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Riff_Raff_Rascal

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  1. In an effort to simultaneously support new players and alternative play modes for our lovely game, I've decided to develop rules for my own teams tournament. I've started with the simple concept of something called an ally trait that can be used on your teammate once per game. The document pinned below is my first pass at the idea to add some new flavor to teams matchups with a little sprinkling of triumph and treachery for those long time AOS players. I tried to provide my game design tenants and mostly stuck to them. My brain gotta a little fried overthinking some of them so I think its time to ask for help. Ultimately, Im still in need of some thoughts on how to handle command point sharing, the need for a unified Warlord ( general for the team), crossing the streams with abilities and most importantly the language between friendly, enemy and neutral models. I've certainly begun my own research on ideas in previous chats but I'm curious if my current idea sparks any new thoughts. Ultimately I want to design a game mode that most closely resembles the 2K scale games (1k per player) because lets face it, most of the balance stems from it, but I'm always down to take chances. Heres a link to my current doc, enjoy https://docs.google.com/document/d/11ubiJzxxZ6GXN4U356Ck7f3d5G_--HVi/edit?usp=sharing&ouid=104781617502073171385&rtpof=true&sd=true
  2. In an effort to simultaneously support new players and alternative play modes for our lovely game, I've decided to develop rules for my own teams tournament. I've started with the simple concept of something called an ally trait that can be used on your teammate once per game. The document pinned below is my first pass at the idea to add some new flavor to teams matchups with a little sprinkling of triumph and treachery for those long time AOS players. I tried to provide my game design tenants and mostly stuck to them. My brain gotta a little fried overthinking some of them so I think its time to ask for help. Ultimately, Im still in need of some thoughts on how to handle command point sharing, the need for a unified Warlord ( general for the team), crossing the streams with abilities and most importantly the language between friendly, enemy and neutral models. I've certainly begun my own research on ideas in previous chats but I'm curious if my current idea sparks any new thoughts. Ultimately I want to design a game mode that most closely resembles the 2K scale games because lets face it, most of the balance stems from it, but I'm always down to take chances. Heres a link to my current doc, enjoy https://docs.google.com/document/d/11ubiJzxxZ6GXN4U356Ck7f3d5G_--HVi/edit?usp=sharing&ouid=104781617502073171385&rtpof=true&sd=true
  3. GW at it again Also GW: "check out this sick skaven short story to get you hyped"
  4. Very few mentions of shooting being an issue so far. Thats been a problem in the past. So I'm glad tha'ts not a top worry. A few mentions of MWs being too prevalent, but I will add that we've come a long way clamping down on that since AOS first edition (although rend is arguably still less valuable as well relating to some of your concerns about save stacking). Big take aways from most of you is battle tactics need to be chucked into the sun. Yup. Sounds like that's a major source of complexity and is too important to ignore. Also terrain rules? What are those? I would like to commend GW at least in one manner and that concerns external balance. Despite our gripes about point scoring, strength of books and minutia of core rules, the stats do show a steady trend towards a healthy "fat middle" of win rate (i.e. 45-55%). This bodes well for newer players in future. I'm currently organizing a 1k teams tourney geared toward newer players and so all of this 3rd edition reflection is very helpful.
  5. What about Thryx's Coven Regiment of Renown? The parchment curse along along with a Plagueclaw Catapult seems like good synergy. Sure the upfront cost is steep, the regiment is actually a major discount for what Tzeentch has to pay. The Burning Sigil is also a nice back-up Warp-Lightning Vortex with summoning if you were already running 3 endless spells in your list anyways. The really interesting interaction is Skaven's ability to hurt friendly models to proc the free unbindable spell cast per the regiments Profane Potential ability. We have the unreliable Plague Priest warscroll prayer that affects all units in an AOE or the absolutely atrocious Chain Warp Lightning spell from our Warpvolt Spell lore. Still, use the old book while we can I guess.
  6. These days the Furnace is in a great spot since it can push itself now, and thus makes it a more enticing candidate for your general. Makes better use of our artifacts over the Corrupter as well. That said, the I believe the best that maggotkin have to offer is the Sloppity Bile-Piper and may give a good excuse to run a Verminlord Corrupter (piper's ability only requires Nurgle Demon). Nurglings are funny but for the same points/role I'd rather use Gutter Runners personally. The Gutrot and Blightkings is fine for some punch but remember they're still squishy without their 5+ ward. Perfectly viable if you use them as a counter punch behind a screen of rats. Perhaps ambush them on a side objective and use a tunnel team to create a screen of clanrats? Phulgoth’s Shudderhood is also an option for some toughness and some flying units. You can sidestep the pestilens general requirement because its an army of renown. It has a resistance to shooting which would diversify our defenses. The troops themselves are just meat shields, the blightkings will still give you that anti-horde, but that Harbinger of decay hero is spicy. Lots of potential with that guy.
  7. Has anyone checked in with our maggotkin allies? I'm lookin for some tech to add behind our back lines. I've been re-inspired since grabbing Skabbik's Plaguepack.
  8. Says the player who spams weapon teams. Ive seen your list building before.
  9. Man, this has been a personal sticking point of mine for 2 editions now. By both being command abilities in the combat phase its been hair-pulling frustration trying to get stormvermin to be super scary. If I had anything to add to your FAQ, I'd make the Gnash-Gnash ability just that, an ability. So that you can put a All-Out-Attack or Tyrant of Battle CA. Having the retinue ability of other foot heroes where you activate as a pair would also just make clawlords way more enticing en masse.
  10. Here me out, the following recipe needs a Verminlord Corrupter, Greyseer, Clawlord, Purple Sun, Warlord battalion, 30 Plague Monks, totaling 900 pts: 1) Cast Hoarfrost, roll like a god, get the 5+, target Plague Monks 2) Greyseer uses Skavenbrew artifact on Plague Monks 3) Cast Purple Sun 4) Charge Plaguemonks + Clawlord w/ Warpstone Charm 5) Lord of Pestilence CA on Plaguemonks. Result is ~120 attacks, 3" RNG, +2/+3/-5/1 dmg. Nat 6's are -7 rend!
  11. The people in charge of the previous correction have promptly been sacked. Clanrats have -5 rend this season
  12. @Skreech Verminking i re-read your FAQ suggestion and made some notes as i went through. They're condensed below. Overall thoughts: I feel a lot of suggestions are hopiuem fueled but they are fun, which is the point. Frankly nailing down the battle trait section could make everything else fall into place and not require much change elsewhere. That doesn't necessarily mean adding many more rules (see your Moulder section) but can suddenly make our troop units more fun. This is a flaw I think that our current book has where the battle traits are basically hero locked, and doesn't support our massive bench of units in a meaningful way. Your design philosophy seems to about filling in gaps and building upon the old. If I were you, i'd go full tin-foil-hat and make some crazy structural changes, this is a fan FAQ after all. AKA you can get more nutty.
  13. Should we tell them about clanrats with -3 rend this season? Or everything has -3 rend this season?
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