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PostPosted: Fri Jun 04, 2010 5:21 am 
Kinsman
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For the Easterlings, I would make the ones armed with spears also have sheilds. The Minis Tirith battle company gets this, so it is perfectly fair. Easterlings don't get a great deal of variety in their army, which makes filling this list difficult. You can't have any heroes as promotion options, as this isn't how battle companies work. Your ordinary warriors can become heroes, then get upgraded with experience.

If you need a new option for the 1-3 (after rolling a 6), then you could make a special elite warrior for the Easterlings, who can have +1F, but no shield (same wargear as the dragon knight, but his stats would be more similar to a warrior).

For the elves, I would let them start with 2 archers, but only 1 spearman. I know this puts you over the archer limit, but considering most teams will have 6 or 7 warriors to start with, it is still fair. For magic, you could give the elves the option of getting the same spells available to the Stormcaller (except Nature's Wrath! - too powerful for battle companies!). That way it would be consistant with existing rules.
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PostPosted: Fri Jun 04, 2010 6:00 am 
Elven Warrior
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Thanks for the response. So Call Winds would be okay as magic for the elves?

Also I was thinking the only special rule for easterlings would be phalanx, so what they normally get, or should I add something else? And for promotion for easterlings all that happens is that they get +1F and have no shield? Maybe they get the easterling halberd also?

What you think?

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PostPosted: Fri Jun 04, 2010 7:02 am 
Craftsman
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I'm with emperor_thompson - the elves are already a fragile group, so I think letting them (barely) break the 33% bow limit is OK.

For magic, I would include Call Winds, Renew, Aura of Dismay, and Immobilise (maybe roll to see which one you get, on a 5-6 take your pick?).

I think the Easterlings look good, although being promoted to a Dragon Knight (even from a Kataphrakt) is really good since mose Battle Companies heroes start off with just 1 Fate. To immediately be promoted to a Hero with 2 Might and some special rules (as well as stat upgrades) is quite dramatic for a single promotion. I might save the Dragon Knight as some sort of "special upgrade" that can only be attained once per battle company, and costs extra influence points.

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PostPosted: Fri Jun 04, 2010 7:41 am 
Elven Warrior
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Ok that sounds good, thanks for the help. :-D You think rolling every 5 influence dice on the influence table is fair for the elves?

And then for Easterling promotion it would be
+ 1F, easterling halberd

I cant think of anything else.

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PostPosted: Fri Jun 04, 2010 10:25 am 
Kinsman
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would this be okay for a starting Galadhrim battle company?

2 Galadhrim warriors w/elf bow
2 Galadhrim warriors w/spear
2 Galadhrim warriors w/elf blade

And maybe they could be upgraded to galadhrim knights or guards of the galadhrim court?

i don't really want to use wood elves as I have none and I don't really want to buy a box just to use about 10 of them.
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PostPosted: Fri Jun 04, 2010 4:42 pm 
Elven Warrior
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I would say, based on what I know that you should drop one elf with spear if you want to consider part of your elves armoured. But the upgrades seem fine.

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PostPosted: Fri Jun 04, 2010 8:05 pm 
Ringwraith
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After a quick google search for battle company, I found this 2005 post by a chap called Wymarc on the Palantir site. They are companies he has formulated:

Hobbits

Start with:1 sheriff(hero), 4 archers, 4 militia

Special Rule: A hobbit battle company may place up to 3d6 trap markers on the playing field at the beginning of the game.

Influence:
1=No Effect
2=hobbit militia
3=hobbit archer
4=sheriff
5=choose 1 of the above
6=choose 2 of the above

Promotion table:
All hobbits-sheriffs

Hobbit Equipment:
short bow-1 ID (influence die)
hand weapon-1 ID
trap*-1 ID
Pony-1 ID

Hobbit Hero Advancement:
1- Might/Will- Roll a die. On a 1-3 the hero gains a point of will, on a 4-6
the hero gains a point of might.
2- Courageous- This hero may re-roll Courage tests
3- Might- The hero gains a point of might
4- Home is the Hero- See SotS supplement pg. 10
5- Exceptionally Large- The hero may buy a horse to ride at 2 ID and has
a permanent increase in strength by 1 point.
6- Wilderness Walker- This hero may move through difficult terrain at full
speed

*If you buy extra traps, add them to your number of traps in the beginning of the game




Ruffians

Start with:1 Thug*(hero), 3 ruffians w/whips, 3 ruffians w/bows

Special Rule: Before each battle roll a die. On a roll of 4 or more, this company gets an extra ID after this game.

Influence:
1=No Effect
2=ruffian w/bow
3=ruffian w/whip
4=thug
5=choose 1 of the above
6=re-roll on this table

Promotion table:
ruffian w/bow-thug w/bow
ruffian w/whip-thug w/whip

Ruffian Equipment:
bow= 1 ID
whip=1 ID
armor=1 ID
horse=2 ID
2 handed weapon=1 ID

Ruffian Hero Advancement:
1- Might/Will- Roll a die. On a 1-3 the hero gains a point of will, on a 4-6
the hero gains a point of might.
2- Courageous- This hero may re-roll Courage tests
3- Might- The hero gains a point of might
4- Sharky's Favor- A battle company that includes this hero may re-roll 1
influence die.
5- Exceptionally Large- The hero has a permanent increase in strength by
1 point and defense by 1 point.
6- Wilderness Walker- This hero may move through difficult terrain at full
speed

*Thug-5 pts.
F S D A W C M/W/F
3/4+ 3 4 1 1 3 - - -

Equipment- leather armor, sword
Whip- 1pt.
Bow- 1pt.




Corsairs

Start with: 3 Corsairs, 3 Corsairs w/bow, 3 Corsairs w/throwing spear

Special Rule: This battle company may have 1 piece of equipment from any battle company it defeats.

Influence:
1=No Effect
2=Corsair w/bow
3=Corsair
4=Corsair w/throwing spear
5=choose 1 of the above
6=re-roll on the below table

1-3=Warden of Umbar w/bow
4-6=Warden of Umbar w/shield

Promotion table:
Corsair w/bow-Warden of Umbar w/bow
Corsair w/throwing spear-Warden of Umbar w/shield
Corsair -Warden of Umbar w/shield

Corsair Equipment:
Bow= 1 ID
Shield=1 ID
H. armor=1 ID
Horse=2 ID
Throwing weapon=1 ID
Whip=1 ID

Corsair Hero Advancement:
1- Might/Will- Roll a die. On a 1-3 the hero gains a point of will, on a 4-6
the hero gains a point of might.
2- Courageous- This hero may re-roll Courage tests
3- Might- The hero gains a point of might
4- Favor of the Harbor- A battle company may re-roll 1 influence die per
hero with this rule.
5- Blade Master- The hero may re-roll 1 die per turn to see who wins the
fight
6- Terrifying- This hero invokes terror


*This company uses the Tribes of Harad rules in White Dwarf 299





Elves

Start with: 2 Wood Elves w/elf bow & elf blade, 1 Wood Elf w/spear, 2 Wood Elves w/elf blade

Special Rule: This battle company must use 5 Influence dice to roll on the influence table.

Influence:
1=No Effect
2=Wood elf w/elf bow
3= Wood elf w/elf blade
4= Wood elf w/spear
5=choose 1 of the above
6=re-roll on the below table

1-2=High Elf w/elf blade
3-4=High Elf w/spear & shield
5-6=High Elf w/elf bow

Promotion table:
Wood elf w/elf bow-High Elf w/elf bow
Wood elf w/spear-High Elf w/spear & shield
Wood elf w/ elf blade-High Elf w/elf blade

High Elf w/elf blade-Elnaith w/elf blade & shield
High Elf w/spear & shield-Elnaith w/spear & shield
High Elf w/elf bow-Elnaith w/elf bow

Elf Equipment:
Elf bow= 2 ID
Shield=1 ID
H. armor=2 ID
Horse=2 ID
Armor=1 ID
Elf blade=1 ID
Spear=1 ID
Elven Cloak=2 ID

Elf Hero Advancement:
1- Will- The hero gains a point of will
2- Stand Fast!- This Hero’s stand fast rule now has a range of 12 in.
3- Might- The hero gains a point of might
4- Magic- This Hero gains the spell transfix or nature’s wrath, the
controlling player’s choice.
5- Blade Master- The hero may re-roll 1 die per turn to see who wins the
fight
6- Terrifying- This hero invokes terror

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PostPosted: Fri Jun 04, 2010 8:36 pm 
Loremaster
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Is this officially legal? I.E can you use them in tournaments and such.

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PostPosted: Fri Jun 04, 2010 9:22 pm 
Elven Warrior
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I have no idea but my guess would be yes, you just have to count up all their points and use the what you see is what you get format. But dont take my word for it :o

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PostPosted: Sat Jun 05, 2010 12:01 pm 
Craftsman
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is there a problem with Breakthrough scenario?
the field is 24" deep and the defenders can be deployed up to 12" from one edge. now how to deploy the attackers 18" from any defender, that would push them out of the field as I am deploying my defenders in a wide spread line formation across the board.

any ideas?

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PostPosted: Sun Jun 06, 2010 7:23 am 
Craftsman
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spuds4ever wrote:
Is this officially legal? I.E can you use them in tournaments and such.


Do you mean Battle Comapanies in general, or the various lists that have been posted in this thread?

In either case, I believe the answer is "no," although it's worth pointing out that the Battle Companies rules were originally printed by GW in White Dwarf so it is feasible that a GW store or another shop could run a Battle Companies campaign or something.

The lists posted in this thread, however, are all fan-written. For the "official" battle companies lists you'll have to check out the Battle Companies rules which are posted on the GW site.

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