Kurgan wrote:Maybe as the Ice Monsters take over territories, they turn cold and icy as well...
The Ogres had some spell castors in ATOH, could have Festral, Chaos mentalists, etc. if needed.
Maybe black shields are worth the most, white shields less and skulls (being the most common) the least? Could play with it I guess... whoever scores most skulls wins?
Yeah, Battlemasters Risk (castle risk?) might be easier (mighty cannon, Ogres equivalent for chaos cannon, has knights/chaos warriors, cavalry), has the colors already, but I'm thinking HQ here.
I guess that was Zargon's plan in resurrecting the Frozen Horror: "As we speak, the Frozen Horror is reviving its minions and enacting its plans to cover the Northlands and Empire in a shroud of deadly ice."
This would have to be that team's power too, not to give them a bonus on defense, but to give an attacking army a disadvantage, since they're going into icey terrain. However I'm thinking that only the Frozen Horror could do this (cover a territory in ice). This would make this team's advance across the board slow and straightforward. Making the head of the army the strongest part, but also leaving that team vulnerable if they were to lose the Frozen Horror.
Admittedly, yes, the Ogres did have spell casters in AtOH, but these were provided to them by Chaos. Festral, Nexrael and Xenloth were all representing Zargon's interest.
However I've played a lot of Risk games (Halo, Game of Thrones, Risk Legacy, etc.), power ups and modifications for teams make things more exciting; this also includes scarring certain factions with limitations. In the case of the Ogres, having a beefed up attack as well as body points, should even out the lack of spells.
However one of the big flaws with Risk is that battles are usually 1 vs 1 attack. Risk Legacy allows slight interventions from other teams with missiles. But history has shown in many cases that rival factions (Democracy and Communism in WWII for example) can work together and even lend troops to the other when it comes to taking down a bigger threat. So I'm thinking that one of the modifications drifting away from regular risk would be to lend troops to other factions. So I can see Chaos Team lending some of its spell casters to the Ogre faction.
This can work with other teams as well, but one of the limitations I'd put on the Undead faction is that they cannot lend troops unless accompanied by a Necromancer.
When it comes to lending troops, some players might go for acts of betrayal; acting to assist one player to prevent a more powerful team from winning, only to turn on the team they just helped.
Each team should have a few playable characters that could join an army, giving them a boost:
Empire: Wizard and Emperor
Greenskins: Orc Shaman and Orc Warlord
Undead: Witch Lord and Necromancer
Chaos: Warlock and Fire Mage
Ogres: Ogre Lord and Ogre Chieftan
Elven: Elven Queen and Alchemist
Ice: Frozen Horror and Undead Barbarian (Kelvenos?)
Maybe we can add extra named monsters and such...
The dice seem problematic. I'd like to go by the original rules for regular armies and battle (3 dice for attacker, 2 fir defense, highest dice wins, defender wins on a tie). But where do the combat dice come in? Maybe an advanced character? Exampl:
If the Orc Warlord is engaged in battle, he rolls 3 combat dice and may add the number of
rolled to one of his his army's dice rolls.
If the Emperor's army is attacked he may roll 4 combat dice and add the number of
to his defense dice.
If the Ogre Chieftan's army is attacking, his army wins all ties.
The Witch Lord cannot die, but nor can he attack without additional armies. If the Witch Lord's army conquers a territory he will regain a lost army.
Any time the Frozen Horror's army conquer a new territory he may cover it with ice. All enemies attacking an Ice covered territory get -2 on their highest attack dice.
Each faction should have their own custom boon:
Empire: when in battle, may reroll all
s
Greenskins: get +1 army when recruiting troops each turn
Chaos: any time they roll double
s in defense, that territory can no longer be attacked this turn.
Undead: when losing a battle due to a tie, they do not lose an army.
Ogres: get +1 on their highest attack and highest defense dice.
Elves: may add +1 to their resource total when cashing in cards.
Ice: on their maneuver phase, they may make an additional maneuver through Ice covered territories.
Stuff like thar.