This is a great guide! I have one correction though: you can’t take the viscera cannon with a shield. The strong keyword only lets you use a single 2-handed melee weapon as a 1-handed melee weapon. The viscera cannon is 2 hands and is not a shield combo weapon. You could do a few things to fix it. - remove the shield, using the extra ducats to buy a 1-handed melee weapon for the knight to use as an offhand weapon OR - switch out the viscera cannon for a putrid shotgun, which as the shield combo rule. You could also do a pistol, as that is one handed and could be used in an off-hand in melee if you were trying to go cheap, but it wouldn’t benefit from the knights good melee profile I can’t tell you how many times my friends and I messed this up in our test games so far. The fact that strong let’s you take a two-handed melee weapon with a shield always leads to me forgetting that I can’t do the same with every 2-handed ranger weapon as well
I see you put that the knight gets 3 armor in melee as opposed to just 2 from the standard armor when using the viscera cannon, but shields ALWAYS take 1 hand and cannot be stowed
@@dawsengoodfellow9891 Ah yes I did totally miss that shields can't be ever stowed (yet for some reason you can stow massive cannons without issue). I made the same mistake with the Praetor in one of my bands I'm currently having an issue working out the rules for this 3 handed creature I have, where in ranged it has a 2 handed gun and a shield in the 3rd off hand, then in melee (it's Strong) I've got it wielding a Greats word in its primary hand, and then the other two hands are a polearm which with shield combo I believe means there shouldn't be any conflict
I’m assuming this is the desecrated Saint? As far as I can tell, that should work just fine? I swear, hand math is the hardest part of kitting out a warband 😂
@@dawsengoodfellow9891 This is actually the Tawkin homunculus I've built for the variant warband video I'm working on. I imagine a couple of these things will get clarified in later versions as more people ask these exact questions. Similar to how as far as I can tell there's nothing stopping you from putting multiple damage type keywords on a weapon so the alchemists can just create warcrimes out of grenades
The takwin was my second guess. If I had remembered that you said you were building Sultanate, I probably would have guessed that first. I was probably thinking the Saint because you mentioned the praetor lol. Yeah, there’s still a lot of questions, more which will come once people start playing more after the stls get sent out I expect. The alchemists with grenades sounds like a nasty combo. If that ends up being legit I might have to make a house of wisdom warband
Be good to see the totals for each troop type when you display them. Also when referring to graphs would be good to see markers ont he graphs that correspond to your words.
Yes just helpful to see total cost per unit. I’m finding new Antioch tricky to build cheap units that do much so interested to see the balance between factions. You could wrap this into series up perhaps with 6 columns with the factions summarised to contrast the costs and numbers. I do wonder if lots of activation gives a big advantage to the person who has them or if tougher units are better.
@jasonprince8016 I'll give a more in depth response when it's not 1am in the morning, but overall there's a couple things to consider regarding warband size in terms of number of units. 1. If you're playing a campaign or randomized scenarios, you won't necessarily always be able to benefit from that due to deployment restrictions on the number of units. 2. Morale tests. Since these are triggered based on half your units being gone, if half your units are easy to pick off, you can find yourself in danger of immediately having to retreat or take a massive debuff (this is actually how I lost my last game). 3. 4 attacks with -1 dice have less chance of one attack hitting than 2 attacks with +0 (albeit barely). So if you're going for fodder units, honestly the shotguns I've found feel the best at the minimum price point. Part of why I believe Azebs are the best bang for your buck units in the game. 4. Number of activations of course has benefits in of itself of being able to for example exhaust all your opponents units and before moving your final units around, but since the game operates on a unit by unit turn phase rather than say in Battletech where phases all happen simultaneously, saving your good units for end isn't necessarily the best since by then you've given up the ability to remove unactivated models from play. 5. New Antioch in particular has an interesting place in this due to their fireteams allowing a lot more flexibility about turn order, which of course comes with more opportunities for misplays
Loving these videos
Really looking forward to new Antioch.
Should have it done hopefully by Thursday night. Full work day in between means editing will take a bit.
This is a great guide! I have one correction though: you can’t take the viscera cannon with a shield. The strong keyword only lets you use a single 2-handed melee weapon as a 1-handed melee weapon. The viscera cannon is 2 hands and is not a shield combo weapon. You could do a few things to fix it.
- remove the shield, using the extra ducats to buy a 1-handed melee weapon for the knight to use as an offhand weapon
OR
- switch out the viscera cannon for a putrid shotgun, which as the shield combo rule. You could also do a pistol, as that is one handed and could be used in an off-hand in melee if you were trying to go cheap, but it wouldn’t benefit from the knights good melee profile
I can’t tell you how many times my friends and I messed this up in our test games so far. The fact that strong let’s you take a two-handed melee weapon with a shield always leads to me forgetting that I can’t do the same with every 2-handed ranger weapon as well
I see you put that the knight gets 3 armor in melee as opposed to just 2 from the standard armor when using the viscera cannon, but shields ALWAYS take 1 hand and cannot be stowed
@@dawsengoodfellow9891 Ah yes I did totally miss that shields can't be ever stowed (yet for some reason you can stow massive cannons without issue). I made the same mistake with the Praetor in one of my bands
I'm currently having an issue working out the rules for this 3 handed creature I have, where in ranged it has a 2 handed gun and a shield in the 3rd off hand, then in melee (it's Strong) I've got it wielding a Greats word in its primary hand, and then the other two hands are a polearm which with shield combo I believe means there shouldn't be any conflict
I’m assuming this is the desecrated Saint? As far as I can tell, that should work just fine? I swear, hand math is the hardest part of kitting out a warband 😂
@@dawsengoodfellow9891 This is actually the Tawkin homunculus I've built for the variant warband video I'm working on. I imagine a couple of these things will get clarified in later versions as more people ask these exact questions. Similar to how as far as I can tell there's nothing stopping you from putting multiple damage type keywords on a weapon so the alchemists can just create warcrimes out of grenades
The takwin was my second guess. If I had remembered that you said you were building Sultanate, I probably would have guessed that first. I was probably thinking the Saint because you mentioned the praetor lol.
Yeah, there’s still a lot of questions, more which will come once people start playing more after the stls get sent out I expect. The alchemists with grenades sounds like a nasty combo. If that ends up being legit I might have to make a house of wisdom warband
Be good to see the totals for each troop type when you display them. Also when referring to graphs would be good to see markers ont he graphs that correspond to your words.
@@jasonprince8016 Thanks for the feedback. By totals I assume you mean their ducat costs correct?
Yes just helpful to see total cost per unit. I’m finding new Antioch tricky to build cheap units that do much so interested to see the balance between factions. You could wrap this into series up perhaps with 6 columns with the factions summarised to contrast the costs and numbers. I do wonder if lots of activation gives a big advantage to the person who has them or if tougher units are better.
@jasonprince8016 I'll give a more in depth response when it's not 1am in the morning, but overall there's a couple things to consider regarding warband size in terms of number of units.
1. If you're playing a campaign or randomized scenarios, you won't necessarily always be able to benefit from that due to deployment restrictions on the number of units.
2. Morale tests. Since these are triggered based on half your units being gone, if half your units are easy to pick off, you can find yourself in danger of immediately having to retreat or take a massive debuff (this is actually how I lost my last game).
3. 4 attacks with -1 dice have less chance of one attack hitting than 2 attacks with +0 (albeit barely). So if you're going for fodder units, honestly the shotguns I've found feel the best at the minimum price point. Part of why I believe Azebs are the best bang for your buck units in the game.
4. Number of activations of course has benefits in of itself of being able to for example exhaust all your opponents units and before moving your final units around, but since the game operates on a unit by unit turn phase rather than say in Battletech where phases all happen simultaneously, saving your good units for end isn't necessarily the best since by then you've given up the ability to remove unactivated models from play.
5. New Antioch in particular has an interesting place in this due to their fireteams allowing a lot more flexibility about turn order, which of course comes with more opportunities for misplays