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About this blog

I've had an Age of Sigmar blog for a little while now over at blogger, I do a little bit of modeling and painting stuff, but mostly I do rules design.  So I'll probably mostly post about my store's event battleplans, custom rules, etc.  I hope you enjoy it!

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Welcome to Part 4 of Big Trouble in Little Azyrheim.  We've hit the home stretch.  After being betrayed by a member of his own crew, Skragnir and his Arkanauts have to survive the night hiding out in the Murderwood on the edge of town.


This battleplan is a new take on an oft repeated concept.  Assassins are out to kill Skragnir the Recalcitrant, who has to start in the center of the battlefield.  The twist here is that the Defender gets to start off with all their models on the battlefield, but they've been spread out to stand watch.  They don't know which direction the Assassins will come from, so they'll have to watch every angle!

If you missed it, here are Parts 1-3, which also include the campaign rules (in Part 2) if you want to play along!



In the third battle of the Big Trouble in Little Azyrheim campaign, I wanted to try something that I haven't seen in AoS before.  In MERCS (a kinda' neat skirmish game that I don't quite endorse, but have had some fun playing in the past) they ran a global narrative event at one point, and one of the scenarios revolved around having a mole in your opponent's team.  I liked that idea and hope that it translates well to AoS.


Broken Trust is a very asymmetrical battle.  The Defender has the Letter of Marque (if you're playing the campaign) or a bonus Artefact (if you're not), but also a traitor in their ranks.  The Ambusher has their warband split between two battlefield edges, which could be a strength, but is definitely also a potential weakness.

I had a lot of different ideas for approaching the "Traitor In Our Midst" rule.  

I considered having the traitor be selected at the start of the battle, and then revealed at the opportune moment.  That would have been cool, because revealing the traitor at the opportune moment would be fun, but it would also involve additional book-keeping, and could lead to a lot of unpleasant traitor experiences (like the traitor having to flip early and being really badly positioned, or the traitor dying to deadly terrain before being revealed).

I also considered having the traitor be random, but having the player choose when they would be revealed.  Ultimately, I ended up deciding that would lend too much power to killing off weaker units so that you could increase the value of your traitor.  It seemed a bit too gamey for what I wanted.

I ended up settling on a random traitor at a fixed time.  The benefits of that are that there isn't much meta-gaming strategy to it, but it is still predictable.


If you missed it, here are Part 1 and Part 2, which also include the campaign rules if you want to play along!

Crossposted from http://hivefleetcharybdis.blogspot.com/


Welcome to the second installment of the Big Trouble in Little Azyrheim Campaign.  Since obviously, you'll need actual campaign rules to progress from Episode 1 to Episode 2, that's what I'll be covering today.  While I imagine most will use the Shadespire Campaign rules, I thought it would be good to just spit out ideas for campaign structures willy nilly because I can.  So first up here are the rules.


This campaign is all about the acquisition of Overlord Grimni's Letter of Marque, so that you can claim his seat on the high council.  As such, I wanted the changing of hands of that Letter to be an important mechanic in the campaign at large.  So the Letter of Marque must be fielded in every battle once recovered.  I've got some proposed alternative campaign rules that eschew Renown Points and instead just use a simple Wounds based growth system.  It's nothing fancy, but if you are looking for something different to cobble together your own campaign system, here are some ideas :).

I've also included an alternative form of Underdog Boons.  Instead of re-rolls, I dole out bonus Artefacts.  It's an idea, and I'm not sure it's a good one, but there it is.


Next, we have the campaign flowchart, which contains spoilers.  You'll need this to play the campaign proper.


And finally, the battleplan itself.  This battleplan is all about running around and picking up pieces of the Letter of Marque so that they can be combined and made whole again.  It's a weird concept, and a weird theme, but this was part of the story because the Hinterlands scenario that was originally played (at the event) was "The Lost Artefact", which involved collecting scroll fragments.  Tune in next time for part 3!

And here's part 1!



I ran a Hinterlands event a few weekends ago (the same weekend the new Skirmish rules dropped, funny enough).  I used three of the Hinterlands battleplans for it, The Lost Artefact, Assassinate, and Breakthrough.  To tie it all together, I made up a story set in our local campaign setting (the Vale of Efengie) in which the players were trying to find and deliver a Letter of Marque that would grant one lucky general a seat on the Reaper King's council.  Normally I bake all of the events I run together into campaign books, but I thought that this story-line would make a fun Skirmish campaign.  So I've expanded it into a five battleplan campaign that I will be posting over the next week or two.

Here's the first fluff page explaining the basic premise.  Call it exposition if you like.


In the first battleplan, two warbands arrive at the scene of Overlord Grimni's murder to investigate.  I was inspired a little bit by the beginning of the Watchmen, when Rorschach is investigating the Comedian's murder.  I think Grimni and whoever killed him probably had a pretty severe rumble in the wee hours of the night, and whodunnit is still a mystery (we may never know, but I assume it was a Dark Elf), but the carrion are already descending because they know that if they want his council seat, they're going to have to act fast.


This is going to be a five battleplan campaign, and I plan on posting the other battleplans over the next couple weeks, and hopefully by the time I'm done posting them piecemeal, I'll have the full campaign book finished!


The Skirmish Campaign rules have opened my eyes to a whole new way of playing narrative linked battles.  So I've added 2-player narrative campaign rules to the campaign books I've made based on the monthly Age of Sigmar events I run.  I finally feel like they are more or less complete!

Each book includes five battleplans based on the Clash of Empires battleplan from Warhammer World, a Time of War, and a good chunk of fluff and pictures introducing you to the Vale of Efengie, its denizens, and their travails (along with the aforementioned 2-player campaign).

The first book follows two invading forces from other Realms as they battle it out over the Vale of Efengie.  The second book takes a more personal direction, and follows one army through a realmgate into Shyish on a mission to defeat death, but enemies have followed them through the gate :(.

I hope you enjoy the books!



I bought myself Gorechosen for Taxsmas (a traditional American gift giving holiday that occurs around February or April or whenever you get your tax returns), and decided that I would try out LAVA BASES!!!  I wouldn't post this tutorial unless I thought I'd come up with something I hadn't seen elsewhere.  After doing my research, I found a bunch of advice for doing lava, but nobody doing the super easy thing I had been envisioning, so I tried it, it worked, and I figured I'd share it with the world.



Step 1: Put your model on the base, trace out where you want your lava floes to go.  I'm leaving flat spots on the base for this guy's feet, but you can do whatever you want for that (I think it depends heavily on the model).





Here are my traced out lava floes and spots for feet.  Nothing too wild and crazy or inspired, just some rivers of molten rock.




Step 2: Glue down sand everywhere you didn't outline.  Basically, we're putting sand anywhere we don't want LAVA! (or feet, feet are good too).




I just took this picture so you'd know what you're even looking at.  Which in this case is a headless Slaughterpriest.




Step 3: Paint the lava.  I started with Wild Rider Red (which is really a nice red-orange).  This is the first step where I'm doing something kind of original, it is very important that we paint a wide margin of the sand with the Wild Rider Red, because this is going to get us a cool glowing lava effect later.




Step 4: Fairly straightforward progression, we're going to paint the center of the lava flow with a brighter orange.  I'm still using a pot of Fiery Orange that's probably 10 years old, but I think the newer GW color that compares to it is probably Troll Slayer or Fire Dragon Orange).




Step 4.5: Continue to highlight the center of the lava, I used Yriel Yellow.




Step 5: Paint the sand black.  I've separated this into two steps.  First, paint everything that isn't orange with Abbadon Black.




Step 5.5: Then, drybrush Abbadon Black over the rest of the sand.  




Step 6: Drybrush the black parts of the sand with Dawnstone (dark grey) to make it look kind of ashen.




And you're done!  Here's another finished one below.




The WIP Slaughterpriest standing on it (the flash on my camera is really bringing out the Wild Rider Red on this one, it isn't nearly this harsh in real life)




This is the only one I've finished so far, so this is what the finished product looks like (this pic looks more like real life, probably because it's just well lit and has no flash).




Last but not least, here are some related ideas I tried out when experimenting, first one with cork basing on the White Dwarf Slaughterpriest.




And then the Damsel of Distress, who I wanted to match aesthetically, but had already been fully based.  I just painted the lava colors in a few spots here and there, and then drybrushed the sand black to taste.




I played a battle tonight using my Narrative Battleplan "Stuff of Legends".  We rolled up about the most boring thing we could have, so I'll have to do a little work to make sure that things aren't boring, but even so it was a pretty fun battle.  On the Victory Conditions table, we rolled up "Monument" for the Objective, which is what made it a bit dull.  I had Flesh-eater Courts and got "Command" for my motivation while my brother brought Beastmen and appropriately got "Ruin".  We brough artefacts and since I picked the Cursed Book, I decided that my heroes had read the book and were trying to use the Dark Magic TM of Dreadstone Blight to reanimate Uncle Ivan's deceased wife, the Ghoul Queen.

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We also picked the Ashlands Time of War from Godbeasts.  Fortunately, my local game store has a nice selection of battlemats, so we were fighting over LAVA!


I was glad we chose a large central objective because it helped break up the big battle in the middle that would have otherwise ensued.  We ended up having a Bullgor fight on one side of the Dreadstone Blight, and a Bestigor fight on the other side.


Uncle Ivan is on the Terrorgeist, commanding the Dreadstone Blight.  Rurkar Festigor (Beastlord) is on the other side smashing the building to pieces.


The Bestigors were determined to bring the tower down.  Sadly, in the end, the Brayherds were completely tabled.  We ended with 5 Victory Dice for the Flesh-eater Courts and 4 for the Brayherds.  After rolling, Uncle Ivan managed to resurrect his dead wife, for whom I will now have to find a suitable model.


The Bestigors after they met Crypt Horrors (also got Death Shrieked by a Terrorgeist).

I look forward to trying out the battleplan again.  The most cinematic moment the battleplan created was on the first turn when I offered my brother a Victory Dice to sacrifice Skreet the Warlock Engineer to the Pyroclasm (it's an Ashstorm thing).  The reason Skreet is not pictured is because it killed him :( poor little rat.  However, I think that the low number of available Victory Dice applied downward pressure on our level of interest in awarding them to eachother.






I have officially completed the first Efengie Campaign Book!  This is the culmination of about six months of running themed Age of Sigmar events at my FLGS.  It came about because I was creating battleplans for the monthly Age of Sigmar Game Day (like a tournament, but more casual) at my FLGS.  In order to establish a narrative and give the events fun story-oriented stakes, I decided I would write a fluff piece after each event to describe what happened, and slowly flesh out the ongoing story of our not-quite-campaign.


Efengie was the old tongue-in-cheek setting for my local store's Warhammer Fantasy campaigns, which we ran on a regular basis for roughly 10 years before Age of Sigmar was released.  The store owner drew the original map (I drew this one myself) based on the layout of the store, which resulted in us having locations like Fort Snack, and Mount Cola.  The Port City of Bludor was literally a blue door that was adjacent to a particularly flood prone area of the back storage area.  Some, like the Trade City of Register or the cities of North Couch and South Couch didn't make the cut because they were a little too silly.  I have given that setting a makeover to find it a home in Ghyran.


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This book includes five battleplans built on the framework of Warhammer World's Clash of Empires.  It includes two new Time of War rules representing the Vale of Efengie as well as the Gates of Eucebium, a ring of ancient Realmgates erected by the Wanderers.  It has plenty of fluff and photography from the events to round it out, and also includes a Map Campaign for use with the General's Handbook map campaign rules.

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When I first played Age of Sigmar, I wasn't super impressed (obviously I've come around since then).  I was trying to play it like Warhammer Fantasy, and it isn't Warhammer Fantasy.  A few months later, I came back to it, but this time with a set of rules to make it Warhammer Fantasy, but without violating the things that made it Age of Sigmar.  There were things I missed like miscasts, artillery dice, and ranked infantry.  So I played AoS with the first page of these rules for a good little while, and then recently went back, made some revisions, and added a second page that includes challenges, mysterious terrain (and/or alternative terrain), and magic items.  I hope that these rules can be a fun throwback as well as a way to ease old players from Warhammer to Age of Sigmar without trying to leave everything behind.