Hi I just want to post my idea and gets some usefull feedback for the use of War Hounds in Battle companies.
I have read the earlier post at
http://www.one-ring.co.uk/viewtopic.php?f=5&t=18838&hilit=HoundsMy idea is to allow war hounds into your battle company.
These are different from Hunting dogs currently in Battle companies because They have a handler and attack as a pack effectively.
They have some particular rules however.The first three hounds don't count toward your maximum warrior count in your company.
You can only have a maximum of six hounds in any company.
Each set of three hounds or part therof must have one handler
Hounds remain in base contact with their handler until released to attack. The target must be announced when released.
Should the handler be lost during the battle the pack will remain where it is unless attacked
A handlers hounds are a pack.
All hounds in thier pack always attack the same target.
Hounds have two special attack types:Bail up: Hounds may surround and bark and intimidate the target
A bailing up attack can be made by 1 to 3 hounds. It is undertaken using the equivalent of a shielding rules.
A bailed up unit is considered to be in contact or in a fight even though the bases are not in contact for courage testing.
Maul: Hounds may attack the target with intent to bring the target down on to the ground. Knocking the target to the ground.
A maul can be undertaken by 1 to 3 hounds on a target. A successful individual attack results in bringing the target to the ground.
The attack can be resisted by spending Might Fate or will to change the result in the usual way against each individual attack.
Also you can resist the knock down by using a jump test straight after each individual attack. Untill such time as the target warrior or hero is bought down. Then no more jump result test can be taken until their next move phase.
Special rules:Immediate attack. A target unit mauled to the ground by a prior maul attack of a pack hound can be immediately attacked normally instead of mauled. The target knocked to the ground takes the attack as if trapped.
Nimble of feet.Hounds knocked to the ground or picked up and thrown add a +2 to their jump tests to recover.
Lethal attack. If a target unit is trapped and attacked by three hounds and the target is killed/knocked out. That killed warrior/hero roles their warrior injury table result at a -2 to their D6 or their Hero recovery table result at a -2 to their 2D6
Hounds are spooked by spooks.Hounds must pass a courage test to attack a spirit.
Hounds cannot attack a spirit but may bail it up only.
Hounds need redirectionHounds that have won their fight stay at that location until their handler makes base contact with them.
Or
An enemy soldier makes a charge or moves closer than 1" to them at which instance the pack will attack that unit instinctively.
Boy and his houndThe hounds have been reared and trained by their handler if the handler dies his pack is removed entirely from the battle company unless there is another handler that has less than 3 hounds in which case the remaining handler may choose which hound to adopt and the others are set loose.
Panic steedThe panic steed magic affects hounds
Natures wrathThe natures wrath spell will scatter all the hounds that fail a courage test. They are removed from play as casualties.
FlyersHounds cannot trap flyers unless they are a single flyer model and are bought to the ground. Swarm flyers cannot be trapped. Dogs cannot knock Monstrous mounts to the ground.
Notes on rules:The intention is to use hounds much like how we do in real life when hunting pigs or other game. The hounds naturally work as a team so must remain together on one target.
Priority is important when you release the hounds so you ensure you can get all three hounds onto one target where they work best.
If you loose priority or your opposition splits your hounds up into single combats or worse a 2 enemy onto one hound combat things wont go well for the hound.
The intention is that the hound pack is a destructible assassin against one target. Thus the lethal attack special rule. Doubly so if you set two packs onto one target and trap with six hounds.
Hounds are nimble and can regain their attack very fast. Even better when the rest of the pack are hindering the opponent. Thus the nimble special rule.
Limiting the number of packs to two ensures a balance. Thus you could only ever have six hounds and 12 warriors in a standard company. 2 of those warriors would be handlers.
Further thinking on houndsI'm thinking it should be an option to remove from your starting company any two warriors of the same type e.g archer, warrior with shield or warrior with spear and replace them with a handler. The handler takes on the warriors statistics but has only a hand weapon to start with. One handler has no hounds.
Once your handlers are dead you get no more hounds.
What I think is needed is to have a hero as a handler to allow a heroic charge to be issued by the handler. allowing quick pack attack and charge.
As for XP I think each hound should get a maximum of 20 xp and the options for improvement can be limited to :
+1 attack "The mongrel fights",
+1 fight (maximum of F5?),
+1" movement "The whippet in him",
+1 Defence (once only representing shaggy coat or some kind of war collar or harness?),
+1 Courage (only once representing "The bullhound in him"
Hound 6pts (moves 8" and counts as armed with handweapon)
F S D A W C
3 3 3 1 1 2
There would be no promotion for hounds... except perhaps a pack leader which could include the courage buff and a standfast off of him?
Reinforcements:
I did think of something that says that whenever a company that includes a hound pack of less than three hounds rolls a 1 or "no reinforcements" result on the reinforcements table they instead receive one War Hounds.
Any suggestions?