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Other Board Games Board games that are not Heroscape. |
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#1093
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Re: BattleLore Discussion
Some quick-ish "theory-loring" notes for you:
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The Centaurs are going to be rough, but that's probably intentional You've seen me comment about the Elf long bows on the FFG forums, but I've got a suggestion this time - instead of blue, have them be green, but also work as the reflex bows, do - no penalty on the move. Not distinct enough from the Irregular Archers, but perhaps both are not necessary. Maybe cut their numbers to three if you want to keep them blue. _____________________________________ Regardless, I am still waiting around to see what FFG does with this game before going whole hog on additional races and units. Richard Borg already has 6-7 (or more...) distinct races in the game, but the way I interpret the indications, those will not be appearing from the production of FFG. If that is the case, and if the rules for Richard Borg's armies aren't released in some other fashion, that's when I will be very interested in coming up with fan created customs. Still much, much prefer official releases that players can more easily agree upon. And you can see her Before it cracks and goes out She throws rocks at streetlights Keeps the streetlight changer busy Floundering Customs Thread |
#1095
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Re: BattleLore Discussion
I am resurrecting some custom BattleLore unit ideas, with perhaps a few twists.
Greenwood Elves All Greenwood Elf Units have the following power: Forest Born: When in a Wooded Terrain Hex, a Greenwood Elf Foot Unit ignores movement and combat restrictions, and is considered to have one point of support. Greenwood Elf Irregular Archers (4 figures) • Green Banner Foot Unit. • Long Bow. • Forest Born. Greenwood Elf Archers (4 figures) • Blue Banner Foot Unit. • Longbow. • Forest Born. Greenwood Elf Reflex Bows (4 figures) • Green Banner Foot Unit. • Reflex Bow. • Forest Born. Greenwood Elf Forest Trackers (4 figures) • Blue Banner Foot Unit: May move 2 and still battle. • Reflex Bow. • Forest Born. Greenwood Elf Irregular Infantry (4 figures) • Green Banner Foot Unit. • Short Sword. • Forest Born. Greenwood Elf Regular Infantry (4 figures) • Blue Banner Foot Unit. • Short Sword. • Forest Born. Greenwood Elf Elite Infantry (4 figures) • Red Banner Foot Unit. • Short Sword. • Forest Born. Greenwood Elf Enchantress (1 figure) • N/A; embedded only in a foot unit; does not count toward the number of hits that unit can take. The Enchantress is removed when the banner bearer of the unit she is in is killed. • Beguiling: The Enchantress' unit may ignore one banner color hit for each Lore symbol the attacking unit rolls. The attacking unit may in this case collect a Lore token for each ignored hit as well as for each Lore symbol rolled, as usual. If the attacking unit has a power activated by Lore symbols rolled during an attack, that unit may count both the Lore symbol rolled and the ignored banner as Lore symbols. Greenwood Elf Irregular Cavalry • Green Banner Mounted Unit. • Long Sword. • Forest Born. Greenwood Elf Regular Cavalry • Blue Banner Mounted Unit. • Spear. • Forest Born. Unicorns and Centaurs Where would the Greenwood Elves be without their forest friends? Unicorns (3 figures) • Blue Banner Mounted Unit. • Horn. SoS bonus hit: Yes. • Mystic Dance: When a Unicorn unit retreats, for every 2 Lore spent the unit may retreat one additional space. If a Unicorn is moving through at least one additional space, it may move through, but not stop in, occupied hexes. Note that a Unicorn unit is considered a Hero-friendly Hex for a Mounted Hero or a Hero with the Horse Vaulter skill. • When in a Wooded Terrain Hex, Unicorns ignore movement and combat restrictions. Centaurs (3 figures) • Blue Banner Mounted Unit. • Reflex Bow. • Charger: If a Centaur unit's entire movement is one Countryside Hexes, it may move one additional space. Next time, I will post ideas about Saurians. Eventually, Undead! Last edited by Taeblewalker; January 5th, 2018 at 09:21 PM. |
#1096
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Re: BattleLore Discussion
Has anyone tried the Battlelore Second Edition that is currently available? Any opinions? I'm considering it, but wonder what you think?
We have the first and some expansions but eventually get bored with it. |
#1097
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Re: BattleLore Discussion
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And I don't see how anyone can get bored with BattleLore. |
#1098
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Re: BattleLore Discussion
Curse Battle Lore Second Edition and Fantasy Flight down to the last generation, for ruining The Sacred Borgness of Battle Lore before we got half of what he has created for it! This, plus Hasbro's lack of follow up on Battle Cry, (but we know about Hasbro, don't we, Scapers) is the downside of his publishing his games with different companies. I had even bought FFG's Battles of Westeros (and its one large and several small expansions) when most True Battle Lore Believers boycotted it for replacing the real thing with "A Battle Lore Game' imitation, totally abusing their license the first time.
Except for that... Last edited by chas; August 21st, 2017 at 04:57 AM. |
#1099
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Re: BattleLore Discussion
Here are my Wretched Legion (mostly Undead) customs.
Wretched Legion Irregular Skeleton Infantry (4 figures) • Green Banner Foot Unit. • Short Swords. • BoldAll. Regular Skeleton Infantry (4 figures) • Blue Banner Foot Unit. • Short Swords. • BoldAll. Elite Skeleton Infantry (4 figures) • Red Banner Foot Unit. • Short Swords. • BoldAll. All Zombie Units have the following power: Head Shot: Zombies always ignore the first SoS hit from any source. Zombies always ignore the first banner color hit at range. Fast Zombies (4 figures) • Green Banner Foot Unit. • Fists. • BoldAll. • Head Shot. Average Zombies (4 figures) • Blue Banner Foot Unit. • Fists. • BoldAll. • Head Shot. Tough Zombies (4 figures) • Red Banner Foot Unit. • Fists. • BoldAll. • Head Shot. Witches • Green Banner Foot Unit. • Wands. Range 2. Hit on Lore and Banner Color. • Fly: May move over other units. May move three and still battle. • Hex: When attacking an adjacent unit, you may spend two Lore to prevent the unit from battling back. Reaper (1 figure) • N/A; embedded only in a foot unit; replaces one figure in the unit and adds 1D. The Reaper is removed when the banner bearer of the unit it is in is killed. • Reaping: When the Reaper’s unit is weakened and it destroys a figure it may spend two Lore to restore one figure to its own unit. It may only restore one figure per turn, regardless of how many figures it destroys. Last edited by Taeblewalker; January 5th, 2018 at 09:25 PM. |
#1100
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Re: BattleLore Discussion
Here are my Saurians.
Saurians All Saurian Foot Units have the following ability: Marsh Walk: When in a Marsh Terrain Hex, passable Waterway Hex or Ford, Saurian Foot Units ignore movement and combat restrictions. Green Banner Saurian Foot Units with Marsh Walk may enter impassable Waterways, but they must end their movement in the hex. Battling into or out of an Impassable Waterway Hex is at 2D max. Green Irregular Saurian Infantry (4 figures) • Green Banner Foot Unit. • Short Sword. • Marsh Walk. Blue Saurian Infantry (4 figures) • Blue Banner Foot Unit. • Short Sword. • Marsh Walk. Red Heavy Saurian Infantry (4 figures) • Red Banner Foot Unit. • Short Sword. • Marsh Walk. Green Saurian Crossbows (4 figures) • Green Banner Foot Unit. • Crossbow. • Marsh Walk. Blue Saurian Halberds (4 figures) • Blue Banner Foot Unit. • Halberd. Bonus Strike: Yes, and the first SoS symbol is not ignored, even against mounted units. Plus 1D when battling back. • Marsh Walk. Blue Saurian Trident Bearers (4 figures) • Blue Banner Foot Unit. • Trident. Bonus Strike: Yes. Skewer: When the defending unit is forced to retreat, roll one additional die and score an additional hit on a banner color or SoS. • Marsh Walk. Needletooth Swarm (2 figures) • Green Banner Foot Unit. • Teeth. Bonus Strike: No. • Light-footed: A Needletooth Swarm may move 3 and still battle. • Swarm: Any number of Needletooth Swarm Units may combine their attack dice when attacking a unit to which they are all adjacent. All participating units must be ordered normally this turn. Choose one unit to be the primary attacking unit; this is the only one that suffers any effects if the defending unit battles back. • Strike Terror: Units that are forced to retreat from a Needletooth Swarm are considered panicked, even if they are normally Bold. Rhinosaur Riders (3 figures) • Blue Banner Mounted Unit. • Spear. Bonus Strike: Yes. Plus 1D when battling back • Strength of the Herd: A Rhinosaur unit provides two points of support to a friendly adjacent Rhinosaur unit. • Ornery Charge: A Rhinosaur that performs a Pursuit Action may not reenter the space it started the turn in before Gaining Ground. Therapod Riders (3 figures) • Green Banner Mounted Unit. • Halberd. Bonus Strike: Yes. Plus 1D when battling back. • Cavalry Cutters: Roll +1D against Mounted units. Pteranodon Rider (1 figure) • Green Banner Creature. Move 2 (4 Flying). Killed by a critical hit. Bold but must (not may) ignore one flag. • Crossbow. Range 3. Bonus Strike: Yes, except at point blank. • Flyover (1 Lore): May play 1 Lore to fly over enemy units. Roll two dice for each affected unit. Hits are scored on banner colors and Bonus Strike. Last edited by Taeblewalker; November 22nd, 2023 at 08:59 AM. |
#1103
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Re: BattleLore Discussion
I want to start again, was eyeballing it the other day. I have a lot of it.
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#1104
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Re: BattleLore Discussion
I think it's a shelf toad somewhere in my house. Own it; it looks cool; never played it. It's just on a shelf, looking down at me disapprovingly.
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