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Dammstadt, AoS skirmish rules variant to revive the Mordheim feeling


SerialMoM
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Hello alltogether,

I am reading a lot in TGA forum, but I have not commented to much.

I am a nearly 20 year Mordheim veteran and I really love the new AoS rules.

So I am working to make the Skirmish rules work to give the players a little bit the Mordheim flavor.

I really liked Hinterlands and AoS28 rules, I took what I liked from both sets, tested them in a lot of games and tweaked the rules.

Finally I came to the outcome, that heroes and models with a lot of wounds are too dominant. So in my variant there are only models with 2 wounds and max 20 points cost ( exception 25 points for the leader) allowed.

I took the levelup rules from Mordheim and tweaked those and of course I also used the injury tables. 

I also loved the Skirmish rules of the malign sorcery set and I introduced command skills for the new type of heroes.

I took over the skill rules of AoS 28, because I liked them.

The battle plans I took from AoS28 and Hinterlands, I also are working on taking over the Mordheim scenarios.

I wrote those rules for the AoS campaign in our club. Dammstadt is a city in Ghur, which was destroyed during the necroquake. A new realmgate to shyish appeared and the ruins are searched by warbands to find realm stone

I do not have a nice layout, but I like to share the rules with you and look forward to you input.

 

If someone can share with me, how to generate a nice layout, I would be happy.

 

I also attach the maps from the campaign and the Dammstadt ruins. The last one is a modified map of a Mordheim map I found in the net ( not the one from Mordheim skirmish game)

 

https://c.web.de/@337566454176029657/bAJ-Y-JLRwmjvywXhtUkAQ

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Edited by SerialMoM
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Could you possibly post a downloadable version of all the different rules packed in one place ?

Also, the limit on 2 wound models invalidates entire factions such as Ogres aswell as a great percentage of choices for other factions. Why not look for another way to limit multi wound models ? You could have in-game injuries to limit their effectiveness, say for example; whenever a model suffers a wound you roll on an injury chart and the model suffers a penalty until the end of the game (-1 move on a 2, -1 to hit on a 3 etc.. Or even suffers another wound on a 1).  You could also introduce a limitation on wounds for warbands. 

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     Rather than imposing a limit on max wounds how about limiting options to Battleline units only (kill team style)?

     Our current playtest system only allows battleline units to build your initial warband. You select your alliance from all available options just like AoS proper and any battleline units are legal.  We’re also using the Kill Team exp track and as your unit advances to level two you can instead opt to promote them into a limited battleline unit (battleline with X general). We aren’t finished with specialists and such yet (concepts/ideas only atm) but the idea is your specialists can be promoted into regular units at rank three (specialization determines your options).

     I’ve not touched on heroes yet (too many projects going at the same time). To be honest what is really needed is skirmish specific warscrolls.

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Thanks for your feedback

6 hours ago, Pyreshard said:

Could you possibly post a downloadable version of all the different rules packed in one place ?

Also, the limit on 2 wound models invalidates entire factions such as Ogres aswell as a great percentage of choices for other factions. Why not look for another way to limit multi wound models ? You could have in-game injuries to limit their effectiveness, say for example; whenever a model suffers a wound you roll on an injury chart and the model suffers a penalty until the end of the game (-1 move on a 2, -1 to hit on a 3 etc.. Or even suffers another wound on a 1).  You could also introduce a limitation on wounds for warbands. 

We tried, but Ogres or similar Models are too powerful and dominant. So in the end every warband would exist of one big mighty leader ( Oger, Kurnoth Hunter, Skullcrushers etc.) which heavily dominate the game. This would have been similar as in the current Skirmish setting with the heroes. I try to generate the Mordheim feeling, so there are strong options like 2 wounds vampires, but they can be slain.

 

with regard to Download, the Importanz file in this folder is the rules file, everything else are just pictures I need for je campaign.

5 hours ago, Lior'Lec said:

     Rather than imposing a limit on max wounds how about limiting options to Battleline units only (kill team style)?

     Our current playtest system only allows battleline units to build your initial warband. You select your alliance from all available options just like AoS proper and any battleline units are legal.  We’re also using the Kill Team exp track and as your unit advances to level two you can instead opt to promote them into a limited battleline unit (battleline with X general). We aren’t finished with specialists and such yet (concepts/ideas only atm) but the idea is your specialists can be promoted into regular units at rank three (specialization determines your options).

     I’ve not touched on heroes yet (too many projects going at the same time). To be honest what is really needed is skirmish specific warscrolls.

This is also an interesting  idea, but with the limited weapon options I think it would not work as well as with Kill team. 

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  • 2 weeks later...

Thank you, I can write that the rules are working quite well so far. We had a nice battle ongoing a three way between Sylvaneth/ Wanderer, Beast of Chaos and Stormcast/Freepeople in our club.

Especially the after battle worked nicely. There were some losses, but all in all the warbands got stronger, although one lost 5 of 6 warband members in game.

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  • 4 weeks later...

We had our Skirmish event for the campaign and it was really fun.

 

We played  two three player games. Sylvaneth, Beast of Chaos and Free Peoplewith a Vanguard Hunter as leader ( I was playing Stormcast in the overall campaign).

 

The first game we played with the destined encounter rules.

 

My warband consisted of a Vanguard Hunter as hero and leader, a greatsword hero, two more greatswirds and 4 Freeguil guard with militia weapons.

 

Sylvaneth was quite elite and shooty the beast of chaos brought lots of gors and ungors and three strong as hell centigors.

 

The game was fun and I won by rescuing my prisoner after the Centigors caused devastating losses to the Sylvaneth.

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Only few fighters died although lot of them were taken out of action. A lot of fighters leveled up and got stronger and one gor even became a hero.

The second game was even better, we played the Mortheim monster hunt scenario with a bone giant as monster. The beast of chaos aggressively attacked the 9 wounds bone giant monster and nearly killed it. But it was too strong and nearly took out 2 thirds of the warband.  The last few wounds were taken down by shots of the Sylvaneth / Wanderers warband and the Vangiard Hunter.

 

The remains of the bone giant were secured by the free people. 

Again only few henchman died, a lot of level up strengthened the warbands and the earnings also allowed to hire more troops.

 

The Dammstadt event was closed out by Stormcast securing the Dammstadt ruined city. The AoS campaign also ended and resulted with a win for the Sylvaneth.

 

I think I will adjust the rules by implementing more Mortheim like skill tables, but I am already quite happy.

 

 

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On 11/19/2018 at 12:45 AM, Not-not-kenny said:

I really like the injury and experience bits in this and will probably try them out in a few games soon (there may some further frankensteining on my part though if you don't mind 😉 ), I'll give you some feedback if I do!

Yes please do that and have fun

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