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FireAbend

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3 Liberator

About FireAbend

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  1. Hey, i had the same thought last week when i orderd a copy of the new kharadron Warband. Some kind of fluff like "you stumble over a group of duradin pirates, rivals of your black fleet ark master, who want to take revenge for the other killed pirate leaders (from the intro)". I did not have much time to think about exact rules yet, but for Mollog's Mob one possibility is to do something like: when the group is searching a specific room they open a magical portal, if they enter it, they find them selfs in a cave with "the boss". Using WHQ:Tiles for the cave like this: cave tile I like your idea about the "wandering monster". Maybe something like: (as GM you see the dungeon plan) the monster starts in the last room of the dungeon and after every hero phase you role a D6. odd number: monster stays in the room. even numer: move to next room (if there are more possibilities: 1 and 6 = stay; 2 = north; 3 = south....)
  2. Hi there, question about the 3 White-Dwarf scenarios: anyone knows if there is a rule when the players could go in the three dungeons/scenarios? I was expecting something like "reach level 2 to be able to go to the temple..." but haven't seen it so far. Will this be a problem for the balance of the "main" dungeon if they e.g. decide to play at first all 3 scenarios? (They level up and gain skills)
  3. Thanks for the answer. I think it will be a good idea to start the first 1-2 dungeon levels with the GW standard and then see how it could be addepted without breaking it. I also bought the old White-Dwarfs with the additional adventures/scenarios. Anyone knows if there is a rule when the players could go in the other three dungeons/scenarios? I was expecting something like "reach level 2 to be able to go to the temple..." but haven't seen it. Will this be a problem for the balance of the "main" dungeon if they e.g. decide to play at first all 3 scenarios? (They level up and gain skills)
  4. Hi there, after a long time i was able to get myself a copy of WQ:SoH. Currently i read through the manuals to be ready as the GM for the first games night with some friends. Now my ideas and questions to the veteran GMs out there: As an ex MMORPG player first thing which comes to my mind was adding "interesting" bossfights cause the adversary part in the manuals sounds a bit boring (group of x acolytes, then group of x reavers, then group of x reavers again). I own a good number of different Models (Skaven, Khorne, ....) and bought the "chaos adversary pack" which is, if i'm not wrong, also the same thing with group of x blood warriors, tzangoors, .... My idea was to add to every layer of the dungeon one bossfight (maybe hidden portal in one of the dungeon rooms to not break the GW designed flow?): Something like on layer 1 a bloodstoker with two reavers as guards. If the players kill one reaver, the bloodstoker becomes "frenzy" and gains extra damage ... layer 2 a slaughterpriest which leaves a "boiling blood" marker on the field where he hits a player with a prayer so the room is getting smaller .... Maybe something like a boss which opens a portal, so the players needs to decide how many of them stay in the boss room to fight some adds and how many go through the portal (different room) to fight the boss. Do you guys think this is possible and could work or is the adversary part in SoH is that good that something like this is unnecessary ? Another thing i was thinking about adding the ability that heroes and adversaries with two-hand weapons (Lord-Castellant and Reavers with big axes) are able to fight over 2 fields. So the positioning of the models plays a big role. I know that the balancing will be also a difficult part (hoping that the stats from "chaos adversary pack" is a help). Some reviews mentioned that the replayability is not that great, so i don't want to destroy the "first" atempt for the playgroup with too much of my own stuff. Just want to hear your thoughts and opinion. Thanks :)
  5. I totally agree. I think GW is great in milking the money out of us. 4 times new minis with scenery - my wallet is crying
  6. ‚We’ll be previewing what the future holds for Khorne all throughout next week – so make sure to check back tomorrow!‘ Not sure if this means GAMA or only WH-Com.
  7. Any rumors about a new WHQ AoS-themed? I’m late to the Party and thinking about getting WHQ:SoH. With Release of WHQ:BF Wh40k themed think we have to wait at least a year? (Sorry I know there‘s also an WHQ area, but think this question is kind of Booth, i guess)
  8. As beginner I think I just need to learn my Ironjawz. But at least now i know how the ability of my opponent works. First step to success, I guess 😁
  9. So I guess I need some range Attacks for my Ironjawz to reduce the range of her ability. Or try to rush with things like ironfist battalion towards her and Hope she got bad luck with roling 6es. I tried to cover behind terrain but you need giant staff to hide Ironjawz. My plan to bring gore gruntas close 3“ to block the missile ability wouldn’t work in her case.
  10. I posted this also on the reddit thread: One thing that makes me suspicious is that in the Designer‘s Comments they stated that Drycha Must be in LoS for the colony. Maybe they just want to say, if e.g. an unit is completly LoS blocked by terrain, it's not affected.
  11. Hi there, based on a question i posted on reddit about Drycha Hamadreth's 'Colony of flitterfuries' ability. (reddit link) I've got an other question for her 'missile' ability: The Main rules for missiles says that if an enemy unit is in range of 3“ you can only target them. Is this insignificant for this ability? One answer there was: "...it is a shooting attack as a special ability, it's always target the enemy within 3 inches and everyone else" (in range) Your thougths? Is there a part in the rules specifying things like this? I'm totaly new, so just want to hear some thoughts.
  12. Was there a hint that Orctober includes AoS or only WH40k?
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