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Thread: Faction Thread 2: Vampire Counts

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  1. #1

    Default Re: Faction Thread 2: Vampire Counts

    I completely disagree with the idea of giving Vampire Counts no ranged units, it makes no sense when we have seen Skeleton Archers in previous editions of Warhammer. I personally think they should be in, but should be very ineffective.

    Anyway, I have an idea, not entirely sure how possible it is to do. But perhaps have Undead mercenaries appearing in a territory for a few turns after you defeat an enemy force. So you can raise more troops as you march to war, just as would happen.

  2. #2

    Default Re: Faction Thread 2: Vampire Counts

    As far as missile units go, I had planned to give the VC's a very minimal missile ability. Some javelin throwing is all I had lined up. The Tomb Kings have extensive archer capability, and I saw the lack of missile troops as a major differential in terms of gameplay for this faction.

    Von Carsteins were the planned focus for the faction. They have the right sort of structure and back story to work in a TW mod.

    Age and death would, naturally, have to be avoided. There should be no ageing if htat is possible. If it isn't, then we need to look at ways of making them live for a really long time unless actually killed in battle. This would apply the the other undead factions too.

    There are some flags to set for causing fear, and this would be something that would be needed to offset the relative weakness of quite a few of the undead units. Lots to balance...but important considerations for getting the 'feel' of a faction right.

    Description wise, we cannot copy copyrighted material, but we can word it our own way based on accepted canon facts. This is what we have been doing so far.

    Now...Dire Wolves....would love to have them....and they can be done. It would have to be a 'cavalry' unit and there is a slight side-effect problem, where a general model could end up riding on the thing if I am not very careful... I have got around these problems before, and will need to do so again for some other similar units, where a stock approach won't work ( so they don't carry siege ladders, or push towers etc ) and also to get them behaving like a wolf / swarm of insects / chaos hound etc. I can't make more than 2 units a wardogs/pigs ... and one of those is already assigned to Squigs!
    Careless Orc Costs Lives!

  3. #3

    Default Re: Faction Thread 2: Vampire Counts

    will TK and undead have morale? as i think fleeing should only happen when general flees / dies
    For Middenheim & The Empire!

  4. #4

    Default Re: Faction Thread 2: Vampire Counts

    Quote Originally Posted by Bwian
    Age and death would, naturally, have to be avoided. There should be no ageing if htat is possible. If it isn't, then we need to look at ways of making them live for a really long time unless actually killed in battle. This would apply the the other undead factions too.
    All factions have the same age limits and age at the same rate. Though it is possible to prolong the life of the generals this would affect all factions, not just the undead ones. I don't know of any trait or trigger that can extend lifespan, but it is possible to increase a general's hit points (making them harder to kill in battle).
    4 Seasons (6 Empires battle for supremecy); 3.0 version
    Total War Eras (start at 970, 1080, 1200, 1300, 1400, or 1500); 2.4 version
    Eras Total Conquest (start at 1230, 1346, 1547); 1.2 version

  5. #5

    Default Re: Faction Thread 2: Vampire Counts

    Just had a funny idea that would be fun in multiplayer :P.

    With spirit hosts what if you didnt give them a model at all.... They are completely invisible but can still attack. They would need to be like a weak swarm but capable of holding a unit. I dunno where i am going with this but i reckon it would be fun having a couple of units of invisible dudes floating around annoying enemy archers and war machine crews. Just throwing it out there :) Probably wont work that well against AI but maybe you could set it so they are always hiding even when moving. Or down from that have them hide anwhere. Of course they can still be attacked and killed but... Perhaps even a small squad of Banshees and give them like the aztec war chant ability or something i dunno. Hmmm no1 has mentioned Banshees yet :-)

  6. #6

    Default Re: Faction Thread 2: Vampire Counts

    i think that is a great idea, i can imagine now you looking at a battle field only to find your best uinit stuck at the back fighting something only they can see. would be great
    For Middenheim & The Empire!

  7. #7
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    Default Re: Faction Thread 2: Vampire Counts

    For me, I'm mostly interested in seeing a working VC campaign up and running, even with a bare-bones unit/tech tree.

    So I vote for starting with just 3 unit types to get the ball rolling: Zombies, Skeletons, and General's unit.

    Once it's possible to play a VC campaign, then gradually add units and supporting improvements. If possible, give VC generals a unique set of VnVs such that they tend toward very powerful traits - making their presence on the battlefield vital toward beefing up their weak troops. (Mirroring the "crumbling" effect in Warhammer.)

  8. #8

    Default Re: Faction Thread 2: Vampire Counts

    We have plenty of 'bare bones' units
    Careless Orc Costs Lives!

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