Voted best in category in the Users' Choice awards.
I think that's a typo. You use Ziflin instead of Zilfin in two more non-threadmarked comments, but all other instances of you using it have it rendered as Zilfin. Of course the f-l switcharoo is also present in multiple articles across multiple wikis and I don't have access to primary sources, so I don't know for a fact which of the two is correct. But if Ziflin is the correct one then you have quite a few more than just that one typo.

There's a Karag Zilfin in Karak Eight Peaks and a Karak Ziflin in the Grey Mountains.
 
What does "engimous" mean?
MIsspelt enigmous, Meant enigmatic, thought that it was a viable alternative that I read somewhere, but looking now all I find is a definition in urban dictionary ...which is less than a reputable source, changing.
I think that's a typo. You use Ziflin instead of Zilfin in two more non-threadmarked comments, but all other instances of you using it have it rendered as Zilfin. Of course the f-l switcharoo is also present in multiple articles across multiple wikis and I don't have access to primary sources, so I don't know for a fact which of the two is correct. But if Ziflin is the correct one then you have quite a few more than just that one typo.
There's a Karag Zilfin in Karak Eight Peaks and a Karak Ziflin in the Grey Mountains.
The old L and F switcharoo, confusing between Karaks is hardly new with some of the names out there. but hopefully most got it from context, granted there is no Hysh Emperor Dragon in the Grey Mountains.

...I think.
 
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After speeding through End Times stats, apparently Nagash isn't the only character in End Times who counts as a Level 5 Wizard. Eternity King Malekith, Incarnate of Life Allarielle and Incarnate of Metal Gelt are all Level 5 Wizards. Although Malekith and Allarielle were forced to use only one lore of magic as a result of their Incarnate status (Shadow for Malekith and Life for Allarielle).

Also, technically Teclis is a Level 5 Wizard because of his War Crown of Saphery even before End Times. Poor Mazdamundi, left out of the mechanics. He'll just have to satisfy himself with the fact that he's a Loremaster in any lore he chooses and that he can forget a spell he knows and swap it with a spell from any Lore he's capable of casting whenever he successfully casts something.
 
What I found was certainly interesting. For one, I finally saw Neferata's stats for the first time, but for some reason her stats are combined with her mount so discerning which one's which is hard. However, one note that I'm pretty sure on and which made me chuckle is that Neferata has Weapon Skill 8. Vlad has Weapon Skill 7. She also has a special rule called "Twilight Allure" that inflicts a -1 penalty on all attacks directed against her, with the exception of High Queen Khalida, who ignores it.
Huh, it's interesting.

I figured I'd go and check what they both were in 5th edition, and there they actually had the exact same statblock.

It's just that that is a (overall) much higher statblock than Vlad has in 7th and 8th edition.

In 5th edition, Vlad and Neferata have:

StatsMWSBSSTWIALD
V/N6867649410


In 7th and 8th edition, Vlad has:

StatsMWSBSSTWIALD
Vlad6755537510


1 higher WS, 1 higher BS*, 2 higher S, 1 higher T, 1 more W, 2 higher I, and 1 less A.

I'm not well-versed enough in the tabletop to know if this is reflective in a broader trend from 5th to 7th/8th or if this was a concentrated nerfing of vampires.


*You know, I'm not sure what the point of the high BS stats is on all the characters with no ranged weapons
 
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Huh, it's interesting.

I figured I'd go and check what they both were in 5th edition, and there they actually had the exact same statblock.

It's just that that is a (overall) much higher statblock than Vlad has in 7th and 8th edition.

In 5th edition, Vlad and Neferata have:

StatsMWSBSSTWIALD
V/N6867649410


In 7th and 8th edition, Vlad has:

StatsMWSBSSTWIALD
Vlad6755537510


1 higher WS, 1 higher BS*, 2 higher S, 1 higher T, 1 higher W, 2 higher I, and 1 less A.

I'm not well-versed enough in the tabletop to know if this is reflective in a broader trend from 5th to 7th/8th or if this was a concentrated nerfing of vampires.


*You know, I'm not sure what the point of the high BS stats is on all the characters with no ranged weapons
Neferata also has Always Strikes First in End Times, not sure if she had it in 5th Edition. Other than that she has her magical items, one that lets her debuff an enemy she wounded in a Challenge and another that lets her deal additional damage on Magic Missiles and Direct Damage spells.

Also, I'm pretty sure that Neferata's stats without her mount are closer to a regular vampire lord when it comes to S/T/W. She has S5, T5, W3, I9, A4, Ld10 on top of her WS8 and BS6. It's her skills and initiative that mark her out as exceptional. Even her casting ability is equal to Vlad, with her being a Level 3 Wizard with Death/Shadow/Vampires/Undeath available. I'm not including the Mortarch abilities.
 
Neferata also has Always Strikes First in End Times, not sure if she had it in 5th Edition.
She did, it was one of the 3 Lahmian Bloodline rules she got. I was just talking about the stats themselves.

Other than that she has her magical items, one that lets her debuff an enemy she wounded in a Challenge and another that lets her deal additional damage on Magic Missiles and Direct Damage spells.
In 5th it's the Dagger of Jet, which lets her drain a stat (S, T, or A) by 1 for every wound she makes, the Ruby of Lahmia, which regenerates the first Wound she takes a round, and her pet cat Bastet (which was a black cat and is now a living shadow) that she can inflict on a unit to cause them to have -1 to their leadership for that round and to have to reroll all successful armor saving throws.
 
She did, it was one of the 3 Lahmian Bloodline rules she got. I was just talking about the stats themselves.


In 5th it's the Dagger of Jet, which lets her drain a stat (S, T, or A) by 1 for every wound she makes, the Ruby of Lahmia, which regenerates the first Wound she takes a round, and her pet cat Bastet (which was a black cat and is now a living shadow) that she can inflict on a unit to cause them to have -1 to their leadership for that round and to have to reroll all successful armor saving throws.
Her End Times kit is, surprisingly, more tame. Dagger of Jet doesn't drain a single stat, it drains all three of those stats, but only in a challenge. It also only works on a person once, so she can't keep doing it. She doesn't have the Ruby of Lahmia or Bastet. I suppose Twilight Allure is suppose to replace Bastet. She does have a special staff that inflicts D3 Strength 5 additional hits whenever she casts a magic missile, hex or direct damage spell.

Mortarch of Blood does make it so that the first enemy she kills in a challenge becomes a Vampire and joins her side though. I like that they tried to represent her stats through challenges, since her duel with Khalida is an iconic part of her lore.
 
Her End Times kit is, surprisingly, more tame. Dagger of Jet doesn't drain a single stat, it drains all three of those stats, but only in a challenge. It also only works on a person once, so she can't keep doing it. She doesn't have the Ruby of Lahmia or Bastet. I suppose Twilight Allure is suppose to replace Bastet. She does have a special staff that inflicts D3 Strength 5 additional hits whenever she casts a magic missile, hex or direct damage spell.

Mortarch of Blood does make it so that the first enemy she kills in a challenge becomes a Vampire and joins her side though. I like that they tried to represent her stats through challenges, since her duel with Khalida is an iconic part of her lore.
She actually had that in 5th, with an ability called Bloodkiss.

Honestly, there's enough there that I'm kinda losing track. She also has a spell that, I think, causes damage to herself to deal extra damage.
 
I will be posting this in my compilation of WHFB statistics, but I made my own statblock for Mathilde for WHFB:
MWSBSSTWIALd
454453538
Troop Type: Mathilde is a special character who usually counts as Infantry, but can count as Cavalry if Mounted on her Shadowsteed. Shadowsteed has M8 and not other relevant statistics. It counts as a mount and therefore increases Mathilde's Armor Save by 1 and has all the rules normally associated with Cavalry aside from the Split Model rule.

Magic: Mathilde is a Level 1 Wizard who uses spells from the Lore of Shadows. Mathilde does not generate spells normally, instead, she always knows the spell Melkoth's Mystifying Miasma.

Special Rules: Stubborn, Scout

Lashing Shadows: Mathilde is covered in darting shadows that squeeze and crush her enemies and cause fear in her enemies. Mathilde counts as a unit with Terror, and every Close Combat phase she inflicts an additional 1d3 hits dealt at 1d6 Strength to enemies in base contact with her. If Mathilde is in a challenge, those hits are only dealt to the enemy she is in a challenge with, and contribute to Overkill.

Shadowsteed: Mathilde's spectral steed is a marvel of magic, attuning to her in a way unlike any living horse, but it has its weaknesses. As mentioned above, if Mathilde enters battle with Shadowsteed, she counts as a Cavalry model and may join Cavalry units. Shadowsteed cannot have barding, has M8, has the Swiftstride and Strider special rules and does not have its own profile and cannot make attacks. If Mathilde receives an unsaved wound, you must roll a D6. If a 4+ is rolled, she loses concentration and the spell dissipates, leaving Mathilde dismounted and turning her into an Infantry unit. Mathilde may not be able to ride Shadowsteed again during battle. In addition, Mathilde has the Fast Cavalry special rule when mounted on her Shadowsteed, and loses it when she is dismounted.

Rite of Way: Mathilde has developed her own unique spell to allow troops to move at significant speed regardless of terrain. This allows for amazing maneuvers unheard of in the field of battle. While Mathilde is part of an Infantry unit (if she is dismounted) or a Cavalry unit (if she is mounted), then she automatically grants Strider to the unit. In addition, the unit succeeds in any Swift Reform Maneuver they would like to make, allowing them to perform the maneuver even without a musician, and allows the unit to reroll failed charges. Units that do not have Swiftstride gain Swiftstride.

Waaghbane: Mathilde is exceptionally knowledgable on the Waaagh, and is capable of countering their magic much more reliably than the average Wizard. Mathilde has +1 to dispelling spells from Da Little and Big Waaagh Lores.

Necromantic Expert: Mathilde has read the Liber Mortis and supplemented this knowledge with a frightening level of understanding of Dhar and Necromancy. Mathilde has a +1 bonus to dispelling spells from the Lore of Vampires and the Lore of Undeath.

Magic Items:
Branulhune: Magic Weapon. This runic sword resolves all hits at Strength 10. Parry Saves cannot be taken against Branulhune. If Branulhune deals an unsaved wound against an opponent, then a D6 is rolled. On a 4+ any magical equipment they hold is disabled and may not be used in the game again. This ability also removes any Augment spells active on the opponent.

In addition, Mathilde has developed a unique style that relies on Branulhune to utilise. While Mathilde is utilising Branulhune, all enemies in base contact with her have -1 WS and she has the Killing Blow special rule.

Seed of Rebirth: Enchanted Item. Mathilde has a Regeneration (4+) save.

Enchanted Robes: Magic Armor. Mathilde has a 5+ armor save that she can use despite being a Wizard. This upgrades to a 4+ save if she is mounted on a Shadowsteed.

Belt of the Unshackled Mountain: Talisman. Mathilde has +1 Toughness (already added to her profile) as well as a 2+ Ward Save against Flaming Attacks. Whenever Mathilde suffers an unsaved wound in close combat, the model that caused it suffers a hit at the Strength 5 hit. The first Hex, Magic Missile or Direct Damage spell that targets Mathilde or her unit is automatically dispelled, with an automatic wound inflicted on the caster. The caster must also roll a D6, on a 4+, they forget the spell they just cast.

In addition, Mathilde has Magic Resistance (3) against spells from the Lore of Dark Magic, Lore of Ruin, Lore of Plague, Lore of Nurgle, Slaanesh, Tzeentch, Hashut, Lore of Vampires and Lore of the Wild.

Staff of Mistery: Arcane Item. Mathilde may cast the Overcast version of Melkoth's Mystifying Miasma on a 5+, rather than the normal 10+. If she successfully casts the spell, she may cast it again on the same Magic phase, but if it succeeds again then she can no longer cast it again on that magic phase. This gives her two casts of MMM per magic phase assuming she's successful on both castings.

Dwarven Revolver: S4, Armour Piercing, Quick to Fire, Extra Attack, Multiple Shots x3, Flaming Attacks. Range: 12".
I would like to thank @deathofrats0808 because I took inspiration from their profile, but I wanted to show my own interpretation. I tried to be faithful, provide flavor so it's not all boring, and also not make it too OP. Mathilde has yet to master Branulhune, so her WS is still 5, but will increase to 6 when she manages to master it. I tried to represent Mathilde's masteries and spells, and funnily enough she turned out like how I would expect a Loremaster of Hoeth hero would look like.

You will notice Rite of Way isn't described as a normal spell, that's because I don't think it should be. It fits better as a Special Rule. I also tried to portray how much of a gamechanger troop movement can be by depicting the increased maneuverabilty of troops that don't need to worry about terrain. Mathilde's Staff of Mistery is an absurd MMM cheat machine, like it should be. We have way too many magic items for tabletop, so I just crossed out the Dragonflask. Killing Blow from Branulhune represents the strength of the weapon, Mathilde's assassin training, and the deadliness of Quickdraw and position changing. WS -1 is to represent the difficulty of keeping up with Mathilde's feints.

If you got any questions about how I chose to represent Mathilde, feel free to ask 'em.
 
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If she has +20 against dhar lores represented as magic resitstance should she not get the same against whaagh lores?
 
If she has +20 against dhar lores represented as magic resitstance should she not get the same against whaagh lores?
The Magic Resistance is from her Belt's ability to burn Dhar taint as soon as it touches her. That was the only way I could think of being faithful to the ability and translate it to the tabletop. I didn't consider the Waaaghbane and Necro stuff, but now that you reminded me, I gave her this:
Waaghbane: Mathilde is exceptionally knowledgable on the the Waaagh, and is capable of countering their magic much more reliably than the average Wizard. Mathilde has +1 to dispelling spells from Da Little and Big Waaagh Lores.

Necromantic Expert: Mathilde has read the Liber Mortis and supplemented this knowledge with a frightening level of understanding of Dhar and Necromancy. Mathilde has a +1 bonus to dispelling spells from the Lore of Vampires and the Lore of Undeath.
+1 may seem very small, but it's a pretty big deal in the tabletop. Getting more than that for dispels is very rare (I can't remember off the top of my head examples, but I'm sure there are, they're just not coming to me). She doesn't get a bonus to dispelling Dhar, just Necro and Waaagh because she has +20 on those. +10 is not enough for a +1 bonus believe it or not.
 
I'm not well-versed enough in the tabletop to know if this is reflective in a broader trend from 5th to 7th/8th or if this was a concentrated nerfing of vampires.
5th edition is why it was called herohammer.

Hero units were so overwhelmingly powerful, that you almost always spent more points on heros than troops.

Later editions had percentage restrictions on how many points could be spent on heros, and a lot of things were toned down.

Heros were still powerful, but not army killers.
 
I've read all the 8th Edition Army Books at this point and I occasionally go back and check one book or the other to refresh my memory. One interesting tidbit on my skim throughs is this part that I took note of but never really mentioned in thread. The Shadow Dancers of the Asrai:

"SHADOWDANCERS
Shadowdancers are the closest thing that the Trickster God has to a priesthood, and they are both respected and feared as a result. They, and only they, know all the paths through Athel Loren — indeed, it is said that they tread the paths of the Dreaming Wood as surely as they do the mortal world. In battle, Shadowdancers are even more dazzlingly swift than other Wardancers. At other times they are less flamboyant, preferring to confound others with deceptions of the mind rather than swiftness of body. Indeed, many Shadowdancers can create illusions, which they inevitably use to further distract their foes or mete out a much-needed dose of humility to Elves or spirits that have forgotten their station." Page 45 Wood Elves Army Book 8th Edition.

The Trickster God in question is of course, Loec. In case you're curious about their stats, they're Hero units with very high Weapon Skill (WS8 and BS6), they have exceptional power in close combat as well as a few other interesting abilities. One is the abilities that all Wardancers have, Talismanic Tattoos (protective tattoos, 6+ Ward Save) and the "Shadow Dances of Loec", which is a special ability depicting a Dance that provides certain benefits to the entire group of Dancers. You have to constantly shift your dances, but their effects are pretty impressive.

The other interesting thing is that Shadow Dancers can be upgraded to Level 1 Wizards (they can never go beyond that). They use spells exclusively from the Lore of Shadows, no other lore.

It would be very interesting if the Eonir have them, but for now they're just an interesting novelty.
 
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There is one other way we could meet Shadowdancers even if the Eonir do not have them, if we are right about that Acorn at least. If it is from the Oak of Ages we might be able to gain some favor of the Asrai with it, though that is very much might. They are rather... mercurial to say the least. Still if we show up with some Eonir to back us up and shout at the trees for glade runners my bet is they will at the very least listen enough to actually take the acorn.

Probably not going to be something we do due to both risk and AP crunch.
 
Man, these names. I thought I came upon something interesting, but it seems it was a false alarm. There's a place in Athel Loren in the Realm of Talsyn (Groves of Eternity) called Druthandor's Gate, and it triggered a memory in me so I rushed to the 8th Edition Rulebook for the Lore of Life spell list. Regrowth's description says "Invoking the name of Duthandor, lord of the ancient wildshrines, the Wizard...". I thought I was on to something.

Then I realised that Druthandor and Duthandor are not the same, and deflated. Man.
 
I will be posting this in my compilation of WHFB statistics, but I made my own statblock for Mathilde for WHFB:
MWSBSSTWIALd
454453538
Troop Type: Mathilde is a special character who usually counts as Infantry, but can count as Cavalry if Mounted on her Shadowsteed. Shadowsteed has M8, is Ethereal and cannot be targeted or damaged normally, but it counts as a mount and therefore increases Mathilde's Armor Save by 1 and has all the rules normally associated with Cavalry aside from the Split Model rule.

Magic: Mathilde is a Level 1 Wizard who uses spells from the Lore of Shadows. Mathilde does not generate spells normally, instead, she always knows the spell Melkoth's Mystifying Miasma.

Special Rules: Stubborn, Scout

Lashing Shadows: Mathilde is covered in darting shadows that squeeze and crush her enemies and cause fear in her enemies. Mathilde counts as a unit with Terror, and every Close Combat phase she inflicts an additional 1d3 hits dealt at 1d6 Strength to enemies in base contact with her. If Mathilde is in a challenge, those hits are only dealt to the enemy she is in a challenge with, and contribute to Overkill.

Shadowsteed: Mathilde's spectral steed is a marvel of magic, attuning to her in a way unlike any living horse, but it has its weaknesses. As mentioned above, if Mathilde enters battle with Shadowsteed, she counts as a Cavalry model and may join Cavalry units. Shadowsteed cannot have barding, has M8, has the Swiftstride and Ethereal special rules and does not have its own profile and cannot make attacks. It cannot be targeted, however, if Mathilde receives an unsaved wound, Shadowsteed can provide a 4+ Ward Save. If the Ward Save is successful, the wound is nullified but the steed vanishes, leaving Mathilde dismounted and turning her into an Infantry unit. Mathilde may not be able to ride Shadowsteed again during battle.

Rite of Way: Mathilde has developed her own unique spell to allow troops to move at significant speed regardless of terrain. This allows for amazing maneuvers unheard of in the field of battle. While Mathilde is part of an Infantry unit (if she is dismounted) or a Cavalry unit (if she is mounted), then she automatically grants Strider to the unit. In addition, the unit succeeds in any Swift Reform Maneuver they would like to make, allowing them to perform the maneuver even without a musician, and allows the unit to reroll failed charges. Units that do not have Swiftstride gain Swiftstride.

Waaghbane: Mathilde is exceptionally knowledgable on the Waaagh, and is capable of countering their magic much more reliably than the average Wizard. Mathilde has +1 to dispelling spells from Da Little and Big Waaagh Lores.

Necromantic Expert: Mathilde has read the Liber Mortis and supplemented this knowledge with a frightening level of understanding of Dhar and Necromancy. Mathilde has a +1 bonus to dispelling spells from the Lore of Vampires and the Lore of Undeath.

Magic Items:
Branulhune: Magic Weapon. This runic sword resolves all hits at Strength 10. Parry Saves cannot be taken against Branulhune. If Branulhune deals an unsaved wound against an opponent, then a D6 is rolled. On a 4+ any magical equipment they hold is disabled and may not be used in the game again. This ability also removes any Augment spells active on the opponent.

In addition, Mathilde has developed a unique style that relies on Branulhune to utilise. While Mathilde is utilising Branulhune, all enemies in base contact with her have -1 WS and she has the Killing Blow special rule.

Seed of Rebirth: Enchanted Item. Mathilde has a Regeneration (4+) save.

Enchanted Robes: Magic Armor. Mathilde has a 5+ armor save that she can use despite being a Wizard. This upgrades to a 4+ save if she is mounted on a Shadowsteed.

Belt of the Unshackled Mountain: Talisman. Mathilde has +1 Toughness (already added to her profile) as well as a 2+ Ward Save against Flaming Attacks. Whenever Mathilde suffers an unsaved wound, the model that caused it suffers a hit at the Strength of the hit+2. The first Hex, Magic Missile or Direct Damage spell that targets Mathilde or her unit is automatically dispelled, with an automatic wound inflicted on the caster. The caster must also roll a D6, on a 4+, they forget the spell they just cast.

In addition, Mathilde has Magic Resistance (3) against spells from the Lore of Dark Magic, Lore of Ruin, Lore of Plague, Lore of Nurgle, Slaanesh, Tzeentch, Hashut, Lore of Vampires and Lore of the Wild.

Staff of Mistery: Arcane Item. Mathilde may cast the Overcast version of Melkoth's Mystifying Miasma on a 5+, rather than the normal 10+. If she successfully casts the spell, she may cast it again on the same Magic phase, but if it succeeds again then she can no longer cast it again on that magic phase. This gives her two casts of MMM per magic phase assuming she's successful on both castings.

Dwarven Revolver: S4, Armour Piercing, Quick to Fire, Extra Attack, Multiple Shots x3, Flaming Attacks. Range: 12".
I would like to thank @deathofrats0808 because I took inspiration from their profile, but I wanted to show my own interpretation. I tried to be faithful, provide flavor so it's not all boring, and also not make it too OP. Mathilde has yet to master Branulhune, so her WS is still 5, but will increase to 6 when she manages to master it. I tried to represent Mathilde's masteries and spells, and funnily enough she turned out like how I would expect a Loremaster of Hoeth hero would look like.

You will notice Rite of Way isn't described as a normal spell, that's because I don't think it should be. It fits better as a Special Rule. I also tried to portray how much of a gamechanger troop movement can be by depicting the increased maneuverabilty of troops that don't need to worry about terrain. Mathilde's Staff of Mistery is an absurd MMM cheat machine, like it should be. We have way too many magic items for tabletop, so I just crossed out the Dragonflask. Killing Blow from Branulhune represents the strength of the weapon, Mathilde's assassin training, and the deadliness of Quickdraw and position changing. WS -1 is to represent the difficulty of keeping up with Mathilde's feints.

If you got any questions about how I chose to represent Mathilde, feel free to ask 'em.
As someone who doesn't play any Warhammer games and has no frame of reference, is this strong? and what does it specialize in/where should she go?
 
As someone who doesn't play any Warhammer games and has no frame of reference, is this strong? and what does it specialize in/where should she go?
It is pretty strong yeah. Not the best or anything, but very solid melee unit, and Melkoth's is incredibly powerful when overcast, so she's not a slouch in the spellcasting even if she's a literal one trick pony. Unbelievably hard to kill too, which fits with Mathilde. The speculative statblock is not really for determining where Mathilde should go next since it really has no bearing on the Quest.

If I were to say what the specialty is, then it's definitely mobility, with a very strong crippling debuff and high survivability. Pretty strong in close combat too. Lacks versatility and power spell wise, but that fits Mathilde.

She could do with mastering Branulhune.
 
It is pretty strong yeah. Not the best or anything, but very solid melee unit, and Melkoth's is incredibly powerful when overcast, so she's not a slouch in the spellcasting even if she's a literal one trick pony. Unbelievably hard to kill too, which fits with Mathilde. The speculative statblock is not really for determining where Mathilde should go next since it really has no bearing on the Quest.

If I were to say what the specialty is, then it's definitely mobility, with a very strong crippling debuff and high survivability. Pretty strong in close combat too. Lacks versatility and power spell wise, but that fits Mathilde.

She could do with mastering Branulhune.
Makes sense yeah

I meant where to go in an in game army, not in the quest, sorry for the misunderstanding

genuinely this is amazing work, idk how you do it
 
Makes sense yeah

I meant where to go in an in game army, not in the quest, sorry for the misunderstanding

genuinely this is amazing work, idk how you do it
I think it should be noted that I don't have an Army and I've never played the Wargame. I'm not planning on spending thousands of dollars on models, and beyond that there's no one to play with. I'm perfectly happy with the books and flexing my creativity, so my concern has never been about viability in the war game and more about attaching flavor while remaining within the contraints and limits of the tabletop. A big example of this is that I never really pay attention to points costs, which is an essential part of the war game but not something I'm interested in at all. I am not adding points costs to any statblock I make.

Thank you for the compliment, but the way I do it is through inspiration. There's tons of sourcebooks to draw from and many, many examples I can crib from. Taking from here and there and knowing what the limits are and how it works gives you the tools you need to be able to make your own thing. It's certainly much easier than creating something from scratch, something I've tried my hand at and consistently fail at. It's really hard making your own stuff without taking from others.
 
What i would do with that Mathilde is put her in a fast cavalry unit, and use her to hunt casters.

Since she's a pretty tough nut to crack, and hits like a truck, it would force the opponent to shield their wizards with other units.

You can also use the lore of shadow's position swapping thing to mask your set up.
Put another character in the cav unit, and then swap places with Mathilde when you're in position.
 
What i would do with that Mathilde is put her in a fast cavalry unit, and use her to hunt casters.

Since she's a pretty tough nut to crack, and hits like a truck, it would force the opponent to shield their wizards with other units.

You can also use the lore of shadow's position swapping thing to mask your set up.
Put another character in the cav unit, and then swap places with Mathilde when you're in position.
I also noted that she would be very strong with a Fast Cavalry unit, but there is one problem there.

Characters joining a Fast Cavalry unit make the Unit lose the Fast Cavalry rule unless they themselves have the Fast Cavalry rule. I didn't give Mathilde the Fast Cavalry rule, and I'm not sure if I should or not. Her horse is certainly fast and doesn't care about terrain and stuff like that, but Fast Cavalry is about a certain type of training and skill in mass coordinating lightning strike cavalry tactics and reforms and stuff. Mathilde has never really tried to integrate with such a unit before, so I don't know if she'd fit in.
 
Yeah from my read she is very good to hunt relatively fragile characters, she is not a duelist per say because she is not that tough, but she is very good at winning unfair fights. :V

I also noted that she would be very strong with a Fast Cavalry unit, but there is one problem there.

Characters joining a Fast Cavalry unit make the Unit lose the Fast Cavalry rule unless they themselves have the Fast Cavalry rule. I didn't give Mathilde the Fast Cavalry rule, and I'm not sure if I should or not. Her horse is certainly fast and doesn't care about terrain and stuff like that, but Fast Cavalry is about a certain type of training and skill in mass coordinating lightning strike cavalry tactics and reforms and stuff. Mathilde has never really tried to integrate with such a unit before, so I don't know if she'd fit in.

I think it would work fine. Her horse is the extension of her will, as long as she can understand a maneuver she can do it, cavalry training is more about training the horses not the people, or rather it is about training the people to control the horses, you get my meaning. the one problem she has is that her horse is made of magic so a well timed dispel could vanish the horse from under her. Not sure how you would model that, or if it is even worth doing
 
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I also noted that she would be very strong with a Fast Cavalry unit, but there is one problem there.

Characters joining a Fast Cavalry unit make the Unit lose the Fast Cavalry rule unless they themselves have the Fast Cavalry rule. I didn't give Mathilde the Fast Cavalry rule, and I'm not sure if I should or not. Her horse is certainly fast and doesn't care about terrain and stuff like that, but Fast Cavalry is about a certain type of training and skill in mass coordinating lightning strike cavalry tactics and reforms and stuff. Mathilde has never really tried to integrate with such a unit before, so I don't know if she'd fit in.
Doesn't seem like something she couldn't learn, in character of she wanted to.
Most of her experience is fighting with infantry, because dwarfs.
Or skirmishing/solo.

But solo fighting is suicidal in tabletop, and she would also cause skirmishers to lose their special rules, just like fast cavalry.

It's an abstraction thing.
You could probably justify giving her either or both of those rules: sure, she doesn't have the training for fast maneuvers. But her horse is twice as fast, and she can teleport into position.
 
Yeah from my read she is very good to hunt relatively fragile characters, she is not a duelist per say because she is not that tough, but she is very good at winning unfair fights. :V



I think it would work fine. Her horse is the extension of her will, as long as she can understand a maneuver she can do it, cavalry training is more about training the horses not the people, or rather it is about training the people to control the horses, you get my meaning. the one problem she has is that her horse is made of magic so a well timed dispel could vanish the horse from under her. Not sure how you would model that, or if it is even worth doing
That makes sense I suppose. I edited Shadowsteed to give her Fast Cavalry when mounted.

And I have modeled Shadowsteed vanishing as a Ward save that if successful causes it to vanish. I'm not including dispel because the mechanics of Magic on the tabletop do not make it conducive to doing that. I justify it narratively as the spell being so relatively minor that there is no reason for an enemy to caster to attempt to dispel it when there's other Battle Magic to dispel.

I also made Rite of Way a special rule instead of a regular spell, it just works better that way. Sometimes the tabletop doesn't accomodate certain spells, and you have to work your way around it. Part of the process is finding ways to work around the rules.
Doesn't seem like something she couldn't learn, in character of she wanted to.
Most of her experience is fighting with infantry, because dwarfs.
Or skirmishing/solo.

But solo fighting is suicidal in tabletop, and she would also cause skirmishers to lose their special rules, just like fast cavalry.

It's an abstraction thing.
You could probably justify giving her either or both of those rules: sure, she doesn't have the training for fast maneuvers. But her horse is twice as fast, and she can teleport into position.
Funny thing about that. Characters that join Skirmisher units and don't have SKirmishers gain it as long as they're part of the unit. They're not the same as Fast Cavalry for some reason.
 
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That makes sense I suppose. I edited Shadowsteed to give her Fast Cavalry when mounted.

And I have modeled Shadowsteed vanishing as a Ward save that if successful causes it to vanish. I'm not including dispel because the mechanics of Magic on the tabletop do not make it conducive to doing that. I justify it narratively as the spell being so relatively minor that there is no reason for an enemy to caster to attempt to dispel it when there's other Battle Magic to dispel.

I also made Rite of Way a special rule instead of a regular spell, it just works better that way. Sometimes the tabletop doesn't accomodate certain spells, and you have to work your way around it. Part of the process is finding ways to work around the rules.

Funny thing about that. Characters that join Skirmisher units and don't have SKirmishers gain it as long as they're part of the unit. They're not the same as Fast Cavalry for some reason.

Of course since what gives her Fast Cavalry is just shadow steed that means that every wizard who can cast from the Lore of Shadows should be fast cavalry and I think that might be a little unbalanced... but at the end of the day it is like you said above, we are not really planning to break out the minis and start a battle, this is just for fun.
 
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