The World Of Twilight

Playing the Game => The Game => Topic started by: Carcharoth on September 03, 2015, 06:41:55 pm



Title: Dhogu - rules ideas
Post by: Carcharoth on September 03, 2015, 06:41:55 pm
We had a good chat on Sunday about the dhogu, particularly about the lack of a mounted captain... What would you like to see added to the dhogu force? (feel free to suggest stats etc!)
I also showed off the green for Mark's latest sculpt, a dhogu shaman  :)


Title: Re: Dhogu - rules ideas
Post by: Carcharoth on September 05, 2015, 02:28:18 pm
To get this started...
I'm thinking of doing a dhogu 'archer'. He would probably have captain (4), concentrated fire and a couple of ranged stamina abilities. A further option might be to give him scout(4) so you can get your little group of archers where they are needed.
The other character I'm thinking of is the yirnak captain. The warlord is a bit too expensive (in points) at the moment so the captain would fit in the gap. He would need to be a bit less effective than the warlord and it may simply be a case of dropping his stamina to 1 and making another couple of tweaks.
What do you think of the two ideas?


Title: Re: Dhogu - rules ideas
Post by: GrimSnik on September 05, 2015, 03:55:09 pm
that's a tough one.... initially I favored the archer captain, but now I think it could be quite handy to have a mounted captain.... maybe a mounted archer captain?   ;D   ;)


Title: Re: Dhogu - rules ideas
Post by: The Slann on September 05, 2015, 07:14:03 pm
that's a tough one.... initially I favored the archer captain, but now I think it could be quite handy to have a mounted captain.... maybe a mounted archer captain?   ;D   ;)

With the scout special rule  8)

Mounted captain would be the best honestly, a scout captain might be a bit op, and we have the trapper already, who can bring friends. So at least you have to give up the trappers beast handler ability.


Title: Re: Dhogu - rules ideas
Post by: serin on September 05, 2015, 09:10:33 pm
Have I misinterpreted the original post?

I thought that both options were on offer and the question was more to see how both of them could be optimised. :-\


Title: Re: Dhogu - rules ideas
Post by: TuffSkull on September 06, 2015, 09:31:03 am
Have I misinterpreted the original post?

I thought that both options were on offer and the question was more to see how both of them could be optimised. :-\

That's how I understand it.

I don't think the archer / Ryhad should have the scout ability - keep the trapper there as the specialist in that field.

He definitely needs something to pull the regular archers up with him too (like coordinated fire) as at the moment they're all but useless.


Title: Re: Dhogu - rules ideas
Post by: Carcharoth on September 06, 2015, 09:46:07 am
Yup, not an 'either or', just bouncing ideas around! Both figures are easy to do straight away (use the warlord as a captain, give a bow arm to the captain), although I like the idea of doing slightly more for both of them. This week I've been assembling dhogu to cast as single part models like I've already done with the trapper.
I guess if the archer had scout then it would have to be more expensive - probably better to keep it as a cheaper option (and he could always accompany a trapper).