a stegadon?, a chaos spawn?...
maybe a death/necromancy spell (lvl 2 or 3) could cause fear in enemy units.
and all other minor stuff that would get fear in the tabletop (i.e. skeletons, zombies, basic undead knights, minor demons, etc) dont get fear.
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yeah yeah its fine
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No, please unchange them. Nelia, its great to get some ideas and feedback and I appreciate that, but I think you don't have the whole mod design in your head the same way that I do.
also this!
all i suggest are just ideas (mostly based on the tabletop rules/books) and not "this must be in the mod change it now!!!11"
and yeah i have no idea about the whole concept of the mod... you work for years on the mod and know what is aceptable balance wise and what is not, i dont realy know all details.