|
Post by stevie on Jan 27, 2023 20:10:01 GMT
I’m not sure that I agree with your “Dracula” troop classifications Brian. ‘Dragons’ need pure luck to appear, can’t be a General, and are quite vulnerable, permanently fleeing from the battlefield if they score less. And having a mere ‘Flyer’ as a General is also far too weak, as they are highly susceptible to enemy Magicians, Heroes and Shooters.
I’d prefer "Dracula" himself to be a Magician General…able to ‘mind control’ opponents, gets an extra +2 when defending against magic when he is near his own stronghold, and can pass through any friends as if he were flying (vampire bats make good flyers).
Lets now look at another branch of horror…ZOMBIES. Although there is a Zombie army listed in the rules, this needs updating with more recent films. Apparently they come in two main types: slow shuffling zombies, as seen in “Shawn of the Dead”, and more dangerous fast raging zombies, as seen in “28 Days Later” and “World War Z”. These fast raging zombies come in several varieties, as seen in “Zombieland: Double Tap”.
‘T-800’ zombies (Behemoths @ 4 AP each)……that take several hits to kill (so always “Double Tap” them). ‘Hawking’ zombies (Warbands @ 2 AP each)…smarter than most, they can open doors and climb ladders. ‘Homer’ zombies (Hordes @ 1 AP each)…………the most common, shuffling along, but there are lots of ‘em. ‘Ninja’ zombies (Lurkers @ 1 AP each)……………that hide in dark shadows. Zombiefied dogs and birds (Beasts and Flyers @ 2 AP each) can still be used. Stronghold: a biological research center or a chemical plant poring out pollutants. Now make a 24 AP army out of these, with either of the first two as their leader.
And if you don't mind changing the rules, every time an opponent is destroyed they are immediately replaced by a new fresh shuffling 'Homer' zombie (as the sloooow speed of returning Hordes takes them far too long to get into action).
|
|
|
Post by kaiphranos on Jan 27, 2023 20:36:42 GMT
For me it’s got to be Psiloi Lithe, energetic and always on the move I’ve always seen you as more of a ‘Lurker’ Baldie… …someone who can turn up unexpectedly in any thread. So does that mean Fanaticus threads are bad going?
|
|
|
Post by stevie on Jan 27, 2023 20:40:40 GMT
Some are heavy going Kaiphranos...
|
|
|
Post by Brian Ború on Jan 27, 2023 21:08:21 GMT
I’m not sure that I agree with your “ Dracula” troop classifications Brian. ‘Dragons’ need pure luck to appear, can’t be a General, and are quite vulnerable, permanently fleeing from the battlefield if they score less. And having a mere ‘Flyer’ as a General is also far too weak, as they are highly susceptible to enemy Magicians, Heroes and Shooters. I’d prefer "Dracula" himself to be a Magician General…able to ‘mind control’ opponents, gets an extra +2 when defending against magic when he is near his own stronghold, and can pass through any friends as if he were flying (vampire bats make good flyers). ... Yep, very good idea! Great! (My first choice was simply based on a pun: Dracula/dragon)
|
|
|
Post by Brian Ború on Feb 6, 2023 11:39:53 GMT
Another old terror was still missing:
The Mummy
1 x undead Pharaoh, mg gen@4ap 1 x undead Queen, female hr@4ap 1 x Seth, Bringer of Chaos, in the shape of a sandstorm, gd@4ap 2 x swarming scarab beetles, bs@4ap 2 x skeleton soldiers, bd@4ap 1 x monsters, sh or fl or wb@2ap 2 x walking dead, lr@2ap
Stronghold: A half buried but opened egyptian prison tomb.
|
|
|
Post by Brian Ború on Mar 28, 2023 13:44:54 GMT
And one of my all-time favourites:
John Carpenter's THE FOG army of cursed zombie sailors
1 Blades Gen @ 2 AP 4 Blades @ 8 AP 6 Hordes @ 6 AP 2 Warbands @ 4 AP 2 Lurkers @ 2 AP (water and land) 1 swarm of undead crows (Flyers @ 2 AP)
Stronghold: Their wrecked ship.
|
|
|
Post by Brian Ború on Apr 23, 2023 16:34:11 GMT
There are many reasons why the next unnamable terror has been banished up to now from the big screen:
Beware of the Bavarian Blasmusik (marching band)
1 x Cleric general (conductor, whose cryptic gestures are very impressive) @ 3 AP 1 x Behemoth (church organ, alphorn or electric guitar with amp tower) @ 4 AP or hero (singer) @ 4 AP 1 x Artillery (timpany or bass drum, "symphonic surprise") @ 3 AP 2 x Spears (flutes and clarinets) @ 2 AP 2 x Beasts (horns, trombones) @ 2 AP 1 x Warband (drumset and percussion) @ 2 AP 1 x Blades (trumpets) @ 2 AP 1 x Shooters (guest star bagpipes) @ 2 AP or hordes (saxophones) @ 1 AP and/or lurker (underground street musician) @ 1 AP
Stronghold: Festzelt on the Oktoberfest
|
|
|
Post by Brian Ború on Jun 12, 2023 11:04:59 GMT
After some playtesting I find that the Them!Radioactive Giant Antsare somehow a bit weak (most of them Bs) against Humans. So I tried as an alternative Bd, and now they are a real threat. And move as clumsy as in the 50ies' movie...
|
|
|
Post by stevie on Jun 12, 2023 11:43:01 GMT
I too was a bit disappointed with my Giant Radioactive Ants. When I pitted them against my War Of The Worlds Martians, or even against my Doctor Who Daleks, I found that having a Magician as a General was far too vulnerable, and he would invariably be zapped, ensorcelled and lost by enemy magic. (Especially as the Martians have three Fighting Machine Magicians!)So I changed my General into a huge Warrior Ant Behemoth General, which might run away and flee from magic, but at least he won’t be lost. But I keep the Telepathic Mind Controller Ant to see off Heroes & Aerials. As for having the the rest of the Giant Soldier Ants as Beasts, I find their speed and ‘quick kill’ (being mounted) sufficient to beat Rifle Shooters. And their ability to zoom through and fight in bad going is perfect for ambushing Tank Knights, who must avoid approaching bad going at all costs. But as with all things in both DBA and HoTT, it’s the overlaps and the flank attacks that decide the battle…
|
|
|
Post by Brian Ború on Jun 13, 2023 9:27:45 GMT
I too was a bit disappointed with my Giant Radioactive Ants. When I pitted them against my War Of The Worlds Martians, or even against my Doctor Who Daleks, I found that having a Magician as a General was far too vulnerable, and he would invariably be zapped, ensorcelled and lost by enemy magic. (Especially as the Martians have three Fighting Machine Magicians!)So I changed my General into a huge Warrior Ant Behemoth General, which might run away and flee from magic, but at least he won’t be lost. But I keep the Telepathic Mind Controller Ant to see off Heroes & Aerials. As for having the the rest of the Giant Soldier Ants as Beasts, I find their speed and ‘quick kill’ (being mounted) sufficient to beat Rifle Shooters. And their ability to zoom through and fight in bad going is perfect for ambushing Tank Knights, who must avoid approaching bad going at all costs. But as with all things in both DBA and HoTT, it’s the overlaps and the flank attacks that decide the battle… Yeah, if your enemy is stronger, then you'll have to be smarter. Much food for thought. Concerning terrifying HoTT armies: I don't want to build powerful armies. No, they should come very close to their models, should be fun, and certainly deliver a good fight...
|
|
|
Post by Brian Ború on Jun 15, 2023 9:48:57 GMT
Now to an army that I love very much. In contrast to stevie's version I left Jeff Wayne's beautiful musical and the fifties movies aside and I went right back to the original novel. H.G. Wells' War of the Worlds: The MartiansThe main abilities of the literally martian's fighting machines are their tremendous speed and their terrifying powers of destruction. So I decided to model them in this way: 3 fighting machines (Heroes) @ 12 AP (higher than the tallest trees) or 4 fighting Machines (Airboats) @ 12 AP (who walk swiftly over ground troops as if they were flying) 1 martian in strange assembling machine ( Blades Knights General) @ 2 AP 4 hunting machines (Beasts) @ 8 AP (who collect their human victims in metal cages) 1 crawling martian among red weed (Land lurker) @ 2 AP Alternatives: Flying machine (God or Dragon) @ 4 AP ("And no-one and nothing could withstand them.") Martian with 'ullallooing' communication device (Cleric) @ 2 AP ("Minds far superior to ours.")
Martian scouting machines (Flyers) @ 2 AP (who walk so swiftly as if they were flying)
Stronghold: Their cylinder in an eerie crater on Horsell Common filled with red weed. The surrounding ground is burnt to coal and ashes.
|
|
|
Post by stevie on Jun 15, 2023 10:27:00 GMT
|
|
|
Post by Brian Ború on Jun 15, 2023 10:44:50 GMT
Nice. For other terrain how about some ‘Burnt Petrified Forests’, which are not Woods. (See fanaticus.boards.net/post/38130/ ) They are just ordinary pieces of flat bad going that doesn’t block sight or affect Aerial troops (which is probably why the Martians incinerated them in first place…you know what they’re like).Very nice. Or some devastated village/city buildings after an encounter with black smoke. — "One appeared above Big Ben!" (BUA)
|
|
|
Post by stevie on Jun 15, 2023 10:59:44 GMT
Oh…one more thing…Gods and Dragons only cost 4 AP…it’s only Aerial Heroes cost 6 AP. “Spend those points wisely…” (Squeezing in a ‘Cleric’ would help to protect your ‘Fighting Machines’ from enemy magic)
|
|
|
Post by Brian Ború on Jul 11, 2023 16:29:35 GMT
By the way, concerning Daleks, I found something here.
|
|