neue trial Armmeliste..zwerge

      neue trial Armmeliste..zwerge

      Hallo an Euch !


      beim EuroGt war ja eine neue Armeeliste (new Dwarfs) im Umlauf ...mit militia und miners ...

      Gerald und Sia..ihr hattet ja diese Spezialunterlagen ;) (und neue Einträge in der Armeeliste können die Zwerge durchaus brauchen :P)..wäre fein wenn ihr die Liste hier posten könnt

      Auch die neuen Regeln für den Dampfpanzer ...wenn wir schon dabei sind ...

      Für Neueinsteiger (die es da auch hoffentlich weiterhin gibt) wäre es auch fein die Armeelistenbesprechungen auf den neusten Stand zu bringen....


      LG und Mahlzeit

      Stefan (der viel zu wenig zum Spielen kommt)
      Gamers are welcome :P
      Younger Dwarves List oder Expeditionary Force

      Alternative Dwarven Armyselector (for MARSHALING USE ONLY !!)
      The Younger Holds Dwarf Army Selector
      TROOP
      Type
      Att
      Ranged
      Hits
      Armour
      Command
      Unit size
      Points per unit
      Min/max
      Special
      Warriors
      Infantry
      3

      4
      4+
      -
      3
      110
      2/4

      Handgunners
      Infantry
      3
      1-30cm
      4
      5+
      -
      3
      90
      1/2

      Rangers
      Infantry
      3
      1-30cm
      4
      5+
      -
      3
      110
      -/4

      Miners
      Infantry
      2
      1-0cm
      4
      5+
      -
      3
      110
      -/2
      *S*6
      Militia
      Infantry
      2
      1-0cm
      4
      6+
      -
      3
      45
      -/-
      *S
      Troll Slayers
      Infantry
      5

      4

      -
      3
      90
      -/1 per army
      *3
      Cannon
      Artillery
      1
      2-60cm
      2
      6+
      -
      2
      100
      Max 150 pts per 1000
      *R
      Flame cannon
      Artillery
      1
      2d6-30cm
      2
      6+
      -
      1
      50
      *R*4
      Gyrocopter
      Machine
      1
      3-30cm
      3
      5+
      -
      1
      75
      *R
      General
      General
      +2



      10
      1
      155
      1 per army

      Hero
      Hero
      +1



      8
      1
      80
      -/1

      Dragon Slayer
      Hero
      +2



      -
      1
      80
      -/1
      *7
      Runesmith
      Hero
      +1



      8
      1
      90
      -/1



      +1





      +50
      1 per army
      R. Artillery and Machine, Full rules for Cannons, Flame Cannons and Gyrocopters are in the Artillery and Machines section of the rulebook, unless indicated differently
      S. Units with a 0cm Ranged attack are assumed to use short distance shooting and throwing weapons, explosives etc. As such they are considered to have a 1 S&S attack per stand and may also count +1 attack per unit on the first round of combat when charging (independent of terrain)

      3. Troll Slayers. (What we considered is giving the TS an extended move, representing their eagerness to get stuck in and giving the dwarfs the equivalent of Cavalry..... very suicidal ones at that)

      1.During the "homeback" part of the Movement phase, TS must move 10 cm towards the nearest enemy in sight, no formation-changes may be made during this move
      2.TS must charge on initiative IF enemy is within 20 cm, this is determined AFTER their mandatory move. TS may not Evade or Fall back.

      In both of the above cases TS may have LOS on a unit, but be partly blocked by intervening friendly units. Simply move directly ahead with ALL stands and roll d6 for the unit(s) in front of them, confused on a roll of 6 (must be VERY confusing to have all the maniacs push though your ranks to get to the fore.

      4. Flame Cannons. Use this misfire chart for the Flame Cannon.
      1. The Flame Cannon explodes and is destroyed. No attacks are caused.
      2. The Flame Cannon emits an enormous belch of fire inflicting a total of 4+2D6 attacks on the target before it explodes and destroys itself.
      3. The Flame Cannon makes a worrying wheezing noise before spewing out an unusually smoky flame. Six attacks are inflicted this turn but the number of attacks caused by all further shooting is reduced from 2D6 to 1D6.
      4. The Flame Cannon splutters and its boiler goes out. The crew scramble around to re-light it. The Flame Cannon does not shoot this turn but is otherwise unaffected.
      5. The Flame Cannon chuffs out a great gout of soot, covering the target in black smoke and hot coals. Ten attacks are inflicted this turn ? otherwise the Flame Cannon is unaffected.
      6. The Flame Cannon lurches in its mountings and heaves forth an especially huge flame inflicting 12 + D6 attacks on the target. The Flame Cannon is otherwise unaffected.

      6. Miners. (As the play test is ongoing just a simplified format).
      Bushwackers, so don?t count distance modifiers.
      Special deployment, after both sides set-up Dwarf player is allowed to deploy miners on either of the side-edge, not more in then 20cm or after 1st turn, deployed from reserve on a table edge, on a successful command roll with a -1 modifier for side placement and a minus 2 modifier for placement on opponents edge.

      7. Slayer characters.
      Slayer characters cause terror. Any a unit which is joined by a Slayer character is considered to cause terror.
      Hoffnungsloser Fluffgamer, Jack of all Trades- Master of None
      Erfinder der ÖMS und des Charity.

      vielen dank

      Vielen Dank !!!!!!!!!!!!!!!!

      das ging ja schnell...........und mir gefällt die Liste, weil da mehr variation drinnen ist. 150 Punkte Kriegsmaschinen..da gehen sich 2 Gyrocopter, oder 3 Flammenkanonen aus..oder der Klassiker eine Großkanone und eine Flammenkanone ...

      Miners (bushwackers)...bei einem Befehlswert von 10 schon ein Hammer ;) wenn keine Entfernungsmodifikatoren abgezogen werden...

      Militia..Kanonenfutter der Zwerge

      Trollslayer ..nur mehr eine Einheit pro Armee ? (habe die slbstmörderische Fortbewegung von 10 Cm und 20 selbst in meinem letzten Euro gt Spiel live miterlebt.. :P)

      LG Stefan
      Gamers are welcome :P