> anadrael:
> Played demons Three time of the weekend and I must say the are a
> very power if random army
>
At last! I'm preaching that for more than a year now! Yes they are very powerful! Although I have to say that I know that Claus is a very skilled player, too (I hope he doesn't read this;-)). So you need to put that into account.
> Demon overlord is cheap, when you can add option this makes him more
> flex able than other general which is right he should be 125, like all
> other Leadership 9 generals
>
Totally agreed.
> Agree with splitting the heroes from wizard
>
> Daemon Lord - 85 (may be this should be 80 if +1 attack, or 95 if +2)
> points (max 2 per 1.000 points)
> Can get the option to fly for 15 points.
> Daemon Lord Wizard - (may be this should be 80 if no + attack, or 95
> if +1) 85 points (max 1 per 1.000 points)
>
> Can get the option to fly for 15 points
>
> Daemonic Instability:
> Instability test - Result 6: The Pure daemonic power flows through
> this unit. Driven by it this unit ignores any command modifier for
> this turn. No command modifier for lost stands, dense terrain and
> enemy within 20 cm range. Still gets -1 for any additional commands
> after the first one.
> I don't like prefer original version, this is IMHO to powerful
> be a game winner, if you want to keep the ignore command modifier for
> first order, this version allow a two stand unit to get a flank attack
> is about 59% to 60%, (about 40% from hero or wizard) normal needs
> two orders, of the time 10 attack on a flank could be a game winner.
>
The problem is that in the original, original list the 6 meant that the unit gets back a lost stand - which is even more powerful!
But to be honest the 6 in the list was a bit of a misunderstanding. At first it was agreed in the discussion that the unit just gets no minus for lost stands in the following command phase - not more.
To the new Troll Slayer rule. I liked them a lot. Having a brigade of fighters coming to your direction each and every round even if the command did'nt work can be quite terrifying - and fits the Troll slayer background perfectly! And it's quite a disadvantage too that a skilled opponent might radio-control them if he likes.
My overall feedback later.
Greetings,
Gerald
> Played demons Three time of the weekend and I must say the are a
> very power if random army
>
At last! I'm preaching that for more than a year now! Yes they are very powerful! Although I have to say that I know that Claus is a very skilled player, too (I hope he doesn't read this;-)). So you need to put that into account.
> Demon overlord is cheap, when you can add option this makes him more
> flex able than other general which is right he should be 125, like all
> other Leadership 9 generals
>
Totally agreed.
> Agree with splitting the heroes from wizard
>
> Daemon Lord - 85 (may be this should be 80 if +1 attack, or 95 if +2)
> points (max 2 per 1.000 points)
> Can get the option to fly for 15 points.
> Daemon Lord Wizard - (may be this should be 80 if no + attack, or 95
> if +1) 85 points (max 1 per 1.000 points)
>
> Can get the option to fly for 15 points
>
> Daemonic Instability:
> Instability test - Result 6: The Pure daemonic power flows through
> this unit. Driven by it this unit ignores any command modifier for
> this turn. No command modifier for lost stands, dense terrain and
> enemy within 20 cm range. Still gets -1 for any additional commands
> after the first one.
> I don't like prefer original version, this is IMHO to powerful
> be a game winner, if you want to keep the ignore command modifier for
> first order, this version allow a two stand unit to get a flank attack
> is about 59% to 60%, (about 40% from hero or wizard) normal needs
> two orders, of the time 10 attack on a flank could be a game winner.
>
The problem is that in the original, original list the 6 meant that the unit gets back a lost stand - which is even more powerful!
But to be honest the 6 in the list was a bit of a misunderstanding. At first it was agreed in the discussion that the unit just gets no minus for lost stands in the following command phase - not more.
To the new Troll Slayer rule. I liked them a lot. Having a brigade of fighters coming to your direction each and every round even if the command did'nt work can be quite terrifying - and fits the Troll slayer background perfectly! And it's quite a disadvantage too that a skilled opponent might radio-control them if he likes.
My overall feedback later.
Greetings,
Gerald