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 Post subject: huorn house rules
PostPosted: Sat Nov 06, 2010 3:12 pm 
Craftsman
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in lome it mensions huorns, and i was wondering seeing as its not in wotr so probably never will b, if some house rules are in question? it wud b great 4 fangorn players as ther cheap compared to ents. i did make sum but lost them so any ideas?????
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 Post subject: Re: huorn house rules
PostPosted: Sat Nov 06, 2010 4:09 pm 
Loremaster
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Have you ever heard of grammar? Seriously, your post is pretty hard to understand.

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 Post subject: Re: huorn house rules
PostPosted: Sat Nov 06, 2010 4:31 pm 
Craftsman
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:-D sos. for those that cant read my writing. there are no rules for huorns in lome so i was wondering if anyone had any decent house rules for them. it would be great for fangorn players cause there cheap compared to ents.
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 Post subject: Re: huorn house rules
PostPosted: Mon Nov 08, 2010 11:27 pm 
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A member on The Palantir used to make lots of house rules, and as I recall he had some huorns.

Just did a quick search, here they are:
http://www.thepalantir.org/forum/showth ... #post34402

The point value seems awfully high for what they bring to the table, it's a tough call. Anyways, if you don't want to use them as-is, at least they're a starting point.

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 Post subject: Re: huorn house rules
PostPosted: Tue Nov 09, 2010 6:24 pm 
Craftsman
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hhhm. thanks for the rules. hes put the pts down as 120 (or sumthin) but in lome there 50. i think if you cut out the 2 times a move phase it would be ok rules thanks.
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 Post subject: Re: huorn house rules
PostPosted: Tue Nov 09, 2010 9:00 pm 
Ringwraith
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Here's a 50 point profile:

F/S S D A W C
5/- 6 7 2 2 2

Wargear: roots and branches (hand-weapon)
Special rules:
Woodland creature
Break Stone: as for Ents, but with Str 8 and Attacks 4
Shadow Move: few see a huorn move, they just suddenly find one next to them. A huorn can only move if the player has priority, if an Ent is within 12" at the start of his movement, or if he is in (or in contact with) difficult woodland terrain. If he moves when not in woodland terrain, he moves only 3"/8cm, and is subject to normal movement rules. If he is in woodland terrain at the start of his movement, he may move 8"/20cm, and may ignore other models, terrain, and zones of control as if flying. This represents his passing mostly unseen by mortal eyes. He may not end his movement within an enemy model's zone of control.
Shadow Fear: if a huorn has *not* moved in the Move phase, he and any allied models in base contact cause Terror due to his brooding menace.
Nimble Branches: though mounted on a cavalry base, a huorn provides spear support for other huorns, ents, Rohirrim and Elves. A huorn may provide spear support for up to 2 infantry-based models with whom he is in base contact.
Woodland Vengeance: huorns are not particularly courageous, preferring to hide in dark valleys and ravines. However, if an Ent is on the battlefield they will automatically pass any Courage tests they need to make.
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 Post subject: Re: huorn house rules
PostPosted: Wed Nov 10, 2010 5:28 am 
Craftsman
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I like that profile and those special rules a lot!

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 Post subject: Re: huorn house rules
PostPosted: Wed Nov 10, 2010 6:36 pm 
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great (except for take and hold but thats what youve got ents for :-D ) you can have a rock solid forest of huorns that cant be assulted. thanks alot
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 Post subject: Re: huorn house rules
PostPosted: Wed Nov 10, 2010 7:37 pm 
Ringwraith
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If anybody uses this profile I'd be curious to know how it works out...
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 Post subject: Re: huorn house rules
PostPosted: Thu Nov 11, 2010 5:46 am 
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so gathering what i can from the movement rules: they are pretty much usless if there are no ents and woodland terrain...
the movement rules seem pretty extreme (some times you cant move at all... other times you can move 8" like a flying unit...), I would prefer something more stable other wise getting success out of them would depend of a lot of luck

*i would edit the courage rule so that it when an ent is within a radius (but a large radius)

and they would be expensive to take cause u have to take treebeard..

ps: dont think that im bashing the idea or anything, I really like the idea but i think that i needs a few refinements
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 Post subject: Re: huorn house rules
PostPosted: Thu Nov 11, 2010 3:16 pm 
Ringwraith
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Yeah, it isn't a "general purpose" profile, probably only useful for scenarios. The only time they were seen out of Fangorn was at Helm's Deep, so the chances of running into one in an open field were pretty remote. The Huorns only came out when spurred by the Ents to "do or die".

What if the movement rule was changed to be "difficult organic terrain", eg: woods, rocky areas, etc? Or maybe they need to make a courage test to cross open terrain (in which case boost courage to 4)? Or...ideas? The essence I was trying to capture was that "Old Forest" feeling, where you're sure the trees are moving, you just can't see it.
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 Post subject: Re: huorn house rules
PostPosted: Fri Nov 12, 2010 4:56 am 
Craftsman
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hmmm, i like the courage idea for open terrain, it makes far more sense then if u have proirity....

and you do have a point about being senario specific, but I wanna use them in regular games (just like gollum)....
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 Post subject: Re: huorn house rules
PostPosted: Sat Feb 19, 2011 8:06 am 
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Interesting rules. I was wondering if a calvary base might be sutable for a huron at 50pts or is that too small ?
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 Post subject: Re: huorn house rules
PostPosted: Sat Feb 19, 2011 8:33 am 
Craftsman
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i think we suggested a cavalry base in the post
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 Post subject: Re: huorn house rules
PostPosted: Sat Feb 19, 2011 10:06 am 
Craftsman
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my bad.
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 Post subject: Re: huorn house rules
PostPosted: Sat Feb 19, 2011 2:07 pm 
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I came across this: http://www.fateofmiddleearth.com/articl ... d=928268c6. It's pretty good.

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 Post subject: Re: huorn house rules
PostPosted: Sat Feb 19, 2011 2:43 pm 
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looks good, the entings are cheap which is somthing ents need
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