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Azlak the Damned

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Posts posted by Azlak the Damned

  1. On 12/28/2023 at 5:53 PM, not known said:

    Can I take the same quest twice in narrative play age of sigmar 

    For example: I play blades of khorne, and i want to take the "search of the artifact" quest for a second time, because that there is two different artifacts of power that i really like 

    You can do each Quest as many times as you wish. There are no limits. The only limit is the number of artefacts you can hold on your vault.

  2. This is something I've dreamed of doing for ages. I agree with comments I've read around minimum unit sizes, limit to 1 or 2 heroes. I would also waiver or amend the cohesion rules for right city street fighting. For example, a unit of 5 Chaos Chosen have 2 models at the end of a street, and the other 3 models at the other end of the street. The 2 Chosen are issued a command by a Hero that they are visible to, only those 2 models would receive the benefit of the command. The other 3 aren't visible and are too far away to have the command relayed to them. 

    You could probably incorporate some Warcry rules around terrain and cover. Maybe +1 Save to a model that hasn't moved and is within 1/2" of a terrain feature when targeted by a melee attack. 

    I think some of the Skirmish rules and the Meeting Engagements rules could be used, don't have them handy anymore. Meeting Engagements was quite good if used as intended.

    Just some thoughts from me.

    • Like 2
  3. On 3/14/2023 at 7:36 PM, Grimrock said:

    Question for anyone that has bought the new Exalted Hero of Chaos model, how does it compare size wise to the standard chaos warriors? I've been thinking of picking up the Khagra's Ravagers box and using it for a chaos lord, two exalted heroes, and a chaos sorcerer, but I'm not sure if they'll be a suitable standins once they're on 40mm bases. 

    I literally have just been looking at doing this and came here to ask the exact same thing!

    • Like 1
  4. Fellow Blood Good followers. I have a query... Slaughterbrute. In the AoS app I can only find the Slaughterbrute under the coalition ally option as a Slaves to Darkness unit. Obviously it has the Khorne keyword. My query is this...

    The warscroll states that you can pick a Slaves to Darkness Hero to be it's master. Does this mean using this in a BoK that it doesn't have a master. I'm sure there used to be a specific warscroll for a Slaughterbrute of Khorne.

    All help appreciated. Thank you.

  5. 2 hours ago, Gailon said:

    I just don't view it as a 'balance' update in the traditional sense. I don't think it is meant to bring bottom factions up, or send top factions down, as much as it is meant to promote some diversity at the table. 

    Personally, I think they are trying not to change warscrolls and points all the time, as that arguably messes with more casual players, who really don't care that Seraphon have a 60% win rate, they just want to play with the things they own and painted. 

    This! ^^^

    I believe the update is to give those people who love to play "underdog" armies a sliver of a chance at pulling out a win where before there would be virtually no chance to win 

    • Like 3
  6. 12 hours ago, KrispyXIV said:

    The double turn makes the game less predictable and more fun.  It can be painful to get hit by it, but it keeps games from having predictable results at the bottom of turn 1 and forces players to act with the uncertainty of knowing who's gets to go next.  It punishes overextension as much as it rewards dangerous gambles, but always rewards thoughtful consideration of the fact that the top of every round may not be yours to play - plan accordingly. 

    Theres a strong incentive not to simply take first turn and alpha your opponent off the table - choosing to go first is always choosing to risk getting doubled.  

    In scenarios where the second player in the third round gets to remove an objective, it's often worth it to risk getting doubled for potentially game changing control over scoring.  

    I like the double, and removing it will gut AoS of one of its advantages over its contemporaries.  

    That's an opinion - and highly subjective.  

    This ^^^ 👍🏻

  7. On 12/28/2021 at 8:38 PM, Azlak the Damned said:

    I'm always in need of a post when it comes to painting. Enjoy the actual gaming more than the painting side of the hobby.

    So I'll paint and base a Slaughterpriest, Exalted Deathbringer with Impaling Spear an Aspiring Deathbringer. 

    Determined to make my mortal Khorne army work.

    Update on progress so far... Not as much as i wanted but a newborn baby sort of takes priority.

    IMG_20220121_191413__01.jpg

    • Like 2
  8. Azlak the Damned is a Mighty Lord of Khorne who leads a warband of blood thirsty mortal warriors. He gained the title Damned after losing several battles and skirmishes upon his ascension to a Mighty Lord of Khorne (I didn't win a single matched play game at 1500+ points for around 2 years. I refuse to take a different model as general in all games of 1500+ points. I tend to play my games with a narrative spin which is why I take the MLoK).

    Azlak is now on a journey to reap 888 skulls in order to gain the favour of Khorne again, at which time he may acquire a more respectably chaotic title (or Daemonhood).

    • Like 4
  9. On 11/13/2021 at 10:08 PM, Neverchosen said:

    For my friends, we have developed a shared continent in which each of our armies have distinctive national borders and there are internal and external conflicts. Essentially I wanted to develop a massive sprawling setting in which we could develop narratives but also keep our own internal logic to have narratives for our own collections of minis.

    Love this! Been trying to get my gaming group in to something like this rather than just matched play games.

    • Thanks 1
  10. In a tournament setting the battlefield should be pre set and ready to go including any terrain rules. As had been said above, time is wasted placing terrain and in some instances it can lead to small advantages to certain players/armies.

    On a personal note I prefer a lot of terrain which causes LoS issues, forces large quantity units to squeeze through small gaps/alleys etc. and prevents monsters/large heroes from getting into certain areas. Brings another layer of tactical strategy to the battle. 

  11. On 1/9/2022 at 1:55 AM, Nacnudllah said:

    What do people think about the idea of giving Heroes with fewer than 10 wounds a rule so they "treat mortal wounds as normal wounds"?  I've gotta' say that one of the biggest negative play experiences for me is having my measly little heroes sniped away by mortal wounds.

    Definitely this. It's a little disheartening to have my slow Khorne mortal heroes (allegedly the most blood thirsty battle hungry warriors of the Mortal Realms) take a couple of steps and die from a ranged attack or magic spell with 5 or 6 damage/mortal wounds.

    • Like 3
  12. 2 hours ago, bonzai said:

    So I really like the 3.0 Path 2 Glory campaign as a foundation. However I think it has some serious issues when it comes to a competitive and interactive campaign between a set number of players. Here are what I see as issues.

    1. There is no victory condition. 

    This is an issues as in my experience players have limited attention span. These things need to have a set duration, otherwise players will get loose interest and it will fall apart. Having an over arching goal that you are working towards also helps people stay motivated.

    2. There are little to no stakes.

    The only setbacks a player risks are casualties rolls. He can then go play some random games and be back stronger than before when he plays some one else participating in the campaign. No real risk or setbacks or consequences for defeat.

    3. It is too self contained.

    It is everyone doing their own self contained narrative and not an interactive one in any meaningful way. A big part of the fun in games like this is the shared group narrative. 

     

    So how do we improve upon it? The go to win condition in past editions was Glory points. This could be an option, but how many would be enough? It could present some interesting strategies. I also wouldn't mind some sort of Meta quest to achieve either.

    Regarding the rest, the first thing would be to only count games against other participants, and possibly cap the number of games per week that count towards progress. I also would like to ad a new quest called Raid. First you target one of your opponents territories. If you get a minor victory, you steal 10 Glory points from your opponent, with a major victory you remove any upgrades that it has. With these changes I think it ads sufficient stakes, and allows players to try and prevent a player from running away with it.

    Thoughts?

    I believe there will always be issues when trying to make PtG competitive, just as there are issues with standard matched play games. The key is to inject narrative into the campaign to link it all up. This takes effort from everyone involved. Additionally you don't want that one person gaming the campaign and always taking the 'best' items etc. So in my campaigns I stipulate random rolls for things like artefacts etc. 

    Maybe use the Anvil of Apotheosis to have everyone great a custom Hero and link them all to a Meta Quest. 

    I personally wouldn't cap the number of games a week but I agree that you should only count those games against other members of your campaign for any victory conditions. Sure if someone plays a lot of matches they'll have more options but they're limited to the weakest players limits each game anyway.

    I like the Raid quest idea. Definitely as more to the game play if there more at stake. I may use this in my campaigns in the future if you don't mind.

  13. I'm a narrative player over matched play so for me a good battletome has a good section on lore, what each unit should act like (narratively, not rules wise) and most importantly, a good section on how the army should be composed. 

    I play BoK and love having narrative battles using the Gorechosen battalion (completely useless in a matched play setting). Putting 8 heroes out and seeing what devastation they can wreak against hordes of enemies or a few elite units is fun! 

    • Like 1
  14. 13 hours ago, Skarband said:

    Hi i need some advice with list this is my core:

     - Army Faction: Blades of Khorne
         - Subfaction: Goretide
    LEADERS
    Lord of Khorne on Juggernaut (140)
         - General
         - Command Traits: Hew the Foe
    Bloodstoker (85)
    Bloodsecrator (125)
         - Artefacts of Power: Banner of Rage
    Slaughterpriest (110)
         - Prayers: Bronzed Flesh
    Slaughterpriest (110)
         - Prayers: Blood Sacrifice
    BATTLELINE
    6 x Mighty Skullcrushers (340)
         - Bloodglaive
    6 x Mighty Skullcrushers (340)
         - Bloodglaive
    6 x Mighty Skullcrushers (340)
         - Bloodglaive
    TERRAIN
    TOTAL POINTS: 1590/2000
    Created with Warhammer Age of Sigmar: The App

    What put next to list? Blood warriors? Skullreapers? Wrathmongers? Maybe some std? Help

     

    I would add in two units of 10 Blood Warriors. They can hold things up and with their pile in attach when they die they can deal some decent damage. They'll also bolster your numbers of you need to take objectives.

    Additionally it might be worth running 6 units of 3 Bloodcrushers so you don't have to deal with the coherency rules for them.

  15. I'm always in need of a post when it comes to painting. Enjoy the actual gaming more than the painting side of the hobby.

    So I'll paint and base a Slaughterpriest, Exalted Deathbringer with Impaling Spear an Aspiring Deathbringer. 

    Determined to make my mortal Khorne army work.

    • Like 2
    • LOVE IT! 1
  16. 57 minutes ago, NinthMusketeer said:

    Thank you for sharing! A bit less detail in the writing may help; just going through the end results of a combat phase rather than each back-and-forth still delivers the event without having to read as much.

    And nice work on those models & terrain, it all looks really good together on the table.

    Thanks for the advice. The terrain isn't mine so I can't take credit for that but the models are thanks.

    • Thanks 1
  17. I am taking my Khorne warband on a Path to Glory using the new rules. I'll generally be playing games at my local club, Cross Swords in South Devon.

    The Brass Forged are led by the Mighty Lord of Khorne Azlakh the Damned, aptly named due to his lack of skull offerings to the Blood God. He knows that for Khorne to gaze upon him again he must shed blood and offer up skulls, before he incurs the Blood God's wrath instead. Azlakh lords over a small encampment known as the Brass Forges, located 88 miles north of the Realmgates known as the Pillars of Emberstone. Azlakh's mustered warband includes Kharsax, an Exalted Deathbringer, the Salughterpriest Va'rokh and a unit of ten Blood Warriors led by Chaos Champion Ashron.

    Azlakh's marched his warband on a hunt to find the Amulet of Destiny, an artefact said to have the power to prevent enemies from wounding it's bearer. They headed into the a run down town where the Amulet of Destiny was rumoured to lay. Here they found a pack of Flesh Eater Courts, an Abhorrent Archregent, a Ghast Courtier, 3 Crypt Flayers and 10 Ghouls. Ambushed and in enemy territory the Brass Forged had only one option, fight.

    A unit of 3 Crypt Flayers moved towards Ashron and his Blood Warriors. The eagerness to fight boiled through Ashron and he ordered his men to move towards the Crypt Flayers. The Flayers charged in to the Blood Warriors line, 2 men deep and 5 wide, and mortally wounded three of them quickly with their claws. The berserk rage of the Blood Warriors had them attacking as they were slain but they could only manage minor damage before their rage and their life left their bodies. The Crypt Flayers, seeing their enemy fall easily, barraged the Blood Warriors again taking down another 3 warriors but this time one of their own was taken down by the swing of an axe from a dying Blood Warrior. What seemed like the leader of the Flesh Eater Courts, the Abhorrent Archregent, lifted his hand in to the air and screamed and ineligible incantation. From the ground appeared a mass of flesh and bone, 20 Crypt Ghouls. Azlakh saw these rotten meat and splintered bone as easy pickings. He took a step towards them but from the corner of his eye he saw the Abhorrent Archregent jump down from the wall and come towards him. Azlakh knew this was the most worthy skull he could claim here today and charged in to him. His Blooded Lieutenant Kharsax the Exalted Deathbringer followed him and they cornered the delusional wizard and started to attack him. Va'rokh the Slaughterpriest was tucked in behind the Blood Warriors and from he prayed to Khorne to gift the Blood Warriors with extra strength to attack more. Unfortunately Khorne didn not answer this but he instead answered Va'rokh's invocation to summon a pair of Hexgorger Skulls to the battlefield. The Hexgorger Skulls loomed over the battlefield and slowly moved towards the Abhorrent Archregent. 

    The fighting continued and Azlakh swung his mighty axe at the Abhorrent Regent but the nimble former nobleman came away largely unscathed. Kharsax swung his Bloodbathed Axe as the archregent backed away from Azlakh towards him but he completely failed to hit his target. Azlakh's Flesh-hound, Red-claw, tore a pound of dead flesh of the Flesh Eater but he barely noticed this attack. Ashron and his Blood Warriors took down another Crypt Flayer, losing another two of their own in the process. Va'rokh finished the final Crypt Flayer with a Blood Boil prayer thus freeing up Ashron and his sole axeman. Two Blood Warriors rallied from their wounds to bolster their numbers back up. The ten Ghouls that had previously and inexplicably ran away to the corner of the town turned back to charge the Blood Warriors.

    The enraged Azlakh swung at the Abhorrent Archregent and caused a small wound but not a fatal blow. How could he gain the eye of Khorne if he couldn't kill something that was already dead? Red-claw was too busy eating the flesh he had previouly taken to attack the enemy again (forgot to attack with him!). The Archregent swung his claws at Kharsax and caused a deep gouge in his chest. In a blood-fuelled retaliation Kharsax swung his axe and smashed it in to the side of the Abhorrent Archregent causing him to fly through the air and over the wall of a ruined building. He wasn't seen again. The summoned unit of 20 Ghouls charged, surrounded and subsequently set about attacking Azlakh. He took a total of 41 attacks which almost killed him (1 wound remaining, although it turned out later that my opponent may have forgot he could have had another 20 attacks at this point). Azlakh fell to one knee and in an instant he felt his blood become hot. The feeling increased until it felt like his blood was as hot as lava. He knew he drawn the gaze of Khorne. He stood up and swung his Mighty Axe of Khonre which burned with rage-fire. He scattered the Ghouls with ease taking seventeen skulls in two fell swoops. The remaining three Ghouls had what blood they had in their bodies boiled by Va'rokh.

    The Blood Warriors were charged by the ten Ghouls and a swift battle ensued that ended in all ten Ghouls been slain while three Blood Warriors were mortally wounded, leaving Ashron the sole standing Blood Warrior. The sole remaining Flesh Eater, an Ghast Courtier was quickly surrounded and slain by Kharsax. The ramining warriors of the Brass Forged marched towards the corner of the town where they found the Amulet of Destiny. Khorne was smiling down on the bloodshed of the day. Azlakh could feel it and he knew this was the start of his ascension to Daemonhood.

    On the way back to the Brass Forges Azlakh's warband were approached by a pack of 20 Bloodreavers that had feasted on the remains of the previous battle. They agreed to come under the banner of Azlakh. Khorne's gaze was growing stronger each day.

    This first battle was great fun. Admittedly I rolled immensely well (used Blood Boil 3 times and each time it went off it caused D6 mortal wounds! That will not happen again). I forgot some of my attacks and rules and so did my opponent so it was definitely a learning curve. I know it's only 1 game but I feel this is way more balanced than the previous PtG. Although I am in this purely for the narrative story.

    Note - apologies if I got the units of the FEC wrong, don't know them very well, and secondly, I'm not the greatest writer but hopefully this will get better as I document the chronicles Azlakh's Brass Forged.

    Brass Forged 1.png

    • Like 2
    • Thanks 1
  18. Hi all. I'm brand new to RPG gaming and have a couple of noob questions. 

    1.  Can this be played on a small board, say 2' X 2'?

    2. In a typical 2-3 hour session how far would the RPG advance? By this I mean how many maps / game boards would be required for each gaming session?

    Thanks in advance from a complete novice to RPGs.

    I've picked up the PDF and I'm impressed with the content in there. I've always loved narrative stories in my AoS campaigns and would love to bring my worlds across to an RPG setting.

  19. UPDATE! As we got the first battle wrong, more players were starting campaigns and my opponent lost his roster info we decided to start the campaign again.

    CAMPAIGN 1

    I randomly determined the campaign to use and Cursed Metal it is.

    BATTLE 1

    Roster: I randomly generated my roster and then chose which group to put them into.

    • Dagger: Brunna the Chained - Drillmaster; Thavroc Forgestrider -Armator; Vakh Irongrip - Iron Legionary (Bolas).
    • Hammer: Varsk the Defiler - Signifer; Brek Ironlink - Drillmaster;  Sald Rageshield - Iron Legionary (Shield).
    • Shield:  Raigan Dreadhammer - Dominar; Grakko the Butcher - Prefector; Bhakim Hammercrest - Armator.

    Set-up

    • Deployment: BAIT
    • Victory: ASSASINATE
    • Twist: DARK OMENS
      • Twist (Climate): AZYRITE LIGHTNING STORM
      • Twist (Psychology): EAGER FOR THE FIGHT

    Opponent: Dave - Cypher Lords

    I won the priority roll and chose the blue deployment. This meant my dagger started on the board while my shield came on in round 2 and the hammer in round 3. My opponents dagger started in the centre of the board and his shield in the lower left quadrant.

    The victory condition was to assassinate the defenders leader. I won the roll off and chose to be the attacker. This meant I had to kill the Cypher Lord leader before the end of round 4 to win, otherwise my opponent would win.

    Turn 1

    • Initiative roll
      • Me: D1, D2, 2x singles > wild D5.
      • Opponent: D4, 4x singles > wild D6. Initiative

    My opponent allowed me to go first. I wasn't expecting this and I wasted the activation by making Vakh (Legionary-Bolas) wait. Dave moved his leader from the lower left quadrant to the lower right, nearer to where his reinforcements would arrive. I moved Thavroc (dawrf) towards a Mirrorblade and decided to use a double to throw a bolas causing 1 damage. More moves of Cypher Lords towards the lower quadrant and I then repeated my previous activation with Brunna the Drillmaster, this time targeting the leader. This bolas caused 3 damage. My final activation was to move Vakh closer to the action. Brunna received 7 damage in the Cypher Lords remaining activations.

    Turn 2

    • Initiative roll
      • Me: D1, D2, 2x singles > wild D6. Roll off > 5. Initiative
      • Opponent: T3, D2, 1x single > wild Q6. Roll off > 4.

    Brunna charges towards the Thrallmaster and lands 6 damage before being taken down in revenge for the attack. The Thrallmaster is then teleported (can't remember what the ability is called) 6" towards the group of Cypher Lords in the lower right quadrant, hiding behind them in the hope of being protected. The newly arrived Armator, Bhakim, ducked beneath the scything swords of the Mirrorblades and Mindbounds to take a swing at the Thrallmaster, landing 4 damage. Needless to say he was now almost surrounded and unfortunately would pay for this in the next couple of activations. Thavroc moved to block the path of reinforcements coming in to protect their leader. The Prefector Grakko couldn't reach the Thrallmaster so attacked his minions instead causing minimal damage before being brought down in a hail of throwing stars and swords. 

    Turn 3

    • Initiative roll
      • Me: Q6, 1x single > wild 2x singles. Roll off > 6. Initiative
      • Opponent: D2, D6, 2x singles > wild banked. Roll off > 3.

    I rolled 5 sixes in my initiative roll. At first it looks great but it was slightly annoying as I would have liked to make a double with my remaining single, but I really wanted the initiative so I used my wild dice to create a second single. Dave had 2 singles so if he decided to use his wild dice as a single he would keep the initiative. He decided to bank his wild dice, taking us to a roll off which I won with a 6 against a 3, initiative was mine!

    My hammer was entering at the opposite end of the board to where the action was and with my Dominar, Armator and Legionary Bolas (all who'd taken damage) up against the whole starter set of the Cypher Lords the odds seemed against me. Although I had two turns available to slay the Thrallmaster, I knew I didn't have enough wounds remaining to hold out against an entire warband for that long. Brek, the second Drillmaster, made a direct charge for the Thrallmaster from a massive 16" away. A double move which included 1" of extra movement from the Eager for the Fight twist card enabled her to move 12", then the quad ability Rampage was activated and the bonus move got her in range to carry out the bonus attack. She managed to cause 6 damage but this was just too little, the Thrallmaster was left with 1 wound! A retaliation attack from the Thrallmaster saw Brek pummelled into the floor in a bloody mess. The Desert Hammers leader, Raigan Dreadhammer, moved around a Mirrorblade he was engaged with, allowing him to be in range of the now fledgling Thrallmaster (thank Chaos for the move while engaged rule!). The Thrallmaster turned from his attack on the Drillmaster to see the Dominar raise his huge hammer into the air before crashing it down into the Cypher Lords commander. And with that the remaining Cypher Lords scattered into the winds of the Bloodwind Spoils.

    The Dominar roared in delight and immediately barked to his warband to sack the battlefield in search for the rare ores you're weapon-smiths require.

    Thoughts

    I have to admit I really enjoyed this game. I knew that winning the attacker/defender roll would be crucial as the Cypher Lords can move quickly and the Golems may not have being able to keep at them at bay to preserve the Dominar. As it was, I was the attacker, which meant with every activation possible I attacked the leader. Even when this led to models such as the Armator and Prefector being in positions that would see them be killed in a single turn, the aim was to whittle the Thrallmaster down constantly, including using all my ability doubles to throw bolas' when I could.  I believe my opponent may have had more success by running the Thrallmaster and making the Golems chase him, as it was he almost surrounded him with the rest of the Cypher Lords, which cut down 4 of the Golems during the battle. His strategy was a sound one but unfortunately the Thrallmaster just couldn't soak the damage.

    Aftermath

    • Glory points acquired: 7
    • Injury rolls: None
    • Destiny levels:
      • Thavroc Forgestrider - Armator (0 > 1)
    • Lesser artefact search: Nothing but dust!
    • Like 1
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