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  #11  
Old July 31st, 2009, 05:51 AM

rdonj rdonj is offline
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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

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Hit the nail right on the head there.

Gamleplay wise, it also allows me to restrict the guys who can lead them. +thematicness!
Yeah, grail knights should NOT be lead by anything other than damsels, dukes, and grail heroes.



You're right, I wasn't factoring in the standard bonus. So you can ignore what I said about the knight's morale... I think making the knights errant cheaper on resources would be slightly more thematic, but I agree that it's not necessary, and the errantry war spell will help a lot with the thematic feel of knights errant.

Making pegasus knights not cap-only seems like a good idea. They're should be rare, but if you have to choose between them and grail knights I think they're going to be a little too rare. Using high resources to keep their numbers down is probably a necessity though to keep the player from massing them.
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  #12  
Old July 31st, 2009, 06:20 AM

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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

Keep in mind that Lizardmen have a special extra dice when rolling leadership tests in warhammer. It equates to roughly +2 leadership. So the Temple Guard are virtually the hardest unit to break in warhammer.

I gave maneaters and flagellants morale 30 in dom3 because morale 30 is a special value which best represents the 'immune to psychology' rule. I think Grail Knights should probably have morale 30 also. They'll still rout when the army decides to (they can't abandon the lesser humans to die), but they'll never be chased off by fear etc.
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  #13  
Old July 31st, 2009, 06:30 AM
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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

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I gave maneaters and flagellants morale 30 in dom3 because morale 30 is a special value which best represents the 'immune to psychology' rule. I think Grail Knights should probably have morale 30 also. They'll still rout when the army decides to (they can't abandon the lesser humans to die), but they'll never be chased off by fear etc.
Huh. I was under the impression that giving unit morale 30 made it mindless. But yeah, mor 30 sounds good. Fixed the fix list
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  #14  
Old July 31st, 2009, 06:51 AM

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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

50 morale is where you get mindlessness, 30 is just really stubborn.
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  #15  
Old July 31st, 2009, 09:37 AM

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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

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2) Yes. The grail knights are also magical. By drinking from the grail the knights are made into something that's not quite human anymore. This is represented by making them magic beings.
Hit the nail right on the head there.
Gamleplay wise, it also allows me to restrict the guys who can lead them. +thematicness!
Fair enough. I had actually overlooked the fact that Grail Knights are also magic beings, and so I thought the tag on the Duke was a copy-and-paste-related artifact. My discomfort with the tag was related to the fact that they could take double damage from weapons with #dt_magic. But, I guess if they're "not quite human", then it's a moot point.
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  #16  
Old August 1st, 2009, 05:24 PM

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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

Burn - do you still want me to go through the dm and smooth the descriptive text out a bit?

It would be easiest if I could do it in the dm and then just pass it to you.
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  #17  
Old August 2nd, 2009, 12:52 AM
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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

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My discomfort with the tag was related to the fact that they could take double damage from weapons with #dt_magic. But, I guess if they're "not quite human", then it's a moot point.
Yeah, the vulnerability to anti-magic gear was also intented feature. Dukes and Grail Knights are very strong for national, non-capital recruits, they need some sort of 'achilles heel' for opponent to abuse. If you look at their stats, you'll notice that there is no way those guys could be human (all stats +14!), so it also explains their superhuman abilities.

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Burn - do you still want me to go through the dm and smooth the descriptive text out a bit?

It would be easiest if I could do it in the dm and then just pass it to you.
If you have the time, it would be nice. I'm a bit baffled by the Duke description for example, how could I make it more clear that the obscene resource cost is actually based on the Steward problem?

I'm also not too sure if I managed to explain the Feudal hierarchy clearly enough. Peasants -> KotR's -> Lords -> Dukes -> King. Or do I even really need to hammer it through?

Last edited by Burnsaber; August 2nd, 2009 at 01:04 AM..
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  #18  
Old August 3rd, 2009, 02:06 PM
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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

Very nice sprites, congrats !

I spotted both heroic weapons were length 0, isn't it supposed to be 2 for the sword and 4 for the lance ? I'm also wondering why breton lances deal only 8 damage, as opposed to the 16 damage of the regular lance.

In the fluff, aren't the peasants using hereditary longbows inspired from their elven neighbours's ones ? But maybe I'm mistaken on this one.

I find the ressource cost really high for a cap only sacred (grail knights). Overall their cavalry seems like nothing to write home about (more so compared to cbm varieties), I much prefer marignon/man/ulm one.

Playing them, the only easy solution seems to be going heavy on the thugs, or prod 3.
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  #19  
Old August 3rd, 2009, 03:36 PM

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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

Er, their cavalry absolutely ruins marig or ulm's cavalry.
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  #20  
Old August 3rd, 2009, 04:32 PM
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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

*some clicks later,having understood the lance trick*(and compared vanilla resource costs !) : huh, well, I guess the half an hour editing limit will shout out loud to the world how much of a "insert favorite" I am. And I don't know for the fluff, but maybe longbows aren't required...

And really the graphics are cOOl !
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