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| ARMY OF THE CAIRNS (redeux) After reviewing some of the criticisms and comments online about the Army of the Cairns, Tim Murray and I discussed the army list (referred to on this website as the Army of Kemmler) and decided to "fix it" rather than simply rubber stamp a broken army list from 6th Edition into 7th Edition. The PDF document in the link below takes you to the revised army list and it can be used accordingly. This page is a summary of what we changed on this list and, what remained unchanged but was reviewed just the same. In this way, anyone familiar with the old (broken) list can evaluate our changes and work with the list accordingly. If you have any questions or comments, feel free to drop me a line through the Contact Us link (on the left). What was changed and why: General - rather than the list being exlcusive to Heinrich Kemmler we wanted to be able to field it with other characters like Nagash or Krell taking on the role of the General. Moreso, we also wanted the option of a non-Special Character General so that it could be played as a stand-alone army or a part of a larger force where Kemmler or Nagash were somewhere else on the larger battlefield and this was simply a smaller part of a bigger battle. Chill Attack - Originally misread, Chill Attacks DO count towards combat resolution. Therefore, Ghosts DO have a way of making attacks in close combat and winning combat if matched up against the proper opponents. Tormented - We chose to make this rule subject to the General's Leadership. This keeps Glooms competitive if you keep them close to your General. Shadow Druid - If Kemmler or Nagash are not present, the army had no means in which to function as an Undead army (no Vanhels or Raise Dead capability). Therefore, we needed to give the Shadow Druid access to the Necromancy spells from the Vampire Counts army book. Roll a d3 for spell choices (since there are only 3 spells) and allow the Druid to trade in an unwanted spell for Invocation of Nehek, just like a normal wizard would be able to do. Wight King - We opted to give the Barrow King the same profile as the Vampire Counts Wight King and, therefore, he could stand alone as the army General when Special Characters are not used. In doing this, we were also able to separate him from that cumbersome chariot and made it an optional mount for the Wight. His equipment options were expanded to coincide with the current Wight King in the Vampire Counts army book. You will note there is still no Battle Standard option. This is intentional since the presence of the Undead Construct rule for so many of the units decreases the importance of this option. Besides, we believe it was omitted intentionally from the original list and didn't want to venture too far from it's original intent. The expansion of Necromancy to the Shadow Druid and having Simulacra as a Core Unit choice makes up for the absence of the Battle Standard Bearer. Ghosts - We chose not to change the Ghost after reviewing the rules and stat line. Complaints about it's "uselessness" because it has no Attacks are unfounded, since it's Chill Attack will inflict wounds on enemies in close combat that will count toward combat resolution. Players need to evaluate what the Ghost is supposed to be used for and where it can be effective (against small units of low Leadership models, like Fast Cavalry or war machine crews). Because it allows no armour saves, it will also be effective against units of knights, but should be supported with a larger unit so that it does not lose combat resolution due to outnumbering or ranks. Embalmed Ones - We chose not to change the Mummies even though their movement is tediously slow. By deploying them within 12" of the General (and the addition of Vanhel's Dans Macabre to the Shadow Druid's potential list of spells) the Mummies will be able to March and get into combat along with the rest of the army. Like all Undead forces- pay attention to your deployment. Glooms - With the changing of the Tormented rule so that a General's Leadership can be used, this should keep your unit of Glooms on the table longer and make it more worthwhile to bring them. With a Leadership of 5, why buy the models and deploy a unit of 20 only to have them whither down before they get into combat? I understand the ranks give a bonus to Leadership, but even a full unit of 20 has a 28% chance of failing a leadership role and, therefore, whithering away. Since these are a Rare unit choice (and the alternative is an Abyssal Terror), Glooms should be more potent and more reliable. Deploying them within 12" of the General should help achieve this. Of course, sometimes the rank bonus to Leadership for the Glooms will be higher than the General, which is fine. Again, it all comes down to deployment and how you use your unit's relationships with the General. Charm of Defiance - This was obviously a typographical error when initially published and it is a One Use Only item. Yes, you can stock up your Shadow Druid or Wights with up to 3 of these each- making your army very resistant to enemy magic, but in doing so you eliminate their ability to carry anything else. Your choice. Magic Banners - The War Banner is available to the army as part of the common magic items list (even though I did not physically add it to the Archeological Artifacts page). It is 25 points. I also understand that the Barrow Guardians (Tomb Guard) can carry a banner worth up to 50 points, even though there isn't one on the list. This is because the Barrow Guardians are identical to Tomb Guard from the Vampire Counts book and I wanted to remain consistent between the two lists. Since this is an unofficial list, you have the option to use magical items (such as banners) from the Vampire Counts list (if your opponent agrees to it) and, therefore, I figured I should call this out as an option. In campaigns (which is what I intend to use this list for) I sometimes allow armies to use captured magical standards of their opponents. This too, would allow the Barrow Guardians the option to carry a magical banner besides the War Banner. If you choose to use such a rule, feel free to allow the option to ugrade a Wight to a Battle Standard Bearer (+25 points for his ability to do so) and then permit him to carry the captured standard of the enemy. After all, this list is about character and having fun with the hobby- it is not a tournament list.
ENJOY! | |
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