Warhammer Army Project/Estalia: Difference between revisions
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==Why play Estalia== | ==Why play Estalia== | ||
*Bored of German | |||
===Pros=== | |||
*Bored of German Renaissance men in silly pajamas and French bluebloods riding horses, then Come right over to the Spanish age of Discovery. | |||
===Cons=== | |||
*You lack the mass walls of bodies afforded by the Empire. | |||
==Special Rules== | ==Special Rules== | ||
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==Inquisitorial Powers== | ==Inquisitorial Powers== | ||
These are the Inquisitor's special gear. Some are bound spells, some are just assistance and work more as warlord traits. | |||
*'''Her Will Be Done:''' Doubles the wounds dealt in close combat for the sake of combat resolution. For 50 points, you'll find better things. | |||
*'''Her Will Be Done:''' | *'''Holocaust:''' Bound PL5 spell that slaps a small pieplate anywhere near the Inquisitor and hit anyone under it with an S4 hit (S5 against undead, daemons, and wizards) | ||
*'''Sanctuary:''' Bound PL3 spell that gives a constant zone that forbids daemons and undead from being within 3" of the unit. | |||
*'''Holocaust:''' | *'''Scourging:''' Bound PL3 spell which deals d6 S5 hits to anyone within 12". | ||
*'''Divine Pronouncement:''' Bound PL3 spell. One unit that's not stuck in within 18" immediately tests panic, subtracting the difference between the unit's leadership and the Inquisitor's. | |||
*'''Sanctuary:''' | *'''Might of the Goddess:''' Bound PL4 spell that doubles the Inquisitor's strength, but forbids magical weapons. | ||
*'''Sword of the Witches:''' Bound PL4 spell. Enemy wizards within 12" must test Ld or eat d6 S4 hits. | |||
*'''Scourging:''' | *'''Purge:''' Bound PL3 spell. One unit and the Inquisitor roll d6 and add their Ld - if the Inquisitor wins, the enemy takes -3Ld, making the next combat crippling. | ||
*'''Word of Myrmidia:''' Enemies must test Ld to charge the Inquisitor or be barred. | |||
*'''Divine Pronouncement:''' | |||
*'''Might of the Goddess:''' | |||
*'''Sword of the Witches:''' | |||
*''' | |||
*'''Mace of Sacrifice (Magic Weapons):''' Grants +2S and ASF, but you must roll a d6 each turn and lose a wound on a 5+. | |||
*'''Mace of Sacrifice (Magic Weapons):''' | |||
==Relics of Estalia== | ==Relics of Estalia== | ||
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===Characters=== | ===Characters=== | ||
====Named==== | ====Named==== | ||
*'''Isabella Giovanna Luccelli:''' | *'''Isabella Giovanna Luccelli:''' High Priestess of Myrmidia and closest equivalent to [[Saint Celestine]]. She's got wings, negates psychology for units within 12", and she has all the prayer powers of a priestess. She's no slouch in combat either, as her weapon ignores armour and makes enemies in b2b eat -1 to hit her, her heavy armour has 4+ (re-rollable 4++ against mundane attacks) and forces ranged attacks to re-roll to hit her. | ||
*'''Juan Federico:''' | *'''Juan Federico:''' Grand Master of the Order of the Righteous Spear. He's just as good on the charge and then some. He makes his knights roll 3d6 on break checks, his defenses give 2+ and negate multi-wound attacks and KB, and his weapon has +1S and flaming with d3 wounds. | ||
*''' | *'''Santiago De Vivar:''' A legendary hero during Estalia's war with Araby. His heavy armour makes enemies re-roll wounds while his dual weapons not only cause fear to those of Ld below his, but also re-roll to hit and wound while successful wounds are multiplied by d3 for combat resolution. Needless to say, this fucker lives for combat. | ||
*'''Grand Inquisitor De Hojeda:''' | *'''Grand Inquisitor De Hojeda:''' Grand Inquisitor and head of the Tribune. He's a buffed Inquisitor with a 2+/6++ save and a bound PL5 item that gives him a random spell from the Lore of Light each turn. | ||
*'''Francisco Cortez:''' | *'''Francisco Cortez:''' Yeeeaaaaaahhhhh, totally not Hernan Cortez, destroyer of the Aztecs. He's a Conquistador HQ that makes Conquistadors core and makes them use his Ld. His weapon is an insane one with Piercing 3 and Parry 6++ and a 4+ Regen thanks to his amulet. | ||
*'''Don Lomente:''' | *'''Don Lomente:''' Don Quixote? Who's that? He's got a killer 3++ save, but he's subject to an insanity check not unlike Marius Leitdorf. His just don't suck as much. | ||
*'''Alonso Diaz De Mirajo:''' | *'''Alonso Diaz De Mirajo:''' A supreme Diestro. His unit re-rolls psychology and his weapon lets him counter-attack for every attack the enemy misses. | ||
*'''Maria De Salvo:''' | *'''Maria De Salvo:''' A holy assassin. She's unique with her ability to hide in other units while marking one unit to have KB against. Her dual weapons give her ASF, poison, and piercing, while her lone protection is a 2++ ward. | ||
====Genaric==== | ====Genaric==== | ||
*'''Grand Commander/Captain:''' | *'''Grand Commander/Captain:''' An Imperial General without the special morale boost, but has Tactical Supremacy. | ||
*'''High inquisitor/Inquisitor:''' a Melee Witch Hunter, able to take a flail to increase their strength to 6 in the first round and can take bound spell | *'''High inquisitor/Inquisitor:''' a Melee Witch Hunter, able to take a flail to increase their strength to 6 in the first round and can take a bound spell. | ||
*'''Diestro:''' | *'''Diestro:''' A fanciful swashbuckling hero. He's purpose-built to fight challenges and can use one of three techniques each round of combat so long as it's not the one from last turn (ASF, a 6+ parry, or KB). | ||
*'''Battle | *'''Battle Magus:''' a Wizard hero, but you must have an Inquisitor in for each magus you have. | ||
*'''Priestess of Myrmidia:''' a Priest that | *'''Priestess of Myrmidia:''' a Priest that has ASF during the first round of any combat. Her Prayers last the rest of the game, so you can unload all your prayers on a unit and then move on to another one. | ||
**'''Command the Legion:''' Priestess gains Inspiring Presence. | **'''Command the Legion:''' Priestess gains Inspiring Presence. | ||
**''' | **'''Shield of Myrmidia:''' she and her unit gain +1 Armour and (5+)Ward Save against missile attacks. | ||
**'''Spear of Myrmidia:''' she and her unit gain +1S and AP and Magical Attacks. | **'''Spear of Myrmidia:''' she and her unit gain +1S and AP and Magical Attacks. | ||
| Line 87: | Line 82: | ||
*'''Pegasus:''' | *'''Pegasus:''' | ||
*'''Griffon:''' | *'''Griffon:''' | ||
*'''Altar of Myrmidia:''' | *'''Altar of Myrmidia:''' Priestess only. It's not quite as grandiose as the War Altar of Sigmar, but it's a chariot that joins units and gives them stubborn. | ||
===Core=== | ===Core=== | ||
*'''Pikemen:''' | *'''Pikemen:''' Equivalent to Empire Pikemen but can't take shields. All as well, these guys are meant to stab the charging fuckers. | ||
**'''Avernturo''' | **'''Avernturo:'''An elite version of Pikemen with +1 WS and I for a point/model. This allows them to join the Rodeleros as a Tercio. | ||
**Halberds(1pt) | **Halberds(1pt) | ||
*'''Rodeleros:''' Imperial Swordsmen with +1 I | *'''Rodeleros:''' Imperial Swordsmen with +1 I and Bucklers. | ||
*'''Tercio Formation''' A unique unit with sword and Bucklers in front and Pikes in the back, giving it defense and multi-rank fighting. | *'''Tercio Formation''' A unique unit with sword and Bucklers in front and Pikes in the back, giving it defense and multi-rank fighting. Mhen models are removed, take the pikemen first. Also, like State Troopers, Crossbowmen and Handgunners within 3" can shoot enemies charging this unit as their Reaction. | ||
*'''Crossbowmen:''' Imperial Crossbowmen with Light Armour | *'''Crossbowmen:''' Imperial Crossbowmen with Light Armour | ||
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*'''Handgunners:''' Imperial Handgunners with Light Armour | *'''Handgunners:''' Imperial Handgunners with Light Armour | ||
*'''Caballeros:''' Heavy armor | *'''Caballeros:''' Heavy armor Cavalry As a Core unit. Kickass. | ||
*'''Genitors:''' A | *'''Genitors:''' A Fast Cavalry unit build to chuck javelins. | ||
*'''Almogavars:''' | *'''Almogavars:''' Skirmishing foot Javelin throwers, Take Light armour and Shields to also make them into makeshift swordsmen once the distance closes too much. | ||
*''' | *'''War Dogs:''' Not part of the minimum core cost. Play them like any Hound unit, vanguard up and tie enemies down. They can also take armor if you think a point of armor will buy you one more turn. | ||
===Specal=== | ===Specal=== | ||
*'''Marines:''' | *'''Marines:''' 2 points more expensive than Empire Free Company with Ambushers. They can take Light Armour. | ||
*'''Royal Guard:''' Elite Hand gunners in Medium armor, with 30" Handguns, immunity to panic and ignores the penalty to stand and shoot. For | *'''Royal Guard:''' Elite Hand gunners in Medium armor, with 30" Handguns, immunity to panic and ignores the penalty to stand and shoot. For more close range fire, the Champion can take Brace of Pistols for free. May Take a magic Standard. | ||
*'''Conquistadors:''' Mobile Gunmen, able to move and fire handguns | *'''Conquistadors:''' Mobile Gunmen, able to move and fire handguns. They also have pistols for close range, and get off a pistol shot the first turn of combat. | ||
*'''Grenadiers:''' | *'''Grenadiers:''' Grenade throwers, give them cover as they get close to the front line and obliterate the line. These Grenades deal d6 S4 piercing 1 hits (d3 on skirmishers and lone models), allowing them to blast shit up. | ||
*'''Knightly Orders:''' both are the same unit with a different Special ability. They are the same as the Empire Full Plate Knights and can take the Inner Circle for +1S. | *'''Knightly Orders:''' both are the same unit with a different Special ability. They are the same as the Empire Full Plate Knights and can take the Inner Circle for +1S. | ||
| Line 123: | Line 118: | ||
**'''Knights of the Blazing Sun:''' on charge and a roll of +2, the enemy loses -1 WS and BS for a turn. | **'''Knights of the Blazing Sun:''' on charge and a roll of +2, the enemy loses -1 WS and BS for a turn. | ||
*'''Sisters of Fury:''' Elite | *'''Sisters of Fury:''' Elite Spearwomen in heavy armor that fight in an extra rank and get ASF during the first turn of combat. | ||
*'''Mountain Bandits:''' | *'''Mountain Bandits:''' Ruffian skirmisher Bowmen than can move after shooting (this counts towards the moving and shooting penalty). | ||
*'''Mountain Gun:''' a light Cannon that also has a Rapid fire mode. | *'''Mountain Gun:''' a light Cannon that also has a Rapid fire mode. | ||
===Rare=== | ===Rare=== | ||
*'''Black Watchmen:''' Full plate | *'''Black Watchmen:''' Full plate Halberdiers that hate undead and very brave. | ||
*'''Culverin:''' a Cannon | *'''Culverin:''' a Cannon | ||
*'''Fire Bulls:''' A herd unit. Your can | *'''Fire Bulls:''' A herd unit of bulls that catch fire on the owner's say-o. Your herder can unleash the bulls in a direction and set them on fire during the movement phase. After this, they become aimless in their rampaging with 3d6" movement and randomized direction. Anyone they run through takes an S5 flaming hit per bull. | ||
==Tatica== | ==Tatica== | ||
Revision as of 21:16, 12 February 2019
Estalia: Warhammer Army Project, 9th Edition Tactica
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.
It should also be noted that Eliasson is constantly updating his work, so don't expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it later on, go ahead.
Why play Estalia
Pros
- Bored of German Renaissance men in silly pajamas and French bluebloods riding horses, then Come right over to the Spanish age of Discovery.
Cons
- You lack the mass walls of bodies afforded by the Empire.
Special Rules
- Tactical Supremacy: when doing a Rally, March, Reform, or redirect Charge test, roll a 3d6 and discard the highest.
- Tercio Formation: a Formation that Combines an Aventuro and a Rodelero unit into one unit during deployment. This will be further discussed as its own unit.
Inquisitorial Powers
These are the Inquisitor's special gear. Some are bound spells, some are just assistance and work more as warlord traits.
- Her Will Be Done: Doubles the wounds dealt in close combat for the sake of combat resolution. For 50 points, you'll find better things.
- Holocaust: Bound PL5 spell that slaps a small pieplate anywhere near the Inquisitor and hit anyone under it with an S4 hit (S5 against undead, daemons, and wizards)
- Sanctuary: Bound PL3 spell that gives a constant zone that forbids daemons and undead from being within 3" of the unit.
- Scourging: Bound PL3 spell which deals d6 S5 hits to anyone within 12".
- Divine Pronouncement: Bound PL3 spell. One unit that's not stuck in within 18" immediately tests panic, subtracting the difference between the unit's leadership and the Inquisitor's.
- Might of the Goddess: Bound PL4 spell that doubles the Inquisitor's strength, but forbids magical weapons.
- Sword of the Witches: Bound PL4 spell. Enemy wizards within 12" must test Ld or eat d6 S4 hits.
- Purge: Bound PL3 spell. One unit and the Inquisitor roll d6 and add their Ld - if the Inquisitor wins, the enemy takes -3Ld, making the next combat crippling.
- Word of Myrmidia: Enemies must test Ld to charge the Inquisitor or be barred.
- Mace of Sacrifice (Magic Weapons): Grants +2S and ASF, but you must roll a d6 each turn and lose a wound on a 5+.
Relics of Estalia
- Wolf-Slayer:
- Sword of the Vendetta:
- Pistols of the duel:
- Scintilla Shield:
- Cape of Velacruz:
- Crown of Bilbali:
- Staff of Tomas the pure:
- Standard of Myrmidia:
Units
Characters
Named
- Isabella Giovanna Luccelli: High Priestess of Myrmidia and closest equivalent to Saint Celestine. She's got wings, negates psychology for units within 12", and she has all the prayer powers of a priestess. She's no slouch in combat either, as her weapon ignores armour and makes enemies in b2b eat -1 to hit her, her heavy armour has 4+ (re-rollable 4++ against mundane attacks) and forces ranged attacks to re-roll to hit her.
- Juan Federico: Grand Master of the Order of the Righteous Spear. He's just as good on the charge and then some. He makes his knights roll 3d6 on break checks, his defenses give 2+ and negate multi-wound attacks and KB, and his weapon has +1S and flaming with d3 wounds.
- Santiago De Vivar: A legendary hero during Estalia's war with Araby. His heavy armour makes enemies re-roll wounds while his dual weapons not only cause fear to those of Ld below his, but also re-roll to hit and wound while successful wounds are multiplied by d3 for combat resolution. Needless to say, this fucker lives for combat.
- Grand Inquisitor De Hojeda: Grand Inquisitor and head of the Tribune. He's a buffed Inquisitor with a 2+/6++ save and a bound PL5 item that gives him a random spell from the Lore of Light each turn.
- Francisco Cortez: Yeeeaaaaaahhhhh, totally not Hernan Cortez, destroyer of the Aztecs. He's a Conquistador HQ that makes Conquistadors core and makes them use his Ld. His weapon is an insane one with Piercing 3 and Parry 6++ and a 4+ Regen thanks to his amulet.
- Don Lomente: Don Quixote? Who's that? He's got a killer 3++ save, but he's subject to an insanity check not unlike Marius Leitdorf. His just don't suck as much.
- Alonso Diaz De Mirajo: A supreme Diestro. His unit re-rolls psychology and his weapon lets him counter-attack for every attack the enemy misses.
- Maria De Salvo: A holy assassin. She's unique with her ability to hide in other units while marking one unit to have KB against. Her dual weapons give her ASF, poison, and piercing, while her lone protection is a 2++ ward.
Genaric
- Grand Commander/Captain: An Imperial General without the special morale boost, but has Tactical Supremacy.
- High inquisitor/Inquisitor: a Melee Witch Hunter, able to take a flail to increase their strength to 6 in the first round and can take a bound spell.
- Diestro: A fanciful swashbuckling hero. He's purpose-built to fight challenges and can use one of three techniques each round of combat so long as it's not the one from last turn (ASF, a 6+ parry, or KB).
- Battle Magus: a Wizard hero, but you must have an Inquisitor in for each magus you have.
- Priestess of Myrmidia: a Priest that has ASF during the first round of any combat. Her Prayers last the rest of the game, so you can unload all your prayers on a unit and then move on to another one.
- Command the Legion: Priestess gains Inspiring Presence.
- Shield of Myrmidia: she and her unit gain +1 Armour and (5+)Ward Save against missile attacks.
- Spear of Myrmidia: she and her unit gain +1S and AP and Magical Attacks.
Mounts
- Warhourse:
- Pegasus:
- Griffon:
- Altar of Myrmidia: Priestess only. It's not quite as grandiose as the War Altar of Sigmar, but it's a chariot that joins units and gives them stubborn.
Core
- Pikemen: Equivalent to Empire Pikemen but can't take shields. All as well, these guys are meant to stab the charging fuckers.
- Avernturo:An elite version of Pikemen with +1 WS and I for a point/model. This allows them to join the Rodeleros as a Tercio.
- Halberds(1pt)
- Rodeleros: Imperial Swordsmen with +1 I and Bucklers.
- Tercio Formation A unique unit with sword and Bucklers in front and Pikes in the back, giving it defense and multi-rank fighting. Mhen models are removed, take the pikemen first. Also, like State Troopers, Crossbowmen and Handgunners within 3" can shoot enemies charging this unit as their Reaction.
- Crossbowmen: Imperial Crossbowmen with Light Armour
- Handgunners: Imperial Handgunners with Light Armour
- Caballeros: Heavy armor Cavalry As a Core unit. Kickass.
- Genitors: A Fast Cavalry unit build to chuck javelins.
- Almogavars: Skirmishing foot Javelin throwers, Take Light armour and Shields to also make them into makeshift swordsmen once the distance closes too much.
- War Dogs: Not part of the minimum core cost. Play them like any Hound unit, vanguard up and tie enemies down. They can also take armor if you think a point of armor will buy you one more turn.
Specal
- Marines: 2 points more expensive than Empire Free Company with Ambushers. They can take Light Armour.
- Royal Guard: Elite Hand gunners in Medium armor, with 30" Handguns, immunity to panic and ignores the penalty to stand and shoot. For more close range fire, the Champion can take Brace of Pistols for free. May Take a magic Standard.
- Conquistadors: Mobile Gunmen, able to move and fire handguns. They also have pistols for close range, and get off a pistol shot the first turn of combat.
- Grenadiers: Grenade throwers, give them cover as they get close to the front line and obliterate the line. These Grenades deal d6 S4 piercing 1 hits (d3 on skirmishers and lone models), allowing them to blast shit up.
- Knightly Orders: both are the same unit with a different Special ability. They are the same as the Empire Full Plate Knights and can take the Inner Circle for +1S.
- Knights of the Righteous Spears: Re-roll wounds on Charge
- Knights of the Blazing Sun: on charge and a roll of +2, the enemy loses -1 WS and BS for a turn.
- Sisters of Fury: Elite Spearwomen in heavy armor that fight in an extra rank and get ASF during the first turn of combat.
- Mountain Bandits: Ruffian skirmisher Bowmen than can move after shooting (this counts towards the moving and shooting penalty).
- Mountain Gun: a light Cannon that also has a Rapid fire mode.
Rare
- Black Watchmen: Full plate Halberdiers that hate undead and very brave.
- Culverin: a Cannon
- Fire Bulls: A herd unit of bulls that catch fire on the owner's say-o. Your herder can unleash the bulls in a direction and set them on fire during the movement phase. After this, they become aimless in their rampaging with 3d6" movement and randomized direction. Anyone they run through takes an S5 flaming hit per bull.