Updated Kindred Musters

A place to read and talk about our official updates, errata and addenda for Darklands. Please post all rules queries here!
Rick_Boer
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Updated Kindred Musters

Postby Rick_Boer » Fri Apr 01, 2016 2:42 pm

Hey Rob,

Just a couple of quick things from scanning through the new musters.

- Are the Walvax 1-5 as in the musters or 1-3?
- Are the Ignilegionaries 3-8 as in the musters or 1-3? I remember you saying they were rare after all.
Kenton
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Re: Updated Kindred Musters

Postby Kenton » Sat Apr 02, 2016 12:01 am

Ive also got a couple of questions here.

The way the ubiquity and mainstay requirements works now is especially harsh on anyone using Formorians. It essentially prohibits a warlock general as you'd have no mainstay units to choose from.

I understand the intent of the change but think it might need some refinement?
Jonathon Chester
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Re: Updated Kindred Musters

Postby Jonathon Chester » Sat Apr 02, 2016 8:09 am

Kenton wrote:Ive also got a couple of questions here.

The way the ubiquity and mainstay requirements works now is especially harsh on anyone using Formorians. It essentially prohibits a warlock general as you'd have no mainstay units to choose from.

I understand the intent of the change but think it might need some refinement?



Thing is Kenton the Formoraic build before this was literally a minimum mainstay unit then spam magic which was a horrible list to face as it was generally boring and a case of if my wizards work I win. These restrictions at a minimum make lists a bit more varied and are a way to make the player think a bit more on what they are using. Yes you'll need certain characters to make them mainstay and such but please build lists post them here see if it is as restrictive as you think I know I did at first glance but my brythoniaid lists have been more varied than ever.
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Rob Boyce
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Re: Updated Kindred Musters

Postby Rob Boyce » Sat Apr 02, 2016 8:15 am

Kenton, in a larger game it's unusual to have a warlock/caster as a general anyway as they usually have a lower authority but Warlock Lords and Warlocks of Baalor have authority's of 80 and 78 so can still take Reiver, Gul Gabrax and Gabrax Tains underneath them as commanders giving you access to Reivers, Gul Gabrax and Gabrax as Mainstay. I think you might be confusing some of the Monstrous Infantry commanders where they have to be general to effect mainstay requirements with the infantry nobles who only have to be commanders
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Rob Lane
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Re: Updated Kindred Musters

Postby Rob Lane » Sat Apr 02, 2016 9:45 am

Rick_Boer wrote:Hey Rob,

Just a couple of quick things from scanning through the new musters.

- Are the Walvax 1-5 as in the musters or 1-3?
- Are the Ignilegionaries 3-8 as in the musters or 1-3? I remember you saying they were rare after all.


Yea good points all - Walvax will be 1-3, as will the Ignilegionarii.

Cheers
Rob
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Rob Lane
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Re: Updated Kindred Musters

Postby Rob Lane » Sat Apr 02, 2016 9:49 am

Kenton wrote:Ive also got a couple of questions here.

The way the ubiquity and mainstay requirements works now is especially harsh on anyone using Formorians. It essentially prohibits a warlock general as you'd have no mainstay units to choose from.

I understand the intent of the change but think it might need some refinement?


If anything, Fomoraic are the best equipped for the new ubiquity limits - as Rob said, you can easily take tons of Mainstay with a Warlock general, and don't forget the Scion.

Cheers
Rob
Kenton
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Re: Updated Kindred Musters

Postby Kenton » Sat Apr 02, 2016 12:51 pm

Ah, I had missed that the tains also granted the status. Not so bad then :-)
Lesrac
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Re: Updated Kindred Musters

Postby Lesrac » Sat Apr 02, 2016 8:53 pm

Changed my encounter lists to the new kindred musters (Fomoraic, Norse, Anglecynn, Infernii, Erainn).
I like most of the changes, especially that the maximum Mainstay was removed. That makes it possible to create nicer lists.

Only my Fomoraic list got boring, because it's based on a Tain of Baalor.
Before: 1 Tain of Baalor, 5 Warriors of Baalor, 3 Tarvax
Now: 1 Tain of Baalor, 13 Warriors of Baalor (because of min. Mainstay)

Regarding that so much has changed, that’s a pretty nice outcome.

Regards
Lesrac
Byzantii V
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Re: Updated Kindred Musters

Postby Byzantii V » Sun Apr 03, 2016 11:57 pm

Does the host general's own ubiquity take up a slot? As in, a "Common" war chief will fulfill the requirements of one Common slot in a battle-sized game?
Rob Boyce
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Re: Updated Kindred Musters

Postby Rob Boyce » Mon Apr 04, 2016 5:28 am

Yep!
Byzantii V
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Re: Updated Kindred Musters

Postby Byzantii V » Tue Apr 05, 2016 2:51 am

Thanks!
black knight
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Re: Updated Kindred Musters

Postby black knight » Fri Jul 01, 2016 8:24 pm

Where is the rule that states Warlord or Tains make their kin mainstay as referred to above? I am not understanding how to make Fomoraic or Jute units mainstay without special rules for the leaders like Eurylalia has for Melusines.

Thanks,

Brian
Jonathon Chester
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Re: Updated Kindred Musters

Postby Jonathon Chester » Fri Jul 01, 2016 8:41 pm

The rule name is in the characters special rules part of his muster and the appropriate explaination is on the Muster Rules PDF
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black knight
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Re: Updated Kindred Musters

Postby black knight » Fri Jul 01, 2016 9:04 pm

I'm sorry. Looking at the Fomoraic muster, where do you see a special rule on ubiquity? And where in the muster rules does it say Tains change ubiquity? I can't find it there and have been looking for a while.
Rick_Boer
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Re: Updated Kindred Musters

Postby Rick_Boer » Fri Jul 01, 2016 9:06 pm

It's the Compel and Influence rule in the muster rules, last page.
Basically Compel (x) or Compel (x(2)) give you the option to change those specific units (x) to mainstay. Influence does the same, but it gets you common slots
black knight
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Re: Updated Kindred Musters

Postby black knight » Fri Jul 01, 2016 9:08 pm

Thanks!
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Kharn
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Re: Updated Kindred Musters

Postby Kharn » Mon Jul 25, 2016 8:08 am

Hi, Rob. Some questions, that appeared in different musters.
1) Is it correct, that Slings of MAIOBHANAGH shoot much further then bows of RHYFELWR? It's a little strange for me.
2) Shields of DYNDRAIG have Weapon+ = 0 and M+W = 0. Yeah, poor, powerless draigs =)
3) MORAINE-SORCERER in muster has 40mm base, but in the store it comes with 50mm. Which one is correct?
4) Mag Ap Mag - the same question as with Moraine - in store it's 30mm, but in muster it is 50mm.
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Rob Lane
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Re: Updated Kindred Musters

Postby Rob Lane » Mon Jul 25, 2016 1:09 pm

Kharn wrote:Hi, Rob. Some questions, that appeared in different musters.
1) Is it correct, that Slings of MAIOBHANAGH shoot much further then bows of RHYFELWR? It's a little strange for me.


It's a less well-known fact, but slings often have a much greater range than a bow.

Kharn wrote:2) Shields of DYNDRAIG have Weapon+ = 0 and M+W = 0. Yeah, poor, powerless draigs =)


Yea, that's an error - I'll fix it.

Kharn wrote:3) MORAINE-SORCERER in muster has 40mm base, but in the store it comes with 50mm. Which one is correct?


You should have received a 40mm base - contact me and I'll send a replacement out!

Kharn wrote:4) Mag Ap Mag - the same question as with Moraine - in store it's 30mm, but in muster it is 50mm.


30mm? That's bad! It should be 50mm.

Cheers
Rob
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Kharn
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Re: Updated Kindred Musters

Postby Kharn » Mon Jul 25, 2016 1:12 pm

Thanks for answers.
As for bases - I meant bases in Mierce-MIniatures online store in descriptions =) I've decided to make sure, that everything is correct first.
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Rob Lane
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Re: Updated Kindred Musters

Postby Rob Lane » Mon Jul 25, 2016 1:17 pm

Kharn wrote:Thanks for answers.
As for bases - I meant bases in Mierce-MIniatures online store in descriptions =) I've decided to make sure, that everything is correct first.


It may be that the contents are wrong; but the profiles (in terms of the base sizes) are always right because they determine various factors on the profile itself.

Are you saying that Skaadi and Mag ap Mag are listed as having the wrong base sizes? Or have you got the wrong bases?

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Rob
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Kharn
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Re: Updated Kindred Musters

Postby Kharn » Mon Jul 25, 2016 3:46 pm

Yes, the first one:
Skaadi and Mag ap Mag are listed as having the wrong base sizes.
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Rob Lane
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Re: Updated Kindred Musters

Postby Rob Lane » Mon Jul 25, 2016 3:57 pm

No worries, I'll fix on the site. Thanks for letting me know!

Cheers
Rob
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Kharn
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Re: Updated Kindred Musters

Postby Kharn » Sat Jul 30, 2016 8:38 am

Intersting Update, but...
Cheaper Kraan without Nerf? Kraan with warriors of Baalor on 999? I don't get something...
Almost every fomoraic player in our meta takes Kraan on 999 (that's 4 from 5 players).
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Rob Lane
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Re: Updated Kindred Musters

Postby Rob Lane » Sat Jul 30, 2016 9:43 am

He's a nasty guy, for sure, but he's also 25% of your host at 999... on the bear he's almost a third of your host.

If you're saying he's too powerful for skirmish, that's fine, but you need to back it up with examples of why he's too powerful and solutions to that.

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Rob
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Kharn
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Re: Updated Kindred Musters

Postby Kharn » Sat Jul 30, 2016 10:00 am

Oh, that's good approach! I'll collect info and will write you a mail then.
Maybe I'm just missing something. Then we'll see.
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Rob Lane
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Re: Updated Kindred Musters

Postby Rob Lane » Sat Jul 30, 2016 4:35 pm

You may as well share here Kharn, no need for an e-mail. Just put a new topic up.

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Rob
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Kharn
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Re: Updated Kindred Musters

Postby Kharn » Mon Aug 29, 2016 8:21 am

Hi, Rob!
Do Teulu Guards have no two-handed sword option or this is an error? Most of the other similar units have it...
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Rob Lane
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Re: Updated Kindred Musters

Postby Rob Lane » Thu Sep 08, 2016 10:14 am

Hi Kharn

Sorry, I missed this...

No, not at this time. They only use sword and shield, they aren't trained to use them as double-handers; their styles come from the Romano-British, who used swords as thrusting weapons, not swinging weapons.

Cheers
Rob

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