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Nacnudllah

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71 Celestant-Prime

About Nacnudllah

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  1. I've been running monthly events for a little over a year now, and we generally play something that resembles the battleplan below. I've restricted armies to 5 units for time constraint purposes. There's some "wounds comp" that grants additional victory conditions (Underdog Deeds). As far as pick-up games go, I've found that a quick conversation with my opponent works fine (in my area, clearly not the same for you). I say something like "I want to bring the Gorechosen battalion" and then they say "I want to bring a huge pile of Stegadons", and we just work it out from there. Maybe I add in some of my Chaos Dwarf artillery to even things out, or maybe they decide to just bring a few dinosaurs, or maybe we decide that watching the Gorechosen crash against impenetrable Stegadon hide would be great fun. I would start by telling them what you want from the battle (to use some new models you painted, a particular battalion, try a specific battleplan), and then ask them what they want from the battle, and then try to make both of those things happen. Maybe you could entice someone by doing some sort of "Seven Knights" sort of scenario. Take a number of Hero models against overwhelming odds just for lulz. It's decisively not powergaming because you're pretty likely to lose, it's a great place for character driven narrative, and maybe once they see how much fun you're having they'll want a turn as the underdog.
  2. So, we just had a ptg league...

    A narrative solution I like for summoning is that a Wizard (or whoever) can only have one unit summoned at a time. Another I've seen floating around that I like is that when a Wizard is slain, all the stuff they summoned disappears as well.
  3. FEC - horrors and ghouls

    I mostly run Horrors. They're a little more difficult to support properly than a huge blob of ghouls because it's harder to keep your support characters in range of the units when they start spreading out across the battlefield. Also, low model counts can make objective battleplans difficult. That said, I have really been enjoying playing them that way.
  4. I do Nurgling Green followed by Athonian Camoshade. Then pick out hair in Steel Legion Drab, bones & teeth in Bleached Bone. Then wash with Agrax Earthshade. Go back and highlight the bones again with Bleached Bone. Last, Baal Red on the grisly scars and whatnot. Lots of washes make things easy! (All I have is a picture of a Crypt Horror, but it looks the same on Ghouls).
  5. Real Talk about the Double Turn

    I think we must just have different sensibilities on that one. I prefer to have a decisive victory/defeat, or a dramatic comeback. I find them to be cinematic and a more interesting end to the battle. I've never been that enthused by "gaming to a grind". Maybe there's a market for a MapleStory minis game?
  6. Real Talk about the Double Turn

    A lot of people are mentioning the late game swings of the double turn as a negative. I think that they're actually a positive. Many games include rubber banding mechanics to keep one player from getting too far ahead of their opponent(s). The double turn fills that role when the underdog gets it, but when the player who is already winning gets it it has the opposite effect and creates decisive victories. So the double turn simultaneously gives the lagging player a chance to recover, and helps bring the battle to a close instead of having it drag on hopelessly.
  7. Battle Report: Culture Shock

    Battleplan: Acquisition (from the Kharadron Overlords Battletome) Match-up: Order vs. Legion of Azorgh On the burning plains of Aqshy, Hazim the Blooded and his loyal Fireglaives approached an ancient Zharr Goroth ruin. He and his Daemonsmith, Dray the Alchemist, had been searching the ruins of an old empire for weeks, seeking enchanted artefacts and other treasures. So far, they had turned up only a few... an enchanted weapon that Hazim had claimed for himself, and a sacred duardin relic that was in Dray's possession. As Hazim began to climb the steps into the ruin, he heard cries of battle behind him. He looked back to their base camp, fortified on a nearby butte, just in time to see a trio of Judicators assault their gun-line. They opened with a thunderous barrage of hammers, battering the artillerists, and then, with a valorous battle cry, charged the Dreadquake Mortar. He readied his weapons to fight and began to look around for more enemies. Sure enough, his scouts had done a terrible job. The ruins were filled with Stormcast Eternals, but what would they want with the wreckage of the Zharr Goroth? There must be some reason for their presence. The question would have to wait for the moment. He cast Mystic Shield on his Fireglaive unit, as Dray had taught him, and prepared for battle. Meanwhile, from camp, Dray spied a unit of Retributors and their Lord Relictor marching out of a nearby crypt. While the Magma Cannon sent the winged Prosecutors back to Azyr where they belonged, Dray ordered his Dreadquake Mortar and Deathshrieker Rocket Battery to rain down devastation on their position. Lord Relictor Gladion Sunseeker did his best to heal the Retributors with his heavenly lightning, but the unit was nearly wiped out. He and his one remaining ally marched forward, intent on joining the fray. The reason for the Stormcast's interest in Duardin artefacts became suddenly apparent. Fleet Admiral Skragnir the Recalcitrant and his Arkanaut crew opened fire from the base of the butte, slaying the crew of the Magma Cannon with their Aethergold-powered weaponry. Apparently, the forces of Barak-Thryng were at work this day, presumably attempting to reclaim the salvaged duardin heirlooms. The Liberators charged the Fireglaives, fighting for control of the ruin. They slew a few, but the combination of Mystic Shield, Blackshard Armour, and the cover provided by the ruin itself rendered the duardin nigh impervious. Not so, however, when the surviving Retributor charged in, his hammer crackling with critical energy. He was furious at the destruction of his battle brothers. With little regard for the Fireglaives entrenched position, he hurled mortal wounds in all directions until the duardin, and their fearless leader Hazim, were no more. Gladion picked up Hazim's enchanted weapon, hung it on his belt, and continued the fight. There was still a sacred relic to be reclaimed. By the time Fleet Admiral Skragnir had climbed to the top of the butte, his Akanauts had been gunned down to a man. They had acquitted themselves nobly, felling both the Magma Cannon, and the Deathshrieker Rocket Launcher, and nearly destroying the Dreadquake Mortar. But the job that remained needed to be done right, so he would have to do it himself. Though Dray's Blackshard Hammer nearly sundered Skragnir's plate armour and sent him back to the spirit in the sky, the Slave Ogor had been whipped too mercilessly during the battle and contributed nothing to the melee. Skragnir set upon them with his Aethermatic Hammer, reassuring himself of his righteousness muttering under his breath "there's just no trading with some people". His devastating hammer blows demolished the Dreadquake Mortar and sent Dray flying back off of the butte. He looked on in shock, took one last puff of his pipe, and fell into the crackling lava below. The sacred scroll he had been carrying drifted slowly to Gladion's feet. Gladion collected it and gave a signal to Skragnir. Then they began the long walk to rejoin their skyfleet. Crossposted from hive fleet charybdis.
  8. Big Trouble in Little Azyrheim part 5

    I've got a little work done on them. I wasn't sure if anyone would even be interested after 8th ed 40k. I'll try to get them finished sometime in the not too distant future.
  9. In the final battle of the Big Trouble in Little Azyrheim campaign, Skragnir has the Letter of Marque in hand, and has to run a blockade of enemies between himself and Castle Reaper. This last battleplan is pretty much the same as the breakthrough battleplan in Hinterlands, but that's what we actually played at the event, so here it is. In the actual event, the end came down to a tie between Skragnir and the von Hortlaks. We used XP gained as our tie breaker, and Skragnir and his crew came out on top. Fleet Admiral Skragnir now holds a seat on the high council in the Free City of Reaper. Once my brother finishes painting his Kharadron Overlords, I can get pictures of Skragnir and his lot to populate the book, and I will release this whole thing as a proper skirmish campaign. Enjoy! Below are the exposition, parts 1-4, and the campaign rules if you're playing along.
  10. Grimnar Conversion

    You could put one of the proposed models and stick it on top of the Celestant Prime's swirly vortex.
  11. Unofficial Beastmen Battletome

    What site did you get this printed from? It looks really nice, and I've made some campaign books I'd like to get printed in a similar fashion.
  12. Horrors or flayers!?

    With a little bit of magnets, you can make both! Alternatively, I would say that if you're just starting off, make Horrors first because they're a great solid core for FEC. Flayers are a fun and useful addition to your army (they are roughly the only way to get decent Rend in FEC).
  13. Big Trouble in Little Azyrheim part 4

    Thanks, we did!
  14. 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!
  15. 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/
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