Nacnudllah

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43 Lord Celestant

About Nacnudllah

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  1. In my area, our house rule for measuring is "measure from the model, but the base is part of the model". It solves the obvious problems with measuring from the model, but also retains the fun parts of measuring from the model. We definitely aren't in the habit of getting on people about base sizes/shapes. We also use for our Game Day events the house rule that "abilities with the same name do not stack". It just clears up stacking Mystic Shields, and anything else similar that might be easily abused.
  2. One last post. I had some issues with my primer atomizing (most noticeable on the Spawn), which is why the Daemon Prince currently has no wings (they're soaking in Pine Sol). Anyhow, here they are, one last batch of photos to finish the chronicling of this project. The whole team I love the look on this guy's face, like something horrible has definitely happened. Also, because I love painting eyes. I don't have a name for my Lord of Chaos yet, but here he is. And here's his final form. I might get lazy and just give him trophy racks on his back. I haven't made up my mind yet.
  3. Even though it didn't get any responses, it seemed like there was some interest in this idea (based on likes), so here's what I came up with. I decided to use a Crom model I've had lying around as my Lord of Chaos. Since he's standing on an Empire Knightly Orders head (and I had a few extras of that exact same head lying around), I've just got each one standing on the same head. Also, I've made sure to give them each a head with crunk horns on it. I tried to match the pose of the Chaos Spawn to the Chaos Lord with the raised sword. If I remember, I'll post again once I've painted one or more of them :-)
  4. I've been inspired by the Lord of Chaos' Glory or Damnation ability that lets it transform into either a Daemon Prince (if you slay the enemy general) or Chaos Spawn (if you are slain). I'm planning a trio of matching models for it and I was wondering if anybody else has done this. If you have, pics? If you haven't, ideas?
  5. I would like to see Slaanesh realized at the "enemy within" and focus on temptation both thematically and mechanically. I would roll out Slaanesh slowly with units of corrupted aleves or humans who have fallen to temptation (also the Dark Elf Cult of Slaanesh). Mechanically, I think some of the coolest Slaanesh abilities are the ones that buff your enemies... at a cost (see Keeper of Secrets "Dark Temptations" ability).
  6. 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.
  7. My brother and I have been battling lately using a battleplan I'm working on for pick-up narrative play. So far we've come up with a fun story running through it about one of his Brayherd Heroes undergoing the transformation into The Everbray, the favored champion of the Great Horned Skull. Soon, Gnarloc the Flenser will ascend to Daemonhood and go from being an ancient pewter Wargor to a Reaper "Minotaur Demon Lord" (also presumably from a Wargor to a Daemon Prince).
  8. If I were running a competitive tournament, I would require players to choose their warscrolls from one book. So they could either play from a single compendium pdf, a Grand Alliance book, or a battletome. I think this would control use of older warscrolls pretty effectively (and some of the newer ones too for that matter). It would resolve concerns like Death players ability to summon Ghouls, Chaos fielding Hellcannons, and so forth while also allowing people to play Tomb Kings or Brettonians if they so desire it.
  9. I've got a Start Collecting box for the Nurgle Daemons and have found them to be a bit boring. The slowness is definitely a hurdle since they are pretty strictly melee. That said, they are pretty tough. The "Disgustingly Resilient" 5+ save is quite nice. I think that to make good use of Nurgle Daemons, you would probably want to supplement them with something hard hitting.
  10. I got to play a battle with this battleplan today. It was fun despite us rolling up a fairly dull objective. I will definitely have to rework "monument" into something slightly more interesting. That said, we had a good time. I took some pictures and wrote up a kind of battlereport thing.
  11. 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. 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.
  12. I've noticed that a frequent topic of discussion is how difficult it is to get a narrative pick-up game because of the amount of planning and being on the same page required. I'm working on a battleplan to aim to rectify that by using story-gaming principles to make a low-prep story oriented battleplan with a lot of replayability. It's not 100% finished yet, but the basic idea is that there are a bunch of options for 'objectives' that are thematic objects to fight over, and 'motivations' that are the things your army wants to do to those objects. So for example, if you have an objective that is the buildings in a village, an orruk army might want to burn them to the ground, while their opponent is trying to scout the village for supplies. It's an easy way to have evocative, mismatched victory conditions that help tell a story. The other important thing I'm focusing on with it is shifting the focus from tactical victory to storytelling. First off, instead of having Victory Points, players have Victory Dice, so you can't really know if you're winning/losing until it's over. Players also have a pool of Victory Dice that they can use to reward their opponent for cinematic gameplay, or to create their own objectives on the fly. I haven't gotten to playtest it yet, but I'm planning on trying it out this weekend. I'll come back and let you know how it goes. If anybody else decides to try it out, I'd love to hear any feedback!
  13. I like it.
  14. I really like this idea! What we need is an Endless Deserts-esque fan-created corner of the Mortal Realms for 'The Grand Alliance' to call its own. Here are a few spitball ideas that are "TGA" themed: 1 - The Gleaming Archipelago: A sizeable chain of islands in Chamon surrounded by a sea of liquid metal. Tzeentch wants to conquer them as part of the ongoing conquest of Chamon, but the forces of Order have discovered vast deposits of enchanted ores that could be useful in the reforging process among other things. 2 - Tagrellancia: A large region within Hysh where wizards of all magical disciplines have weathered the Age of Chaos in their floating spires. Unfortunately, the various Grand Alliances have rediscovered them and come to harness their secrets. 3 - Ghur's Artery: This "watershed" area in the Realm of Beasts is formed by a massive river of blood that is naturally popular among the Orruks, Daughters of Khaine, and Khorne worshippers. However, Nagash has dispatched some of has launched warhosts in an effort to capture it as a necromantic locus. Also, I'm happy to help with document formatting and whatnot (I make nice looking battleplans and fluff pages and such for my FLGS' events).