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Rabble comments here

PostPosted: Mon May 11, 2009 12:01 pm
by mattbird
Please post all comments here

Re: Rabble comments here

PostPosted: Wed May 13, 2009 11:02 am
by Matt
I like the idea of Rabble, but massed Rabble may be too good.
I know quite a few elf players would be unhappy to find out that they are facing 10+ units that if they beat, they'll set off a bomb.
Maybe limit the number of Rabble units by the number of slave masters or something.

Also, the unit upgrades should be per models, like every other printed official army book. Their isn't really a good reason to do it differently, and following existing trends will help to make the acceptance of this list easier.

-Matt

Re: Rabble comments here

PostPosted: Wed May 13, 2009 12:42 pm
by Border Reiver
Agree with the costing of upgrades - the cost should be per model, not for the unit only.

Re: Rabble comments here

PostPosted: Wed May 13, 2009 2:51 pm
by mattbird
I agree with the above 2 posts. I love the concept, but they are just too good. Perhaps make it str 2 hits, or just d6 inches for the blow up effect?

Re: Rabble comments here

PostPosted: Wed May 13, 2009 3:44 pm
by Guy In Suit
S2 makes a lot more sense. As it is right now rabble have a decent shot of taking down a giant :mrgreen:

Re: Rabble comments here

PostPosted: Wed May 13, 2009 4:31 pm
by BenTheRat
I had 2 thoughts on the rabble.

1. 2 special rules for these guys was 1 too many.

2. if you want them to blow up with they run, why not always when they run. Ie. don't make it just fail a break test. Make it whenever they flee, from panic, voluntarily, terror test, whatever.

One last note, is maybe base the range on the number of models. Roll 2d6" but # inches cannot be greater than # rabble left, max 12". So if you got 20 left when they break, no problem, you get what you roll. But if they are down to 2 guys??

Anyway, I really think if they are going run wildly off the field taking pot shots at whoever. Why would they do it when they break, but not when they panic?

Re: Rabble comments here

PostPosted: Wed May 13, 2009 4:55 pm
by mattbird
totally agree

Re: Rabble comments here

PostPosted: Thu May 14, 2009 1:37 am
by Matt
Just to be a pain (it's my nature)
S2 Rabble are just as likely to kill a giant as S3 rabble. (S2 and S3 wound T5 gaints on a 6+)

I like that any flee sets off the hits, not just fleeing. This makes them a bit of a risk/reward unit (like a squig herd), you want to get it away from you at near the enemy pretty quick.

-Matt

Re: Rabble comments here

PostPosted: Thu May 14, 2009 6:10 am
by mikkjel
I would definitely take away the light armour on rabble. Other than that, I find them ok. The problem with rabble, as I see it, is the skaven slave syndrome. They will be too reliable in the end, I think, having light armour, shield, reroll and a high leadership. The bomb isnt too overpowered, considering it is d6s3/60 points minimum. Many people can get that cheaper. I would also make them explode any time they flee, not just from combat. Possibly take away their chance to roll insane courage, seeing that theyre not very courageous.

Re: Rabble comments here

PostPosted: Thu May 14, 2009 3:03 pm
by Guy In Suit
Matt wrote:Just to be a pain (it's my nature)
S2 Rabble are just as likely to kill a giant as S3 rabble. (S2 and S3 wound T5 gaints on a 6+)
-Matt


What you fail to realize, is that I don't know the rules, so when my opponents tell me giants are T6, I'm like "yeah, sure, my wraiths still eat you." :twisted: