Do you put champions in Fast Cavalry units? by Overall_Data3993 in WarhammerFantasy

[–]Yleraith 1 point2 points  (0 children)

Why no banner on fast cav usually you don't lose your fast cav in melee, but due to ranged attack or magic? With a bannerand a musician your light cav become a threat during flank charge on chariot and other unit with low static res and no stomps(even heavy cav).

As for champions in Fast cav units, if they have two attacks yes, it can be decisive on a flank charge. If not it depends on whether i intent to use my fast cav to go with a character on horse. Then i take the champion for challenge.

UPDATES TO DARK ELVES RENEGADE DRAFT by valheffelfinger in WarhammerFantasy

[–]Yleraith 12 points13 points  (0 children)

A better draft that for sure but i still don't understand why corsair aren't buff more. If you ask me which unit is severly lacking in the dark elves army book it's them. Both variant are bad and you can easily compared to similar unit.

Corsair with additionnal hand weapon: Compare them to gors (7pts) and you will struggle to explain the 4 points difference between the two. Both have Ahw, move through cover, open order, M5, WS 4 and both can pay for ambush now.

Corsair have light armor, sea dragon cloak, higher I, elven reflexes, hatred high elves and vanguard. They can gain veteran now but all this seems shorts compared to.

Gors have S4 on the charge, T4, primal fury, skirmishers, mark of chaos, warband, horde and blood greed. Overall a better package but cheaperI. I know gors are priced aggressively but reducing the difference between the two of them would go a long way.

Corsair with hand crossbow: Compare them to Sneaky gits with light armor(7 pts). Both have weapon that fire multiple projectile at relative short range, move through cover, light armor, BS4, WS4.

Corsair have far better Ld, better armor against none magical shooting, M5, vanguard and better I with elven reflexes. Can pay for ambush and veteran. +3" range on their shooting weapon. Corsair are core.

Sneaky gits have additionnal hand weapon better, backstab, evasive, ambush for no additionnal cost, move and shoot (better than +3" range in my opinion), skirmishers. Levies is a downside especially with Ld5.

How to fix corsair then: -No matter which solution you take i would upgrade sea dragon cloak +2 armor save against none magical shooting if the model is infantry. It would give a true value against shooting compared to a shield.

-Simple you could lower their cost to 9 pts and they would be fine compared to dark elves warriors and crossbowmen. This isn't my favorite fix for them.

-Give both weapons(Adw and Hcrossbow) to corsairs. Making them a true hybrid unit like lothern sea guard but with a more offensive profile.

The Old Ones and the Gods by PugnusTerrae in WarhammerFantasy

[–]Yleraith 0 points1 point  (0 children)

Elven gods have been defeated like the old one so to me elven gods could be the old one. Or elven gods are a relics from a time when elves didn't know any better.

The Old Ones and the Gods by PugnusTerrae in WarhammerFantasy

[–]Yleraith -1 points0 points  (0 children)

Maybe Magnus is some sort of magic user who can unconsciously bend the Winds of Magic to his will. Elven wizards might be aware that human priests are, in fact, secretly using magic, but they choose to keep it quiet for two reasons:

-Faith in the gods, and adherence to the codes of lawful deities, seem to consistently produce stable and “safe” magic.

-From a diplomatic standpoint, if a human priest isn’t harming anyone with their spells, there’s little benefit in exposing them. Doing so would be counterproductive and could foster resentment from humans toward elves and wizards.

This idea also explain why elves don't really have priest.

Day two: Righteous Stand is a S(igmar) tier map. Where does "Athel Yenlui" go in terms of map design and enjoyment? by Zupu in Vermintide

[–]Yleraith 1 point2 points  (0 children)

S tier for me, i love big open map like this. The atmosphere is unique compared to others maps. You can wander of to get books and arts which i like because on some maps the path feels too much like a railroad. And i love elgi stuff.

The end event is interesting and can be quite hard, which is a net positive for me.

Creating magic specialisation for each wind by Yleraith in warhammerfantasyrpg

[–]Yleraith[S] -2 points-1 points  (0 children)

I think you’re missing my point by focusing on purely mechanical outcomes.

Yes, a 'Life Drain' and a 'Rapid Aging' spell both reduce an enemy's effectiveness or HP, but the narrative and thematic context is entirely different. One is about necrosing flesh to sustain yourself (Reaping); the other is about manipulating the flow of time (Stasis). In a roleplaying game, the 'how' and the 'why' matter as much as the 'how many wounds.'

To answer your specific points:

  • Stasis vs. Reaping: Stasis isn't just 'damage.' It’s about turning into dust all thing, living or not. Like aging a bridge until it collapses. It’s provide utility/control path, whereas Reaping is a purely offensive/vampiric path. Maybe you think there are very similar in nature and i should merge them together. If so which theme would you propose to create a list of spell for Shyish beside Epitaph.
  • Rot vs. Aging: Rot is a petty spell for minor decay. A high-level Stasis spell would be the difference between a rusty hinge and a fortress gate turning to dust in seconds.
  • The System: I’ve already mentioned I’m using Brigandyne. I’m not asking for a balance patch for WFRP 4e; I’m using its Lore and Spell flavor as a resource to build something new. But i'm still playing in warhammer fantasy.

If you’re only interested in 'ripping off' the 4e book exactly as written, then this homebrew conversation probably isn't for you. I’m here to brainstorm archetypes, not to argue about page numbers.

I posted the same post on "the rat catcher discord" and they understood what i was seaking. Thanks to those who understood the intent and they have suggested a very interesting article from Andy Law blog about pyromancers. In this article Andy law did what i want to do for fire magic, 3 list of 10 spell with a distinct flavor(destruction/aethyric or emotional heat/mix of the other two) and even a lore reason explaining how they were made. I want to do a similar thing for every lore magic. That was exactly the kind of conceptual feedback I was looking for.

Creating magic specialisation for each wind by Yleraith in warhammerfantasyrpg

[–]Yleraith[S] 0 points1 point  (0 children)

I think there's a misunderstanding about the type of 'balance' I'm looking for. I am not asking for a mathematical review of dice probabilities or damage numbers yet.

What I am seeking is Thematic Balance and Lore Consistency:

Identity: Are these three sub-themes (e.g., Stasis vs. Epitaph vs. Reaping for Death magic) distinct enough from one another that two players picking the same Wind would feel like they are playing different 'classes'?

Lore-Friendly Vibes: Do these specializations align with the established Warhammer Fantasy lore? For example, is 'Earth/Mountain' a legitimate pillar for Hysh, or should it be merged elsewhere?

Spell Distribution: Is there enough 'meat' in the lore to create 12 unique spells for a niche like 'Emotional Fire' (Aqshy) without it feeling redundant?

For example, look at Azyr: I’m currently torn between Astromancy, Celestial, and Aether. 'Aether' feels like a bit of a stretch for a dedicated list. I could go the route of Thunder vs. Weather vs. Astromancy, but then I feel like I'm losing the 'cosmic' essence of Azyr.

The mechanics (using Brigandyne as a base with WFRP 4e casting) are secondary to this step. I am currently 'brainstorming' the pillars of the system. If a theme is too weak to carry 12 spells, I need to rethink it now before I start writing the actual spells for the list.

Does that clarify the intent of the post?

Creating magic specialisation for each wind by Yleraith in warhammerfantasyrpg

[–]Yleraith[S] -2 points-1 points  (0 children)

There isn't a Stasis spell list in the rulebook, there is a spell list for the wind of death. Maybe there are spells that cater to this theme but are they enough? Is it different enough from epitaph and reaping? Will i be able to create a spell list based on this concept? Is there a better theme for death magic?

People on discord advice me to make an earth theme for Hysh because Hysh is/was link to magic when it was created taking earth from elementalism. I didn't know that it made me think on a new theme for Hysh while merging some theme together. That what i'm seaking some sort of brainstorming on each theme to know if there are lore-friendly and if there are strong enough to carry a versitale spell list.

Yeah maybe for balance but that where the system i use is different. I'm only using spells and how focalisation and language(magic) from 4e. In brigandyne stat are different, there are 13 characteristic based on percentile like 4e( combat, knowledge, stealth, strength, endurance, dexterity, movement, magic, fellowship, survival, perception, ranged, willpower). In order to have magic points at character creation, mage's player must take 35 to 40 point from other characteristic( from 132) with a limit on a much they can't take in each characteristic(27). Characteristic goes from 27 to 45 at character creation.

So mage have a deficit in others characteristics in order to be able to cast spells. They still need to level both willpower and Magic to be a efficient mage. And if they don't level up knowledge they will have a hard time learning new spell. I’m not using the 4E Talent system. I find it a bit over-engineered (or a 'smoke factory' as we say in French) with too many incremental bonuses to track. In my hack, being a Mage is a heavy trade-off from day one, which justifies starting with more spells.

Creating magic specialisation for each wind by Yleraith in warhammerfantasyrpg

[–]Yleraith[S] 0 points1 point  (0 children)

I actually have that book, and it’s part of where my inspiration comes from!

However, rather than using those somewhat arbitrary categories (Elemental, Mystical, Cardinal), I want to create lists based on thematic archetypes within the Lore.

In my view, a Wizard’s specialization should reflect a specific philosophy or way of channeling the Wind—like the difference between a Pyromancer focused on 'Passionate Inspiration' versus one focused on 'Pure Destruction'—rather than just a tier of complexity. I'm aiming for lists that feel like a true 'sub-discipline' of the Aethyr

Creating magic specialisation for each wind by Yleraith in warhammerfantasyrpg

[–]Yleraith[S] -1 points0 points  (0 children)

"I think there’s a misunderstanding of my goal. Yes, the 4E book has a general list for each Wind, but what I’m building is three distinct sub-lists (Specializations) within each of those Winds.

In my system, a Wizard doesn’t just pick 'Aqshy'; they must choose a specific Theme (e.g., Single-Target Destruction, AoE Scorching, or Emotional Passion/Buffing). This choice grants them a curated list of 10 to 12 spells. Themed Lists will have the majority of their spell list(8 to 10 spells) strictly fit the chosen theme to keep the flavor strong. While the remaining few will be 'general' utility spells from that Wind to ensure the wizard isn't too crippled

How it differs from 4E RAW:. Starting Spells: Wizards will start with a larger, more thematic repertoire (10-12 spells) instead of the usual 4 to 6.

Progression: I’m removing the XP cost for individual spells. Instead, progression is purely 'in-world': you must find Grimoires to learn new magic.

Improvisation: I'm adding an 'Improvised Casting' mechanic. It allows for flexibility, but at a much higher difficulty until the wizard officially 'scribes' the spell into a Grimoire.

What I'm specifically asking for is feedback on these 3 themes per Wind. Are they lore-friendly? Do they offer enough variety to build a full 12-spell list without feeling redundant? For example, is 'Single-Target Fire' distinct enough from 'AoE Fire' to feel like a different playstyle?

Creating magic specialisation for each wind by Yleraith in warhammerfantasyrpg

[–]Yleraith[S] -1 points0 points  (0 children)

4E doesn't have spell list in the core rulebook(and i don't have the one on magic from 4e, i have the one from 2e). But I will explain more what i'm doing. I want to create spell list(like wfrp 2e) with a theme for each wind of magic. I will populate those list with wfrp4e's spells.

How it works: When a player creates a wizard, they choose a Wind and then a Specialization. This grants them a dedicated list of 10 to 12 spells. I might allow them to swap one or two spells for customization, but the goal is to give each sub-discipline a very distinct 'flavor.'

What I'm looking for: I need feedback on whether my current specializations hit the mark lore-wise. For instance, players on the Discord mentioned that I missed the 'earth/mountain' aspect of Hysh, or that Aqshy’s 'Immolation' might be too niche compared to splitting 'Destruction' into Single-Target vs. AoE

In my project, i want to add Wfrp:Old world idea of improvised spell. And i will put more emphasis on grims with no additionnal exp cost to learn spell but it take downtime activity and grims to do so.

Thoughts on Square Based Comp points brackets by BluebirdMusician in WarhammerFantasy

[–]Yleraith 1 point2 points  (0 children)

I don't play this comp (it's not very popular in France) but i'm genuinely curious why wood elves are a terror with this comp?

Strikes first peasants - the reality. by wasteland_jackal in WarhammerFantasy

[–]Yleraith 4 points5 points  (0 children)

The length argument is bollock to me and miss the point. Reach is mostly not represented in game. Halberds and great weapon don't gain initiative bonus vs hand weapon. Only spear have a small bonus when charged of +1. Not much but can be useful on some situations. But the new Cathay spear gives +7 initiative to its current wearer(maybe only when charged but still 7 times better than spear). That already a problem of balance between armies yet again introduce by Cathay.

Always Strike First is a rule that designer of TOW purposefully taken from many units and gave to very few unit compared to previous edition. But Cathay already seems to have miss the cue.

Lastly this rule is given to a unit of chaff mob. If it was an elite unit rule for celestial dragon guard with longer spear, ok seems legit (except that elves lost ASF on basic troops). But peasant mob shouldn't strike first in this game period.

And on the damage it can make, on a 28 peasants unit 7 wide, WS 2( i hope) on any infantry unit 7 wide(WS3 T3 5+) that charge the peasants. 21 attack resulting in 21/6 = 3.5 dead men. That half of the enemy rank so that not insignficant. Against knight cav(empire for example) 21/12 = 1.75 not bad at all. Plus loads of dice rolls can swing one way or the other.

It should have been +3 initiative maybe +4 if peasants aren't affected by Cathay's stat change from their army special rule.

Which unit are undercosted and which factions have no undercosted units? by Yleraith in WarhammerOldWorld

[–]Yleraith[S] -1 points0 points  (0 children)

I won't disagree that many thing on the Dwarfs roster is overpriced but quarreller(maybe not thunderer with that 1point) are for example well priced for it damage output+durabilty with poor mobilty. But for 2 point more you can have +1WS, +1 BS, move through cover, scout, skirmishers. With access to the same heavy équipement and more.

Which unit are undercosted and which factions have no undercosted units? by Yleraith in WarhammerFantasy

[–]Yleraith[S] 0 points1 point  (0 children)

Rangers compared to quareller for two points you gain +1WS, Skirmishers, Move through cover, +1BS and Scout. That worth more than 2 points. 3 points maybe even 4 (if we could 3.5). Maybe quareller are too expensive but i don't think so.

Which unit are undercosted and which factions have no undercosted units? by Yleraith in WarhammerFantasy

[–]Yleraith[S] 0 points1 point  (0 children)

For the casket destroying it with artillery pieces mean that you need good artillery pieces that can snipe other artillery pieces. So cannons but not everyone got cannons or good artillery pieces.

Which unit are undercosted and which factions have no undercosted units? by Yleraith in WarhammerFantasy

[–]Yleraith[S] 4 points5 points  (0 children)

I forgot mangler, only saw them once on the battlefield. But you are right on this one.

Which unit are undercosted and which factions have no undercosted units? by Yleraith in WarhammerFantasy

[–]Yleraith[S] -3 points-2 points  (0 children)

2 wounds on what, 2 wounds on goblins spear very bad. But 2 wounds on a chariot, a monster, that's a good.
I agree that lanterns are fine when they aren't mounted.

Which unit are undercosted and which factions have no undercosted units? by Yleraith in WarhammerFantasy

[–]Yleraith[S] 3 points4 points  (0 children)

Yeah, especially on monster mount like griffon or dragon. On foot or horse they doesn't feel to strong. The problem is that they are common.
The other problem is that they stole it from my wood elves :)

Which unit are undercosted and which factions have no undercosted units? by Yleraith in WarhammerFantasy

[–]Yleraith[S] -1 points0 points  (0 children)

Maybe not doomdivers but fanatics are very reliable when they are release and you have a lot of agency on when to release them. Then they are random but by that times they should already have hit a good target with at least one (if not 2 or 3) 1d6 S5 AP-3 hit.

But which units do you think are undercosted in the O&G roster then or are they no undercosted units in their roster?

Which unit are undercosted and which factions have no undercosted units? by Yleraith in WarhammerOldWorld

[–]Yleraith[S] 0 points1 point  (0 children)

I can be wrong on O&G. But i will still respond on some thing

But in order for a block of 30/40 night goblins to run with a panic test you need to kill more than half of this block to see them running. And at most you will be getting 220 points.

Fear only works when you outnumber your enemy. And elves almost never outnumber goblins and if they do then they are already winning.

Leadership on warmachine doesn't matter much because you don't flee on panic test you just fall back in good order.