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Subject: Can you create race specific armies using expansions? rss

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A. B.
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Hi, I am thinking about buying Battlelore 1st ed but it's important for me to be able to create race specific armies: humans, dwarves and goblins. However I am not sure if it's possible and I can't find it anywhere. I understand it's not possible using base set only. Can anyone tell me this? Which expansions are needed to do that? I understand that using Call to arms I can create such armies, right?
 
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Mark McG
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The BattleLore document archive has Muster lists of what is in each box
https://www.fantasyflightgames.com/en/more/product-document-...

The Basic set has following units;

2 Red Standard Heavy Cavalry
3 Blue Standard Regular Cavalry
2 Red Standard Heavy Infantry
9 Blue Standard Regular Infantry
2 Green Standard Irregular Infantry
3 Green Standard Archers

1 Red Standard Heavy Iron Dwarf Swordsman
3 Blue Standard Iron Dwarf Swordsman
1 Green Standard Iron Dwarf Crossbowman

2 Red Pennant Heavy Cavalry
3 Blue Pennant Regular Cavalry
2 Red Pennant Heavy Infantry
9 Blue Pennant Regular Infantry
2 Green Pennant Irregular Infantry
5 Green Pennant Archers

2 Green Pennant Hobgoblin Cavalry
1 Red Pennant Hobgoblin Swordsman
2 Blue Pennant Goblin Swordsman
2 Green Pennant Goblin Skirmisher
1 Green Pennant Hobgoblin Archer

So whilst possible to create a single race Dwarf or Goblin army, it is extremely limited.

Dwarves/Scots are supplemented by
Dwarven Battalion
Scottish Wars
Bearded Brave

and the Goblin / Almoravid by
Goblin Skirmishers
Goblin Marauders
Horrific Horde

Call to Arms is more a scenario generator, and you can limit the generator by race, but it is not, per se, a racial army expansion.
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Dan Cavaliere
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Mark spelled it out nicely for you (above). Using CtA is fun and can help you for the most part with this.

Nice thing with the expansions in BL1E is there were enough made you can get a good variety too. Have fun! It's one of my favorite games.
 
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Kent Reuber
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Call to arms is designed for human or human/nonhuman alliances. I found this text written by Richard Borg which was posted on the Fantasy Flight Games forum. You can substitute nonhuman units, but be aware that Dwarves tend to be more powerful than their human equivalent and goblins less valuable.

Quote:
Q: The instructions offered in the BattleLore: Horrific Horde Goblin Army Pack rulebook is: "These new cards, when added to the Call to Arms Deployment cards that already deploy Goblinoid units, make up sets of Goblinoid Army Deployment cards that allow players to field a Goblinoid force in either drafting mode."

Is there any further detail about how the Goblin CtA Deployment cards were intended to be mingled with the Original CtA cards? Any thoughts that can be shared about the reasoning behind the deployment cards in BattleLore: Horrific Horde Goblin Army Pack ending up as they did? Any further detailed rules about how best to use them?

A: Actually there are a number of ways we envision how the Goblin Deployment cards could be used.

First, if a player only owned the Horrific Horde expansion, it would be best to add cards (A8, A9, B8, B9, C8, C9) that feature units from the Horrific Horde expansion, to Pennant Call to Arms Deployment card sets A, B, and C. Goblinoid units would still be considered mercenaries to a human force when using Impromptu mode or Organized Mode.

Second, if a player owned all three Goblinoid expansions; Horrific Horde, Goblin Skirmishers and Goblin Marauders, it was our intention that cards (A8, A9, B8, B9, C8, C9) and cards (A10, A11, B10, B11, C10, C11) be combined with the deployment cards that featured Goblinoid units from the Call to Arms expansion:
• Set A = (A5, A6, A7, A8, A9, A10, A11)
• Set B = (B1, B2, B3, B8, B9, B10, B11)
• Set C = (C1, C3, C4, C5, C8, C9, C10, C11)
Human units would now be considered mercenaries to a Goblinoid force when using Impromptu mode or Organized Mode.

Note we also always use specialist cards when playing Call to Arms adventures.

For those of you who would rather field a pure Goblinoid force, before I share a few alternative modes our group uses with deployment cards, let me repeat a few thoughts I posted some time ago about the design philosophy behind the Deployment Card sets and Specialist cards.

Many of you, no doubt, have gone to play in a friendly game or tournament where a point system was used to set up your forces prior to the battle, only to find your opponent has mini-maxed the point system (some call it cheese) so that the whole game session was really not much fun. By design, the chief focus and main intent of the Deployment Card system was to reduce this sort of cheesy experience. It is our belief that the deployment decks go a long way to provide players with an almost endless variety of alternate ways to set up an adventure, while still providing an equal and balanced setting.

Regarding Specialist cards, during competitive play and tournaments we recommend you limit the number of cards to two. However, when playing friendly games players can agree to a greater number prior to the start of the adventure. The main focus of the Specialist cards was to give players the opportunity to use their new units from expansions, yet prevent a situation that would throw off or unbalance an adventure in favor of the wealthiest player.

If a player owns all three Goblinoid expansions; Horrific Horde, Goblin Skirmishers and Goblin Marauders, set up three sets of Deployment cards for the Pennant player that feature Goblinoid units:
• Set A = (A5, A6, A7, A8, A9, A10, A11)
• Set B = (B1, B2, B3, B8, B9, B10, B11)
• Set C = (C1, C3, C4, C5, C8, C9, C10, C11)
Lightning Mode
Lighting Mode is not meant to offer a great deal of control. Instead, its benefits are extremely quick set up and no need for Feudal Levy tokens. Our group has always enjoyed the challenge presented by this shuffle and deal form of deployment.

After the battlefield is selected and terrain hexes are placed, the Pennant player selects one set of deployment cards (see above sets). Shuffle the cards in the set and deal one card face up in each battlefield section, plus one as a reserve. The Standard player also selects a set, shuffles the cards and deals one card face up in each battlefield section, plus one as a reserve. Each player then does the following:
• Deploys his Guards
• Scout ahead
• Call the Reserves
• Call the War Council
• Call the Specialists

Strategic Plan Mode
Strategic Plan Mode works best when players have time to study the field of battle and consider multiple deployment options. We typically select a scenario and assign players their camp (Pennant or Standard) at the end of a game session, so there is ample planning time before the next session.

After the battlefield is selected and terrain hexes are placed, the Pennant player selects any four cards from the Pennant Deployment Card sets (see above sets) and places one card face down in each section of the battlefield and holds one as a reserve. The Standard player selects any four cards from the Standard Deployment Card sets and places one card face down in each section of the battlefield and holds one as a reserve. Each player then does the following:
• Deploys his Guards
• Scout ahead
• Call the Reserves
• Set War Council
• Call the Specialists

Note: This mode will allow the Pennant camp to deploy a total Goblinoid force by not selecting any deployment cards with Human units.

Using the Strategic Plan Mode, it's likely you will require Feudal Levy tokens. However, because most guys in our group have their own copy of BattleLore, we house rule that when a player comes to the game but has selected units that he cannot field from his base game or expansions, the unit is lost. This tends to reinforce that players should spend time to plan before the game session.
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A. B.
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Um... I don't really get it In Richard Borg's post there is a notion of making armies based on a point value - that's what I am looking for. Is there any ruleset with mustering points or smth that allows creating your own rosters, kind of like in 2nd edition?

One more question - concerning rules,if I may. Is there any penalty for units that have only one figure left? In 2nd ed in melee they don't hit as often. Anything similar?
 
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Kent Reuber
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dukeadam wrote:
Um... I don't really get it In Richard Borg's post there is a notion of making armies based on a point value - that's what I am looking for. Is there any ruleset with mustering points or smth that allows creating your own rosters, kind of like in 2nd edition?
I see that someone posted a point system, though he said it hasn't received much play testing: unit point system?

Quote:
One more question - concerning rules,if I may. Is there any penalty for units that have only one figure left? In 2nd ed in melee they don't hit as often. Anything similar?
No, the number of dice isn't reduced.
 
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I still don't get it I saw online videos of people playing Goblins vs Humans etc. so how did they achieve that?

In abovementioned Richard Borg's post there are some technical details concerning card numbers. You have to understand that I have never played Battlelore 1st ed, so it's hard for me to understand all these "guards", "sets" and "a1, a2, a3" terminology. Can someone please try and translate it to Common - how does it actually can work? I mean instead of referring to abovementioned terminology can someone just tell me how could I play Goblins vs Dwarves using Call to Arms or in any other way? Like step-by-step in layman terms?
Thanks guys, it's really important for me
 
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Dan Cavaliere
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Take a look at this link:

http://www.abovethefields.com/wargame/commndAndColors/battle...

We would use this for playing CtA on Vassal a long time ago. It can give you an idea about the cards and how you might use them.

For what it sounds like you want to do you may have to modify a bit but you can use cards like Standards A5 or C1 and just use the dwarf figures shown or even convert the human figure to a dwarf. In addition you can use the Specialist cards as you'd like (those like 'Iron Dwarf Clan Chiefs or Iron Dwarf Bagpipers).

I think this would do what you're hoping to do?
 
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I am not really sure, it sounds complicated But I THINK that more or less I get it. The only thing I am worried about is balance. It seems for example that considering I would get EVERYTHING Dwarves have very few cavalry units (literally 3 very slow ones - so flanking maneuvers would be hard) and very few heavy infantry units (one from base set? so not so much hard hitting). Wouldn't also Goblins be too weak?

Have anyone tried monorace battles (for example Dwarves vs Goblins etc)? Do they work out well?
 
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Mark McG
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I'd suggest you try it out on VASSAL.
Personally I prefer the medieval aspects of the game, so the Dwarf army is essentially a Scots army, and therefore has limited cavalry, Highland charges and spear units to form schiltrons.

That being said, towards the end, Fantasy Flight got off that track, and the Bear Riders (Dwarves on Bears) are one of the hardest hitting units in the game. Equally, the numerous by weaker Goblin army was supplemented by Ogres.

If you want two equal armies, use the humans (English/French). The point of the Dwarf & Goblin armies are they are different. One is mostly foot units, the other a high proportion of light cavalry.
 
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Jim Williamson
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A couple years ago I took the vassal goblin and dwarf only call to arms cards and made printable ones. These allow you to create goblin and dwarf only armies.

http://www.smallrealities.com/index.php/battlelore-1st-editi...
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Amazing stuff, thanks!
 
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