I agree with souldestroyer that the Vârmishi and Akari are probably 2 points too expensive.
For your archers, what STR and Ranges were you looking at?
I would would say to be very careful when making a flying unit that is not a cheap, basic warrior. Flight of 25 and good stats allow you to pick off juicy targets quite easily. I would be more comfortable if the physical stats were all reduced a couple points and also going with atma's suggestion of +1 TF per altitude. This would require changing up the points a bit to make the unit work.
Regarding the Vârmishi and Akari I included their special ability in the points: They have a 50% chance to avoid a unit higher in rank from being hit. With the Ströhm Bodyguards it is 3 AP per Character that is protected, but here they can protect any higher rank, that's why the cost is higher than a similar profile.
Damn it, I forgot the STR and range, here they are:
Vârmishi-Archer: Bow STR/4 range 20-40-60. Akari-Archer: Bow STr/6 range 20-40-60.
Ok, I'll make a reduced profile of the Shîvenos and post it.
Thanks again for all your suggestions and feedback!
I want to show you the miniatures I selected as Akkyshans and, of course, the originals. Many of them are from Hordes, the Legion of Everblight. First, they have pointed ears and are looking like sinister elves. Second, mostly all the characters are female, which fits perfect to the Akkyshan. Further, I have to perfect Cadwallon Akkyshans from Malifaux and some beuatiful characters from former Confrontation sculpter Stephane Simon, so the style fits to the rest of the universe.
For the bases, I want to build a very strong forest image with spiderwebs like in this tutorial as I don't have an airbrush (and can't do the airbrush spiderwebs you find elsewhere).
First the troops.
They have not arrived yet, but I want to take Blighted Swordsmen from Hordes.
I would have never imagined Warmahordes minis used as Confrontation troops ! Very smart, I have to say. But, with those (cool looking, btw) forest bases they will be a pain to transport.
Thanks. Since some Rackham sculptors landed there and these are the most appealing ones, I'm quite content with them. But to be honest, most of the Warmahordes miniatures I don't like, but these fit quite well. I usually glue magnets under the base and transport the miniatures in a metal box (intended for cash) like this
which is perfect for a 400 AP force. For the bigger armies (and storage) I use toolboxes with a glued metal layer inside like this . Even the Cynwall Dragon fits in there without problems.
I came up with some conversions for the Black Widows. In the fluff it is said, that these Akkyshan are blessed by their goddess and have a body half elf, half spider. In the Newsletter No. 12 is a wonderful picture (page 50 in the pdf). The driders you can find for example at Reaper are not really appealing to me, so I converted some myself. I used Goblins Spiders for the body and Daemonettes for the upper body. Everywhere in the base are some other bits from Confrontation miniatures (hey, at least some metal on this ) and little spiders as well. I want to heavily cover them in spiderwebs, so it looks like a cocoon.
The lady on the right will be a character, and a priest.
Over the next few days, I will eventually come up with the cards, also some other characters and the first revised cards.
Thanks! I stumbled across this idea in the Dakkadakka forum, and because good looking driders are hard to find, I liked the way it was done.
I also made the stats and redid some of the others. Basically, I reduced the points of Varmîshi and Akari, reduced the stats of the Shîvenos and changed Ferocious to Righteous with the Atrâsh.
I came up with some artifacts as well:
Swarm of Spiders A character can affect up to three enemy fighters in a 10cm radius. The Spiders either irritate the enemy (INI -1) or, if the enemy is in base contact to the character, can be woven in a net (no MOV for this round). Maybe even both?
Bloody Idol of Spiders For X extra AP, every model can get Assassin.
Wrath of the She-Spider All friendly fighters in 20cm radius get Bane/Males. (obviously not effective for Undeads or Constructs)
I like the profiles and I think they are pretty close to balanced. I would have to play a game before I could say if any needed adjustments.
The artifacts look good.
I'd say Swarm of Spiders for a character would be fine at 15 point (maybe 10 if only available on spell casters). I'd definitely have both abilities.
Bloddy Idol of Spiders sounds like one of the Baronies/Clans/Ways/etc. abilities. In Dogs of War, Assassin is 48 experience, which works out to be almost 5 points. I would have no issue with you paying 5 points per model for this ability, I'm just not sure if I were playing the army I'd ever consider it worthwhile.
Wrath of the She-Spider is a very powerful artifact, but can be very situational. Very possibly, this could give your entire army bane vs all of your opponent, or could be useless vs some Cynwall or Archeron armies. I'll have to think about how many points it is worth.
Thanks for the response, I didn't make up my mind yet about the points for those artifacts, but your suggestions sound reasonable. 15 AP for the Swarm is fine, but the idol should be divided into the costs for the artifact and the extra cost for the fighter who are supported by this. Maybe there is something similar already? Or as a compromise, let's have a look at Kassar's Dagger of Obsidian: he can gain the ability Assassin, but looses a combat dice for this. As this artifacts originated from the Akkyshan, this might be interesting. The Wrath of the She-Spider came from the old DoW-days, where I had a fun Cadwallon troup of only female models from the paths of destiny - and it was a fighting brothel. So we giggled around and thought about this special time of the month, you know, and hence the Plague/Men was born as a special ability. But it fits to the mating habits of spiders, so I thought it might be a good idea.
I finally made the first characters and build some cards with the pictures in it. Have fun with it!
So far you know them already, here come the characters.
Ambaly the Restless (Amblycera is a suborder of chewing lice) She started, as everyone in the army of the spider, as Vârmishi, and she served her superiors well. Nevertheless, she stayed in the rank of Vârmishi forever. All the other fighters who started together with her are either dead or rose through the ranks. She shares this destiny with Tilia, and this formed a strong bond between those two women. But while Tilia got bitter about this situation, Ambaly sort of settled with it. She even begun to see her fellow Vârmishi not as disposable grunts.
Artifact: Symbol of the Domestic Cost: 10 AP reserved to Ambaly
This scarf accompanied her from her very first day of battle and stayed with her ever since. For her and her fellow Vârmishi, it is a symbol of their servitude to their masters, but also a sign of hope and the promise that it could be better, one day. Even if this promise seems to be false for Ambaly. This artifact gives Leadership/10 to Ambaly, but only Vârmishi (no matter if normal soldiers or archers) can profit from it, as she can't give orders to superior ranks. Furthermore, it gives COU +1 for Ambaly and Fanaticism to every Vârmishi in her area of Leadership.
Tilia the Bitter (Eriophyes tiliae is a mite that forms the lime nail gall or bugle gall.) She suffers under the same cruel fate as Ambaly and stayed in the ranks of Vârmishi since ages. But contrare to Ambaly, she will not settle with this situation and tries very hard to finally step up in rank. Her endless futile attemps made her bitter and disillusioned her.
Artifact: Theshenar Cost: 10 AP reserved to Tilia
After her first attemps to climb up ranks, she got so upset, that she killed her instructor in cold blood. But since then, the spirit of Theshenar accompanies Tilia in the sword used in this murder. Tilia can use the power of her instructor. This artifact gives Brutish Charge and Masterstrike/3 to Tilia.
Catâsh the Screecher (Delta Atracotoxin is the venom of the Sidney Funnel Web Spider Atrax robustus who already named this unit) If there is one thing to say about Câtash, it is her voice. She can be heard everywhere, at least it seems so to her inferiors. With a loud, harsh voice she bellows orders and forms the army to the will of her masters.
Artifact: Horn of Neriene (Neriene radiata is the filmy dome spider) Cost: 13 AP reserved to Catâsh
Neriene was the name of a huge, old spider, who fought many battles alongside the Atrâsh warrior, and when she eventually died, Catâsh took the horn and used it to increase her voice even more. The use of this artifact has to be announced when Catâsh is activated. It gives to max. 3 fighters in Catâsh's area of Leadership the ability Possessed for one round. Furthermore, those affected fighters are activated at the same time as Catâsh. They can not profit from the extra order ability of the Atrâsh in this round.
Karakûr the Ever-Hungry (Karakurt is a regional east european name for the european Black Widow) From the day she left the cocoon and feasted on the flesh of some poor Alahan sacrifice, the hunger never left Karakûr. It was even goaded by the priestesses of Lilith for her evil purpose. Since that day, she proved herself worthy of the blessing of the goddess and leads the hordes of the Black Widows into battle and to the search for prey.
Artifact: Sharatôn Venom Glands (Serotonin in spider venom causes huge pain) Cost: 25 AP reserved to Karakûr
To feed her neverending hunger and lust for flesh, Karakûr developed some special venom glands that allow her to hunt more effectively. This artifact gives Implacable/3 to Karakûr. For every pursuit movement she makes with this, she gets a single toxic dice (one for the first pursuit movement, after killing the victim and another pursuit movement, she gets another dice). This does not accumulate. If she doesn't use the extra toxic dice in the first pursuit movement, she doesn't get another one for the second one.
I made the first test games against various factions to see how the stats work in the field, and I'm quite satisfied with it, bu I realized as well what things are about to change.
The first game was, of course, against Daikinee. Couldn't be any other army.
Akkyshan Ambaly the Restless with Symbol of the Domestic Tilia the Bitter with Theshenar 3 Akari Archers 2 Varmîshi 2 Varmîshi Archers 2 Atrâsh 1 Black Widow 1 Shîvenos 1 with Inferno of Damnation
The first four games, I used this list for Akkyshan.
Daikinee Maneos with Goan and Shell of Anura 3 Skarab Warriors 3 Archers 1 Mandigorn 1 Sylph 2 Zephirs
This was not a good day for the Daikinee, one after the other fell under the grim claws of the Web of Ashînan. Even the Mandigorn, usually not easy to kill, fell in one round. But to be honest, the Akkyshan had a lot of lucky rolls, and 5 archers are not easy to avoid, even with enough cover. Usually, the Atrâsh used their ability and gave the archers an order to move, then the archers shot with the first toxic dice, later the Varmîshi and Atrâsh joined the battle and the characters finished the already wounded. In the meantime, the Shîvenos fly above them and casted Inferno of Damnation.
The second game was against Cynwäll. Hey, Elves first.
Cynwäll Maelyn with Orb of Resonance, Helianthic Masterpiece and Forge of the Heliasts 2 Azure Hunters 2 Khydarim 2 Asadar 1 Quasar
The Akkyshan archers did a lot of damage in the first rounds and killed the Khydarims and Asadars. Then Quasar did is own share of killing, mowed through the lines and could almost have made a draw, but was killed by a double six. After that, it was a piece of cake for the spider elves.
After this match, I changed the special ability for the Atrâsh, because it is too overpowered. To have all of 5 archers to move before they are activated is really much. That's why it is now:
Atrâsh special ability: Giving orders When activated, an Atrâsh can give an order for an inferior soldier (Irregular, Regular, and Veteran). This soldier has to be in the line of sight and in a distance of 10 cm. This soldier can move his MOV. He can use this Movement to engage an opponent. If the soldier is already in hand-to-hand combat, he can make a Disengagement/5 roll. The Atrâsh loses 5 cm of his MOV for giving this order.
After that change, the game was much more balanced.
Sessair Baal 2nd with Vorpal Axe and Demonic Gesa Son of Ogmios 3 Sessair Veterans 3 Fiannas 1 Druid with Breastplate of Earth and Mana Arrow 1 Warrior of Danu
This was really interesting and exciting, as it wasn't quite sure till the last round who is about to win. So this was quite balanced, I think. Baal did his share (yeah, but he is a monster) and the Kelts didn't have much against archery, but they won heavily wounded and simply overrun the elves.
Devourer Zeiren 2nd with Voraceblade 2 Blood Warriors 2 Fangs of Vile-Tis 1 Huntsman 1 Flesh-Eater 1 Tyrant
The Elves didn't stand a chance and were simply overrun and killed. Quick and dirty. Some even fled the table, some didn't want to attack as they got struck with fear, so the Devourer could pick their prey one by one.
After this, I changed the Akkyshan list.
So the second game against the Devourer from above was:
Akkyshan Catâsh the Screecher with Horn of Neriene 3 Atrâsh 3 Akari-Archers 2 Varmîshi Archers 1 Shîvenos 2 with Miraculous Reprieve 1 Black Widow
This game as well was a clear victory for the Devourer, the Elves again didn't stand a chance and were slaughtered.
The last game so far was against Bran-O-Kor:
Orcs Rantakh Standard bearer Musician 3 Brute Veteran 2 Amok Slayer 2 Jackal Warrior with Blade 2 Brontops Rider
We all know that Orcs can't stand against shooting any long, so before they arrived the Elves, even when heavily covered, they mostly where wounded and then got easily killed. So not that much of a suprise here. They did hold out until the last round, but it was just a matter of time until they got killed.
So far, I'm quite satisfied with the profiles. The first minor issue could be solved and I think with a good result.
I got another generator, this time from one of the old german veterans of Confrontation from here, and I checked my profiles with the generator. As for the troups, I got similar results, mostly some lower AP costs than I thought, but with the characters, the costs were much higher:
Varmîshi: 16 AP Varmîshi-Archer: 20 AP Akari: 25 AP Akari-Archer: 25 AP Atrâsh: 44 AP Black Widow: 38 AP Shîvenos 1: 20 AP Shivenos 2: 26 AP Fheran: 19 AP
Ambaly: 43 AP Tilia: 51 AP Catâsh: 109 AP Karakûr: 105 AP
Some new characters and finally a card with picture from the Warrior-Mage.
Firia the Border Guard (Dolomedes fimbriatus is a hunting spider) She roamed the borders of Ashinan since she was a little girl, and the secret ways of the forest are not strange to her. She spots every intruder and deals with them mostly on her own. Those who escaped her can't escape the Web of Ashinan and will eventually end as prey for the inner guards. Since she literally one with the forest, she developed a special toxic to blend in her environment.
Artifact: Camouflage Toxin Cost: 10 (?? not sure about this yet) reserved to Filia
When Firia is spotted and no longer hidden with her Scout ability, she can use this Toxin. When she is not in contact with an enemy fighter at the end of her activation, she can sacrifice one toxic dice. Then she is hidden again with the Scout ability.
Nysha the Claw (Dionycha is a group of spiders with the Tarsal claws that already named the Warrior-mages) To survive the harsh conditions in the army of the spider, one has to be tough. Nysha is one of them. Although she is young, she seems to be very promising and will have a great career within the witches of the web. For now, she gives orders to the inferior Tarsals, but she is already looking up to the next rank and the new mysteries within there.
Pecosha the Elegant (Alopecosa is a genus from the Wolfspiders that are known for care of the brood) She is a secret agent in Cadwallon, searching for secrets and any advantage for the Akkyshan that might come in handy. Her official face is that of an elegant, rich and eccentric lady, but very few know about the darkness that lingers behind the fine manners and clothes. Together with her child Amaur she waits and fulfill the orders from Ashinan.
Amaur the Mask-like (The children of the spider Amaurobius fenestralis eat their mother) Together with her mother she serves the Akkyshan in Cadwallon, but the young whirlwind wants more, since she experienced the life in Cadwallon. She wants to be free from the orders of her mother and the superiors from far away, she wants to revel in her bloodlust and atrocities, but not in the command of some persons she has never seen at all. Maybe some day, she will be free. Maybe some day, she can be free, whispers the Ursurers to her.
Special ability I'm not quite sure about it, but I thought about something like this: When mother and daughter are fielded together, they can get a special ability for extra AP. This ability should represent their undercover assassin-life in Cadwallon. Before the deployment, the player draws a card from his opponent's deck, but no characters, just troups. Pecosha and Amaur are not fielded regularly, but put aside the field. From the first round on, the player can announce that they join the battle when the chosen card from his enemy is activated. The model is removed from the game with a deadly wound (if the card represents more than one fighter, the Cadwallon player has to chose one miniature) and Pecosha and Amaur are put in this place (or at least Amaur and Pecosha in max. 10 cm distance). They assassinated the fighter before the battle and dressed up like the fighter to bring chaos to the enemy. Of course, Infiltration and Scout are not used with this ability.
Example: Before the deployment, the Cadwallon player draws a card from his opponent. This card are three Griffin Conscripts. Pecosha and Amaur are not deployed yet. In round three, the Cadwallon player decides that Pecosha and Amaur finally reveal themselves. One of the Conscripts is removed (Killed Outright), and Amaur fills his place. Since she is surrounded by other Cadwallon fighters, her mother can't be placed right beside her, but in a distance of 10 cm around her.
How much should this special "artifact/ability" cost?