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Yoshi
12-24-2009, 07:08 PM
I love Rahn, the Mittens and I love my Trollblood Champions, so I have been looking around for heavy infantry unit. I have find out that all but Cygnar and Cryx have heavy infantry unit, so I have been thinking it would be great to have a Battle Mage heavy infantry.

Why Battle Mages? well, Dawnguard already have Sentinels and they are heavy enough, it is not the style of the Mage Hunter and the Houseguard are too vanilla. In addition we can make something really original with the battle mages and have them added to Rhan tier list.

So let me present the Battle Mage Colossus, basically battle mages in heavy armor equipped the same quarterstaff as Rahn. The armor provides some protection but more importantly a force field that they can regenerate same as a phoenix, the 8 damage box represent more the force field that the armor plating. They also have Force Bolt and a Kinetic Break that can slow down enemy unit and protect the rest of the army. Their weapon is solid with Reach but no weapon master to balance for their range capacity.

House Shyeel Batlle Mage Colossus
SPD:5
STR:9
MAT:7
RAT:4
DEF:12
ARM:16
CMD:9
Damage: 8

Field Allowance:1
Leader and 2 Grunts: 6 Points
Leader and 5 Grunts: 10 Points
Medium Base

Abilities:
Fearless
Force Barrier
Magic[6]:
- Regenerate Field (*action): Regenerate 1d6 damage box. - Kinetic Break (*action): enemy movement move half speed within 2" of the model.
- Force Bolt (*attack) (same Battle Mage)

Weapons
Power Quarterstaff
POW:5 P+S:14
Magical Weapon
Beat Back
Reach

Karam
12-24-2009, 07:56 PM
Looks solid to me.
Just a few minor things...
The half speed should probably be "Enemy models treat open as rough terrain within 2" of this model." for streamlining reasons. Though I would love them to lose reach and this ability to gain force lock and some giant mittens. Only won't happen as gorgon would be out of a job.:(
Also PP is into having a justification for fearless and I just don't see it fluff wise. And this is still a solid unit with out it. And would still be right for his points.

FearLord
12-25-2009, 01:36 AM
Second the comments about Fearless - I don't see it - Dawnguard Sentinels aren't but these guys are?

I think they should only be MAT 6 like the regular battle mages, but I guess MAT 7 could be okay...

I'm not sure I see much point in the Kinetic break spell - is the idea to slow models that get too close and leave them out of range if they don't have reach? If so, a smoother effect (i.e. one that doesn't require us fiddling around with the 2" thing and 1/2 moves for part of a model's movement) would be like a mini polarity shield that only effects the model itself and prevents charges / slams against it.

I like the repairing thing - seems quite cool, but just from a more fluff / model perspective, I'd prefer them to be smaller mages with a medium based field effect around them rather than just a Man-o-War sized battle mage, but that's a matter of personal taste really!

Karam
12-25-2009, 10:16 AM
...I'm not sure I see much point in the Kinetic break spell - is the idea to slow models that get too close and leave them out of range if they don't have reach? If so, a smoother effect (i.e. one that doesn't require us fiddling around with the 2" thing and 1/2 moves for part of a model's movement) would be like a mini polarity shield that only effects the model itself and prevents charges / slams against it....

Its actually kind of nice it makes it very hard to caclulate charge distance with non reach units. It effectively negates the movement bonus to charging. It would get use before you tie up.

Mephaine
12-25-2009, 02:14 PM
If we were to make this to a degree fairer I would do the following.

-Make them MAT6. They are mages and with MAT7 they match the elite Dawnguard. Onyl Magisters should have such skill.
-Remove Fearless. As previously said the Dawnguard are the elite and if they ain't Fearless I don't see these guys being it.
-Next buff down that Regenerate Field. Make it D3. I think the level of grief of on a good average roll healing half the damage on a model is sick.
-Now my next one is a lesser gripe. Damage I reckon should be 5. I mean even by our standards I don't see alot of time being invested in making large suits. Also could let us run say a minimum unit of 1 Leader and 3 Grunts. Still balance outs against other foes.

Now even with these downgrades they are still respectable. Still your concept, mainly the Kinetic Break, plays with the whole fudging your opponent about.

Still an intresting concept perhaps could be a UA for these guys who lets them perform a Magic Attack as well as a Melee Attack. So basically Virturoso but he could potentially be 2-3 points. Still would anyone complain if you could use Kinetic Break then charge in? Again plays with the tom foolery aspect of the Mages.

Karam
12-25-2009, 07:17 PM
If we were to make this to a degree fairer I would do the following.

-Make them MAT6. They are mages and with MAT7 they match the elite Dawnguard. Onyl Magisters should have such skill.
-Remove Fearless. As previously said the Dawnguard are the elite and if they ain't Fearless I don't see these guys being it.
-Next buff down that Regenerate Field. Make it D3. I think the level of grief of on a good average roll healing half the damage on a model is sick.
-Now my next one is a lesser gripe. Damage I reckon should be 5. I mean even by our standards I don't see alot of time being invested in making large suits. Also could let us run say a minimum unit of 1 Leader and 3 Grunts. Still balance outs against other foes.

Now even with these downgrades they are still respectable. Still your concept, mainly the Kinetic Break, plays with the whole fudging your opponent about.

Still an intresting concept perhaps could be a UA for these guys who lets them perform a Magic Attack as well as a Melee Attack. So basically Virturoso but he could potentially be 2-3 points. Still would anyone complain if you could use Kinetic Break then charge in? Again plays with the tom foolery aspect of the Mages.

Mat should be the same (arcane POWER SUITS come on.)
Fearless should be gone
power shield is fine they have to give up thier attack to do so, it better be worth it.
Damage 8 is pretty standard with Heavy infantry.
The real down side to all this is they ave good survivability, but lower offensive put out compared to most Heavy infantry.

Id Rather them have two pow 3 force fists to keep up with the mittens theme. No reach of course.

FearLord
12-25-2009, 11:38 PM
Its actually kind of nice it makes it very hard to caclulate charge distance with non reach units. It effectively negates the movement bonus to charging. It would get use before you tie up.

I like the idea of it, it's just the fiddly practicalities of it that I don't really like...

Consider, when moving a unit near to them, you'll need to measure 2" around the model, then determine how much movement the moving model will be moving through the effect and then double that movement...

I like the idea of it, but I think a similar effect with "cleaner" rules would speed up play - rules that take time and effort to resolve lead to conflict between the players and a slower game - in a timed tournament, I know I'd be annoyed to see something with this rule, because it wastes time on my turn while we get the movement right...

On the issue of the healing - I do think that d6 is okay as a special action - perhaps make it a d3 and give the unit battle wizard (does anyone else find it odd that the "Battle mages" aren't battle wizards? - this is basically their thing...)

I prefer MAT 6 as well to emphisis their lack of specialisation, but I suppose an argument could be made for them being 'elite' battle mages...

werecat
12-26-2009, 07:19 AM
I love Rahn, the Mittens and I love my Trollblood Champions, so I have been looking around for heavy infantry unit. I have find out that all but Cygnar and Cryx have heavy infantry unit, so I have been thinking it would be great to have a Battle Mage heavy infantry.


Really cool idea. I think we could really use it, whatever the actual rules look like.

Quick note, not that it's important, but Cygnar is really the only army without heavy infantry. Cryx has the Black Ogryn. Well, I guess that depend on your definition of "heavy infantry". Black Ogryn are alot of woulds for their points.

thecsharian
12-26-2009, 01:48 PM
I like the concept... but I don't think we'd ever see anything like it.
IMO Rahns quater staff is just a modified Housegard Halberd, he's has one because he's a caster... over all Battle Mages aren't that sort of martial discipline.

What I think would be an interesting alternate type would be a load/lifter jack construction type mage suit.
-heavier version of the standard load out... trained to move heavy and/or many objects easily.

House Shyeel Batlle Mage Colossus
SPD:5
STR:9
MAT:7
RAT:4
DEF:12
ARM:16
CMD:9
Damage: 8

Field Allowance:2
Solo
Medium Base

Abilities:
Force Barrier
Magic[7]:
- Force Bolt (*attack) (same Battle Mage)
- "Force Blast" (*attack) (same as generic spell, but targeting this model or a friendly jack within 3 inches)
- Force pull (*attack) target this model, or a friendly warjack within 3 inches. Enemy models within 4 inches of the target model are pushed up to 4 inches directly towards the target model, in the order you choose.
Auxilary Capacitor: While in B2B contact with a friendly Myrmidon, this model gains +2 RNG to it's spells. If this model begins it's activation in B2B contact with a friendly warjack, the warjack's field is repaired by D3 points.

Weapons
Heavy fists - same as battle mages, but +1 POW


More movement shenanagins FTW!

Lazlo
12-26-2009, 03:45 PM
I like the idea, but "Colossus" is too close to "colossal" in my mind.

FearLord
12-27-2009, 02:37 PM
I like the idea, but "Colossus" is too close to "colossal" in my mind.

As close as the Sentinel light jack and "Dawn Guard Sentinels"? :eek:

possiblyarowbot
12-27-2009, 03:15 PM
Forget this. We need a SPRAY. Has anyone gone against eMadrak and a swarm of sacrificial, 8 wound tough bullsh*t. I hit that mother 4 times with a suped up Hyrda. Nothing. AOEs mean nothing. Fire? Who cares, they are armor 20, with tough.


Let's get to work on some sprays.

werecat
12-27-2009, 03:23 PM
We're not "working" on anything... Privateer does not copy and paste their new models from the forums. Privateer has the general outline of pretty much the entire faction already in mind. Not the individual stats and such, but they know what they want to give us, at least a book or so in advance. If we're going to get sprays, we'll get sprays.


Can we ask for sprays? Sure. Is a homebrew unit going to have ANY sway on what we actually get? I'm pretty sure not.

Lazlo
12-27-2009, 03:33 PM
As close as the Sentinel light jack and "Dawn Guard Sentinels"? :eek:

No, nor as close as the trencher infantry rifle grenadier to the grenadier. And those bother me too.

Yoshi
12-27-2009, 10:35 PM
Thank you all for the feedback, I am happy that you like it. Of course it is only a dream and it will never see the light of day, but it is quite fun to just imagine what could be.

possiblyarowbot
12-28-2009, 08:28 AM
We're not "working" on anything... Privateer does not copy and paste their new models from the forums. Privateer has the general outline of pretty much the entire faction already in mind. Not the individual stats and such, but they know what they want to give us, at least a book or so in advance. If we're going to get sprays, we'll get sprays.


Can we ask for sprays? Sure. Is a homebrew unit going to have ANY sway on what we actually get? I'm pretty sure not.

The more time you spend correcting me, the less time you have to work on sprays