AlphaKennyThing Posted August 4, 2018 Share Posted August 4, 2018 Hi all! There were a few people who I think were of similar thinking to me in terms of getting the realm rules used at tournaments in such a way that it encourages diversity in list building. I've had a good peruse through them, and thought I'd create a thread specifically discussing what rules could be used in what combinations (spells included) to create a diverse set of battlefields to fight upon. In order to stimulate some discussion, I've come up with a mini tournament pack up for the realm rules that I think work well to force people to have a think about what they bring to a Matched Play bonanza. I personally think rolling for each game would be fairly difficult to keep track of, and equally I think that having it set completely in stone which realm you'll be fighting in at which point in the tournament also sort of defeats the object of having them at all. Instead, I've tried to find a happy medium. This thread is not designed to be an argument about whether or not they should be used. In this hypothetical scenario, they are going to be used, but I think it'd be cool to work out the best and most fun combinations possible. EXAMPLE TOURNAMENT RULES PACK Realms of Battle rules will be in effect. Players will play 6 games, and will play in 6 out of 7 realms listed below. Players will not know which tables and in what order they will be playing until the day, so it is highly advised that army lists are created to be effective in as many different realms as possible. REALM OF BATTLE: SHYISH All realm spells are in use for this realm. Realmscape Feature is Haunted Realm (All Terrain is Sinister in addition to any other terrain effects). The idea behind this is to hamper Bravery when near any terrain, in addition to their normal features. It will affect some armies more than others, obviously. REALM OF BATTLE: AQSHY All realm spells are in use for this realm. Realmscape Feature is Flaming Missiles (Additional -1 Rend to shooting over 12"). In this realm, ranged units will be getting a boost. The table, however, will have a higher terrain density, allowing use of Realm Command Ability to set terrain ablaze and make it LoS blocking. It'll likely become a game of manoeuvre. REALM OF BATTLE: CHAMON All realm spells are in use for this realm. Realmscape Feature is Rust Plague (In your hero phase, roll a dice. On a 6+, pick an enemy unit and subtract 1 from save rolls made for it for the rest of the battle). A fairly 'vanilla' match up, with the added perk of being able to degrade particularly tough units if you roll well enough. REALM OF BATTLE: GHUR All realm spells are in use for this realm. There will be no Monsters added to the battlefield. Realmscape Feature is Primal Violence (At the end of the combat phase, roll a dice - on a 6+, carry out the combat phase again). No monsters, as it's a pain in the rear. Arguably detracts from the flavour of the realm, but the chance of double combat phases should make the game particularly brutal for melee armies. REALM OF BATTLE: GHYRAN All realm spells are in use for this realm. Realmscape Feature is Fecund Quagmire (Models cannot run unless they can fly) AND Seeds of Hope (unmodified battleshock rolls of 1 mean no models will flee, and all wounds allocated to the unit are healed). This realm should be a bit of a war of attrition. The lack of mobility will be taxing for slower armies, but the potential to heal up wounds soaked should be helpful. Armies will need to take some flying units, or at the very least an element of cavalry, to ensure they can make it to last minute objectives. REALM OF BATTLE: HYSH All realm spells are in use for this realm, however BANISHMENT may only be successfully cast once per army for the duration of the game. Realmscape Feature is Speed of Light (At the start of your movement phase, roll a dice - on a 6+, pick a unit and set it up anywhere on the battlefield more than 9" from enemy units). The potential to teleport units around the battlefield should make things interesting. Banishment has been reduced to a single cast per game per army, meaning you can use it at the crucial moment, but it won't just be spammed all game. Use it wisely. REALM OF BATTLE: ULGU All realm spells are in use for this realm. Realmscape Feature is Perpetual Dusk (Range of attacks and spells reduced to 12"). This is a deliberate hampering of shooting and magic. The command ability allowing the redeployment of units will be crucial to getting the right guns or magic into range. Anyone got any interesting combinations they can think of? Another limitation I thought perhaps might work was that any army that has their own Spell Lores or tables in the Battletome should be forced to make a choice each game between using the spells for that realm or the spells from their Battletome. I didn't know if this was perhaps a little restrictive. 7 Quote Link to comment Share on other sites More sharing options...
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