I have a few 'abilities' which I issue out to various troop types and wondered if anyone had advice on pointing them?
The easier ones:
Terror Applies -1 to enemy cohesion tests against – adds to the ‘any one of’ modifiers. Doesn’t apply if the enemy causes terror
Fear Applies -1 to enemy cohesion tests against – adds to the ‘any one of’ modifiers. Doesn’t apply if the enemy causes fear or terror
so the question really is how much should a -1 on cohesion tests cost in points? I'm thinking probably 2-3 points per base.
Tough +1 on death rolls
Very Tough +2 on death rolls
Ext. Tough +3 on death rolls
Again, how much should an extra 'death roll' minus cost? Probably this needs to scale something like 2/3/5 points?
Then the more difficult stuff. The ability to fly.
I know several people have issued out rules about flying over other troops and so on, but I haven't tried this out yet. I worry it would give the flyers a huge and unpredictable outcome on the game, such that they might become super weapons. The way to prevent that would be to say that no charge by a flyer has a morale impact since they are 'swirling around' etc. But they could still pervent rear support and have various other nasty implications.
I may yet go with that but I'd be keen to hear thoughts.
Currently, they just move fast.
Fly (skirmisher) Fly 9" per turn +1pt
Fly (line troop) Fly 8" per turn +2pt
This is what I have in my notes. I feel looking at it that it's actually too low.
Probably should be something like +4 points or more.
Then there are the more variable abilities.
Lizardmen move faster through woods, river and marsh for example.
Currently I have this as +1 point per base, counting the level of terrain as one better (difficult to rough).
Again this could be too cheap but you also may get no advantage for it so it's a very variable cost. If there's no forest on the table, that's maybe 50+ points for nothing.
Please feel free to post your thoughts. Thanks
