The Lost Kindreds: Full Army List

Post ideas and develop rules or stats for whatever you want in here. Asrai units as well as other races

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Re: The Lost Kindreds: Full Army List

Postby shiodome » Thu Jul 30, 2009 12:26 am

you seem to be saying that because they can't be spammed, they don't need a higher points cost to restrict them. but surely points cost isn't just a method of limiting the frequency of a unit in a list, if it was they might as well be 2 points each as people still aren't going to take more than 2 units i'd imagine. the cost is still very relevant regardless of whether something is rare/special/core?
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Re: The Lost Kindreds: Full Army List

Postby ArchMagosAlchemys » Thu Jul 30, 2009 12:30 am

The slot they use and the effect they have on the army are all factored into the price. They are certainly not the no-brainer you suggested because they use a Special slot. fight the battle and see how it works out. They are also 3(4) S. and the second attack for the rider is a significant difference.
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Re: The Lost Kindreds: Full Army List

Postby shiodome » Thu Jul 30, 2009 12:39 am

you do know "hounds became a no brainer" is refering to chaos hounds right? :paranoid: i only just twigged why you were talking about special slots, when i was talking about the effect of adding cheap units to elite armies. my bad, probably should have picked an example that didn't have the word 'hound' in it :confused:
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Re: The Lost Kindreds: Full Army List

Postby ArchMagosAlchemys » Thu Jul 30, 2009 12:54 am

Yes, I thought you were talking about Hounds of the Forest.

In the Lost Kindreds, if you take the 'cheap' hounds, you have to leave out other Special choices. If you go this route it will result in weaknesses in the army elsewhere. This makes them different to chaos hounds in that army list. (Or at least that was our reasoning when their price point was selected.)

You could also compare them to Dire Wolves.
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Re: The Lost Kindreds: Full Army List

Postby Tekeino » Mon Aug 24, 2009 3:35 am

I just noted that With gruaths bolas it says can stand and shoot but what say he stands shoots and entangles them, thne does their charge fail if they cant make this distance with half range?

im not really sure of the rules as im new to fantasy could somone please help

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Re: The Lost Kindreds: Full Army List

Postby ArchMagosAlchemys » Tue Aug 25, 2009 10:37 pm

Yes. :D
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Re: The Lost Kindreds: Full Army List

Postby Mist Walker » Wed Aug 26, 2009 2:22 pm

I'd say that any distance under 12" is affected. So if you charge from more than 12" away you are really going to struggle making it, hmm, may need altering as that makes him almost unchargeable, in Beithir and Forgottenlore's game a similar thing's happened regarding the sacred glade
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Re: The Lost Kindreds: Full Army List

Postby ArchMagosAlchemys » Wed Aug 26, 2009 3:26 pm

That's fine with me. He cannot join units and if charged by two units, can stop only one, and even then not all the time. He's still vulnerable to shooting and magic.

The 'special' rules of the Lost Kindreds make them different to WE, but in a different way. They shoot a lot and are hard to get to, but are almost all squishy elves when you get there. With the exception of the bears there is nothing much with any resilience at all.

i think they require a different 'approach' to tradtional WE.
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Re: The Lost Kindreds: Full Army List

Postby Temujin_Khan » Wed Jun 02, 2010 11:31 pm

I was just reading through this and I realized with 8th ed fast approaching, this list has some awesome combo's.

1) 20+ Glade Guard
-Standard Bearer, Banner of the Hawk, Plashed Hedges.

If fantasy goes to true line of sight, then these guys will be putting out 40+ shots that hit on 3's pretty much anywhere it's needed. Awesome ^^

2) Noble
-BeastKin, Claws of the Beast

With our "Standard Alter" losing it's effectiveness, This guy is going to be a bear. 7 S6 with -4 to armor saves, and at I9. I wish this army book was real.

Man oh man I wish I could use these two groups in a tourney. Oh look, a unit of Flesh Hounds 30" away and behind forests and units galore *twang of many bows* Oh look, no more flesh hounds. ^^

EDIT: I just reread the "Rain of Death" rule. So the Glade Guard arn't as good as I though.
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