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Unit/Model cost 2.1.0

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Unit/Model cost 1.0.0

Weapon strength inflict on Armour saves 1:1

Each increase in Strength value cost 1 point.

 

Altered Model/Unit cost calculation.

Unit/Model cost 1.1.0

removed weapon strength as cost factor

removed charge distance as cost factor

Unit/Model cost 1.2.0

As the Unit Activation and Orders system changed totally, Command level cost is raised to 10.

Unit/Model cost 1.3.0

Weapon Strength is included as cost calculation factor.

Unit/Model cost 1.4.0

Changed Cost calculation from Move value to Charge value.

Unit/Model cost 1.5.0

Since MOVE is a vital factor on all three levels (Strategic, Tactical and Operational) I decided to include it in cost determination alongside CHARGE.

Note that MOVE cost is calculated after ARMOUR/BARDING/SHIELD are selected. Thus, a Model with MOVE 8", buying Armour 5, Barding 3 and Shield. Ends with 3,5" (M-(9*0,5)) and thus cost 3,5 points regarding MOVE.

Unit/Model cost 2.0.0

Since missile units was far too expensive the entire system has been changed.

Determine point value of a MODEL...

  • 1 point per cm Move
  • 1 point per cm Melee Reach
  • 1 point per Strength
  • 1 point per ARMOUR/BARDING/SHIELD value*
  • 5 point per COMBAT Die
  • 5 Point per HEALTH value
  • 2 * Model cost point for Champion
  • 2 * Model cost point for Banner
  • 2 * Model cost point for Musician

If equipped with Missile weapons add per MODEL...

  • 0-10cm + 1 point
  • 10-20cm + 2 point
  • 20-30cm + 3 point
  • 30+ cm + 4 point

Determine point value of a UNIT...

  • 1 point per Morale value
  • 10 point per Command level
  • 10 point per Ability (Mesmerize, Frenzy, Fear, etc)

* Each Armour Point reduce CHARGE by 1 cm unless otherwise noted.

Unit/Model cost 2.1.0

Strength cost has been increased from 1 to 2 point per raise.

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