Armies of Arcana and Missile Immunity
I've been thinking about this subject now for some time (years literally) and would like to present my case for NOT changing the Missile Immunity within Armies of Arcana.
As it stands right now, within the book there are officially only 7 monsters that have Missile Immunity that are not undead: Air Elemental, Earth Elemental Fire Elemental, Forest Titan, Phoenix, Treeman and Water Elemental. Of the Undead there are 6: Death Hound, Mummy, Reaper, Skeleton Vampire and Zombie (and the Character Models also, of course). Actually, in my own opinion, the Golems in the Monsters list should also have Missile Immune, but they don't.
Let's look at what Missile Immunity is and isn't:
Missile Immunity: Makes the model immune to normal missiles: Bows, Crossbows, Javelins, etc, anything that is not magical or artillery. That's it. It does not help the model in any way in melee combat.
Magical Missile Attacks: The armor of the model is considered to be a 5 and is reduced normally by the Strength of the weapon. Example: Goblin bow unit with a Flaming Arrows Spell (level 3) on it would be Magical, Str (2) Fire, at normal range and to hit, so a Skeleton's save would be a 3 or less.
There are all kinds of monsters that have magical missile attacks and every magic user has access to the General Spell: Enchant Missiles.
Artillery Missile Attacks: The armor of the model is considered to be a 5 and is reduced normally by the Strength of the weapon. NOTE that Missile Immunity does NOT mean it is fixed armor. Example: Dwarf Handgun is Str (3) so a Skeleton's save would be a 2 or less. I honestly think some people mistakenly believe that Missile Immune means a Fixed Armor save vs missiles. It does not.
Personal opinion/flavor time
I just can't realistically (and yes, I am fully aware of how that sounds used in this context) see arrows doing consistent damage to a skeleton or a zombie. To me, in my opinion, the use of Missile Immune adds to the flavor of the army and helps them to stand out just a bit from the others. It's a way to show a difference reasonably that fits within the context and story of the army. The basic undead models do not cause fear though they are Fearless. Elite Units are, by the book: Base 2 and smaller models costing 50 or more points and any model costing 100 or more points and some of those do cause fear.
"But what about my super shooty elf (Dark or High) army?!?"
One of the nice things about AoA is that other than the 60/40 rule for Normal/special troops (elites, characters, war machines, monsters and vehicles) there are NO limitations on what you are allowed to spend points on. Any super specialized army will be at a disadvantage if one's opponent can figure out ways to neutralize it. Lots of woods to block terrain and maxing out unit size could mean some interesting times for a shooty army. For grins and giggles: 78 Goblin Warriors and a Noble to lead them: 792 points. 17 Elf Archers is 782 points
Yes, this is an extreme example but I'm trying to show a point.
For every action within AoA there is a way to counter it. You want an all flying army? Do-able. Just remember that there are spells that can ground you.
I'm asking for other players to look at Missile Immune in relation to the whole.
In most other games, Skeletons are at the real bottom end of the pool for troops. In AoA, they have a distinct use and a distinct flavor with the use of one special ability. (2 if you want to count Fearless). Most all of the armies in AoA have a ‘special' rule that makes them unique.
Daemons: All units have Fixed Armor saves. (If any army would have my vote for being ‘cheese worthy' my own vote would be on this one) Every model can be hit by regular missiles but no Strength bonus at all count unless Magical or Artillery. This is for Melee also
Dwarves: Highest Magic Saves of any base troops in the game, and the only one with a normal unit that is also artillery.
Dark and High Elves: Melee just as good as they shoot and they shoot real well.
Wood Elves: Shoot absurdly good, melee very well, and are Forest Walkers to boot.
Giant Kings: Are considered non-elites for army building purposes of the ‘normal' troops and can Negate First Strike from Long Weapons.
Goblins: Tied for largest grouping of non elite, non Cavalry troops with more than 1 wound.
Halflings and Centaurs: Regular troops with Evasion.
Graccans (Greeks): Pike type troops that has first 3 ranks able to fight (as opposed to only 2)
Empire of Marr (Romans): Testudo (armor 6 against missiles) and disciplined (as if Fearless when fail a break test)
Lizardmen: All can Swim. Even the cavalry.
Ratmen: They can all Swim also.
Snakemen: All of them Ignore Terrain (no terrain penalties), and Charmers as a regular troop type.
Orcs: Tied for largest grouping of non elite, non Cavalry troops with more than 1 wound.
Undead: Fearless and
Missile Immune.
Now, all that said and done, I present a fix for those who still don't like and won't play with Missile Immune troops:
Take away Missile Immune and give Undead models a Missile Armor Bonus +3, (+4 if they have a shield) for a net cost of -3VP point to every model (-1VP if using a shield). This will give all normal missiles a chance to wound, just not a very good one.
Examples of modified missile immune and point values:
A Skeleton with sword and shield, 17vp, Armor 2 Missile +4 is hit by an Elf Longbow = Armor save of 4.
Skeleton with 2 handed weapon: 14vp, Armor 2 Missile +3 is hit by same longbow = Armor save of 3.
This is the simplest and easiest fix I have come up with to date and I welcome any comments and or dialogue about this subject.