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OkayestDM

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  1. MORE STORMCAST MODELS! Right? Right? . . . nobody? Ok . . . I'll show myself out . . .
  2. So . . . does that make this a good or a bad time to mention that I'm currently working on a set of custom rules for Wanderers, which I was thinking of posting once I had the first draft squared away?
  3. That skull-to-jaw lineup seems off. Also, hard to tell from the smoke/magic, but am I crazy or does it only have one eye? (Not that an in-depth analysis of the skull is relevant, they're a dime a dozen in this game 😛 ). That arm looks like something new. I was originally going to suggest that it might be daemon related, but it just seems too thin. Unless it's Malerion's shadow daemons . . . Good money on it being something for Death, in my humble opinion.
  4. I like a lot of the suggestions so far! Here's some of my thoughts. 1. Tightening up of the battleshock phase. 2. Expansion to the "Look out sir" rule. Perhaps a way to attach heroes to a unit if they end a move in base-to-base with it, shielding them from shooting and magical attacks. 3. Adjustments to Endless spells. Since most predatory endless spells are such a gamble, why not just make those ones free? We have the three spell limit now, so it's not like this could get too out of hand. 4. Benefits to taking named heroes as your general. You loose out on an artifact and a command trait, so why not offset that by giving the army an extra command point or two? It might not appease everybody, but for certain factions this could be a game changer. I'm largely in agreement with that. Many of the suggestions presented require relatively minor changes that could be handled with an FAQ. Some of the more sweeping changes brought up aren't necessarily essential or pressing (though will almost certainly be addressed whenever the new edition does come out.) I could get behind something like this. Possibly unmodified 1s to hit deal a mortal wound to the friendly unit? You've got my vote!
  5. Eh, I don't believe it's really all that indicative. Stormcast have made the list more than once, and they certainly aren't going anywhere.
  6. Beasts of Chaos have a pretty good model spread, but I'd be lying if I said I wouldn't mind seeing an updated return of some of the god-specific units I've heard tell about. None of the current duardin really do it for me (which is a pity because I've always loved dwarves in fantasy settings), but somebody had suggested a woodland ranger type army of Duardin would be fun, and I find the idea extremely appealing. If GW goes that rout and manages to come up with a good aesthetic for them, it'd be a hard thing for me to say no to. Well, if we're wishlisting . . . Updated warscrolls for sure, especially for the armies earlier in the publication cycle. Redesign for monsters and monster-style units so that bringing our pretty centerpiece models doesn't feel like we're crippling our armies. Changing up the shooting phase to make it more mutually engaging (combat phase is "I go, you go," why not shooting as well?) Reevaluate saves, ward saves, rend, and mortal wounds. I feel like it wouldn't take much for these to start getting woefully out of hand. Sometimes less is more, and I wouldn't mind if they eased off on the escalation we've been seeing with them lately. For a game with an average 5 battleround limit, it surprising how many matches can be worn or lost before round 2 has been completed.
  7. Hello and welcome! The yellow in there is certainly eye-catching! (And to my mind, that's what you're looking for in a paint scheme.)
  8. My take on bravery and battleshock. Elite units need higher base bravery in general (they're ELITE after all, it makes sense.) As opposed to being an autopass, Inspiring Presence should be a buff to a unit's Bravery Characteristic for that battleshock phase. You can still use it multiple times -possibly even on the same unit- but it doesn't nullify the consequences of loosing models. There's been some speculation based on the wording of one of the Lumineth artifacts that they may be moving towards attaching heroes to units. If this becomes a feature, having the unit use the hero's Bravery would be another solid addition. This obviously doesn't solve everything. Most of the factions would need to be reworked to make this a good fit and to really balance it, and things like the Herdstone and Bonereapers would need some consideration, but it might just do the trick. (As a thought, Herdstone might automatically act as the new Inspiring Presence buff for all BoC in range. Bonereapers might have a faction-wide reroll, or reduce the value of whatever they roll. Alternatively, give them an Inspiring Presence variant that uses Relentless Discipline points.)
  9. This is very much a "just my personal opinion" reply, and I can't speak to every point or for everyone (and in fact am not in a great position to do so, as I exclusively play with a small group of friends) but here's my take on tech and gaming. It can be a marvelous resource and great asset, but while I'd be happy to use it I'd never want to put myself in a position where I rely on it, because tech can fail. Computers crash, files get corrupted, batteries run out, phones get dropped, electricity goes off, etc. Not to mention the potential for abuse by those who can manipulate the tech (which is really just like any other sort of cheating, so it's not so much a new problem as the same problem with a different flavor.) If I have a physical book, some dice, maybe some warscroll cards, and some sheets of paper for my personal reference then I could play the game by candle light if necessary (I'm not saying I would try, or that it would work very well, but it's nice to have the option.) Technology allows us to play the game faster and more efficiently, and there's a point where I really appreciate it for that. However, some things you've just got to do yourself to truly enjoy the experience. An app could roll my dice for me, but it would eliminate the thrill of picking out my hits from my misses, and counting out how many unmodified 6's I got. That wouldn't break the game, but it takes some of the soul out of it. I can appreciate having something that "remembers" all the little rules for us. We all forget things and it can be un-fun to loose a unit or even a game to a forgotten esoteric rule. I don't think there's a really good sweeping argument for why that wouldn't be a good thing. Personally, I'd just rather eat the failure and use it to improve. It's part of the experience. You can still learn by having something automatically cover all of the rules for you (repetition is a reliable method of learning) but it feels less like I'm playing the game at that point. During the recent unpleasantness, technology has allowed me to continue meeting up with my friends for our weekly rpg. We're all very grateful that it has allowed us to continue doing this thing we enjoy in an easy and convenient way (as an introvert, not leaving home is but still doing the fun thing is always a plus.) We also all can't wait until this mess is over so we can all sit across the table from each other again. It's just not the same experience when technology takes up this much of our game. I feel the same way about tech "taking over" more of tabletop wargaming. I appreciate some of the benefits, but don't like how it could potentially alter the experience.
  10. I built one champion in the aiming pose on the long base and just perched the bird on the bow, close to his head. Worked out pretty well.
  11. One of the things I love about the Order factions and the direction that they're taking them is that you could tell a complete story - heroes, villains, neutral parties, the works - without ever leaving the Grand Alliance. Imagine a narrative campaign taking place in and around one city filled with and surrounded by all the different members of Order, each with their own agendas and goals. The intrigue, infighting, backstabbing, dealing, double-dealing, and compromising going on behind the scenes, all while trying to avid the watchful eyes of the Shadowblades and Stormcast. You can't really do that with any of the other Grand Alliances (maybe Death, but everything is so Nagash-focused that it limits a lot of the nuance.) It would be exciting to see how Malerion's faction further complicates the growing jumble of divergent goals within Order. But what's his angle? What's he trying to accomplish? Morathi seems to have the "become more/most powerful deity" shtick covered. Is it possible that he wants to subjugate all of the aelves? It would certainly be an ambitious goal, and might explain why he's been pulling shenanigans with Teclis's boys.
  12. Out of curiosity, has anybody had the opportunity to playtest these rules? I know Covid hasn't exactly created an ideal environment, but I'd love to hear how this plays.
  13. Magic cloning, so it's all ok 🤣 Also weren't the Seraphon supposed to have "spawning pools," which were effectively cloning vats?
  14. This is my problem with objectives in a nutshell. To clarify, I love them from a purely mechanical sense, and how they make the game more than a simple punch-fest, with the most punchiest puncher winning in the end. The disjoint though is that it often isn't clear what your fighting for and how your models "should" be interacting with it. If your objective is to control a bridge, then a ghorgon would control that better than any pair of goblins, no matter how clever (unless they can lure the ghorgon "more than 6-inches away," which works thematically and mechanically.) If, alternatively, the objective you're trying to control is the Tome of Super Deadly Magical Doom, one little goblin clutching that to his chest would be able to hold that over a dozen ghorgons, who wouldn't have the combined brain-power to turn a page. All of this is definitely overthinking the game mechanics, which are kept vague and simple to avoid three pages of rules for each objective, but it highlights the disparity in perception amongst the players. We can literally interpret an objective to be anything, and there's going to be frustration when it doesn't make sense to us. Ultimately, my issue with monsters and objectives is that monsters are specifically designed to simulate a unit of models slowly being whittled down (as they take damage,their attacks, damage, and overall effectiveness decreases, just like any unit with multiple models.) They don't take battleshock, but the decrease in damage/movement compensates for that. In every way but one they are a unit represented by a single model. And that one way - obviously- is when it comes to holding objectives. Several people have already suggested that their wounds should count towards their ability to hold an objective, and I largely agree. Alternatively, if they're not going to become better at holding objectives, lets take away brackets. Let them be one model that is an absolute wrecking ball until they are finally put down. The ability to manipulate your opponent by charging a monster at their lines that they absolutely must deal with quickly and decisively would become a powerful strategy, and while you'd likely still loose them to a powerful shooting army, that turn spent focusing on your monster would be a turn your other troops can get into position. At least in theory. I'm hoping monsters get a revamp in AoS 3.0 that makes them more viable in general.
  15. Thanks! I'm planning to throw together some rules for the names characters as well, I just want to flesh out a few of the others I have planned before I try my hand at that.
  16. Greetings all! This is vanity project that I've been fiddling with off and on for a while, and finally sat down and did some crunching to try to give it some rules. I'm trying to make sure that the rules fit the city thematically- but also that I don't go overboard and make things too overpowered. Before I get into the nitty-gritty of the rules I have in mind, perhaps a bit of backstory on the city would help! Gloamspire is a city caught between two realms. Unlike Hammerhal, which occupies two realms simultaneously via a realmgate, Gloamspire is only ever in one realm at a time, but bounces back and forth between Ulgu and Shyish seemingly at random. This strange anomaly was first discovered by Wanderers of Ulgu during the Age of Chaos, who preferred to avoid the area rather than risk suddenly being transported from one realm to another. With the coming of the Age of Sigmar and the arrival of the Collegiate Arcane in the Mortal Realms, this strange anomaly generated profound interest. They petitioned the God-King to grant them the protection of his Stormcast Eternals as they unlocked the secrets of the magic at work there, and Sigmar agreed. It wasn't long before what began as a glorified research encampment blossomed into a full-blown city, particularly when the Collegiate Arcane began to suggest that they could predict - and possibly even learn to control - the region's ability to shift between the two realms. The growing city eventually became home to the Wanderers that had originally discovered it, who now thought to use it as a safe haven to venture forth from. It also attracted a large force of Phoenix Guard hailing from Shyish known as the Brotherhood of Whispers, who looked to the city as a safe haven to be protected. Now, as the Lumineth Realmlords deem to join in the struggle against the forces that threaten the Mortal Realms, they have sent a large contingent of troops led by one of their most powerful wizards to shore up the cities defenses, and apply their superior arcane acumen to unlocking the secret of understanding and controlling the strange magical forces that move this city between realms. After all, if they can discover and control how to move a city between two specific realms, what's to stop them from learning to move it to any realm they choose? Relevant Heroes Alishar: An enigmatic figure who leads the Shadowblades that reside in Gloamspire. Alishar is actually not one, but two people. Originally from Teclis's aelves of Iliatha, the two fled from their home after murdering a powerful mage who they had learned was succumbing to the lure of Tzeentch's magical power. Unfortunately, the mage they slew had covered his tracks cunningly, even his twin didn't know of his corruption, and the Alishars fled rather than risk facing the surviving twin's wrath. Talion and Elthalar: These aelven brothers fought and died against forces of the Beasts of Chaos in Shyish, but were returned from the brink by the Ur-Phoenix to continue the fight as leaders of the Whispering Brotherhood. Unlike most Phoenix Guard, the Brotherhood of Whispers are not silent in the face of their enemies. As their name implies, they can speak, though only in hushed whispers. Nevertheless, whomever they choose to address can always hear their words, even over impossible distances. This is believed to be tied to their life and death in the realm of Shyish, but neither the Brotherhood or their Whispering Lords have ever substantiated that theory. Zalar: An incomparable wizard hailing from the Hyshian Great Nation of Iliatha, Zalar leads the Lumineth Realmlord contingent that has taken up residence in the city. Supremely confident in his own abilities, particularly in comparison to his peers within the city, Zalar has positioned himself as the leader of all research into understanding and controlling the cities Realm-hopping abilities, and has quickly insinuated himself into an influential role among Gloamspire's Council of Defenders. Outside of his roles within the city however, Zalar is reclusive and withdrawn, locking himself away in his tower to study. It is peculiar that, despite being from Iliatha, there is no evidence of Zalar having a twin. There are other characters planned, but I haven't developed them much yet. Now that the lore is explained, here's a first draft of the City's rules: (these are very much a work in progress and I'd love any feedback or critiques. I've broken a few conventions with these rules for the sake of fun and flavor, but I really want the force to be fairly well balanced and fun to play with/against. Please feel free to point out any potential exploits you spot so I can tweak them.) GLOAMSPIRE BATTLETRAITS: Alliance of Defenders Death and Shadow: Gloamspire flits between two realms, never remaining in one for very long. A Gloamspire army can be from either Ulgu or Shyish. Lights in the Darkness: Though a more recent addition, the Lumineth Realmlords have become a powerful influence within the city. A Gloamspire army can include LUMINETH REALMLORD units. 1 in every 4 units in an army can be LUMINETH REALMLORD units. These units gain the CITIES OF SIGMAR keyword and the GLOAMSPIRE keyword. Inured to Fear: The terrors of both Ulgu and Shyish have made the people of Gloamspire stalwart indeed. The Bravery characteristic of friendly GLOAMSPIRE units cannot be reduced by any means. Irresistible Arcana: The Collegiate Arcane can sometimes manipulate the forces of magic to ensure success, but doing so always comes at a cost. If a Gloamspire BATTLEMAGE unit attempts to cast, unbind, or dispel and the roll result is a double, they may choose to treat that roll as the exact result needed for the casting, unbinding, or dispelling to be a success. If they use this ability when casting a spell, that spell cannot be unbound. In addition, if they choose to use this ability - after the casting, unbinding, or dispeling has been resolved - they immediately suffer D3 mortal wounds. Raiding Parties: With the city of Gloamspire constantly flitting between realms, the forces they send abroad always prioritize locating and securing essential resources quickly and efficiently. The first time your army gains control of an objective, you immediately receive 1 command point. Command Ability - Fade and Strike: Fighting in Ulgu has trained the warriors of Gloamspire in the art of weaving in and out of combat. You can use this command ability in your movement phase. If you do so, pick one friendly GLOAMSPIRE unit wholly within 12" of a friendly GLOAMSPIRE hero. That unit may retreat and still charge later in the same turn. GLOAMSPIRE COMMAND TRAITS: Council of Defenders Whispered Word: This general has learned from the Brotherhood of Whispers, and can leverage their unique gift on the battlefield. When using a command ability - instead of using that command ability's normal range rules - this general may select a single friendly GLOAMSPIRE unit anywhere on the board, so long as they can draw line of sight to every model in that unit. That unit counts as being wholly within range of this hero's Command Abilities. Grim Determination: Time fighting in the realms of Shadow and Death have left their mark on this general, who ensures that nearby forces make their strikes count. You may reroll wound rolls of 1 for attacks made by friendly GLOAMSPIRE units wholly within 12" of this general. Deception and Cunning: This general believes that discretion is the better part of valor. Subtract 1 from hit rolls for melee attacks that target this general. In addition, once per game, if an enemy unit completes a charge move within 1" of this general, you may immediately move this general up to 6". You must complete this move more than 3" away from any enemy units. GLOAMSPIRE ARTEFACTS OF POWER: Treasures of Gloamspire Nadarite Blade Trophy: Retrieved from the battlefields of Shyish, this blade can steal an opponent's life-force. Select one of this hero's melee weapons. An unmodified 6 to hit with that weapon generates 2 hits instead of 1. Make a wound and save roll for each hit. Tome of Arcane Mastery: A book of powerful magical secrets. A hero with this relic gains the BATTLEMAGE keyword. If the bearer is a WIZARD, they know an additional spell from the Lore of the Spire. If the bearer is not a WIZARD, they know 1 spell from the Lore of the Spire and can attempt to cast it in your hero phase. Gloaming Armor: This shadowy armor seems to blunt the force off both blade and bow. If the weapon used for an attack that targets the bearer has a Rend characteristic of -1, change the rend characteristic for that attack to '-'. THE GLOAMSPIRE SPELL LORES: Lore of the Spire (I'm not certain if the casting values for these spells are well balanced. Feedback would be much appreciated.) Shadow of Death: Drawing upon the nature of both Shyish and Ulgu, the caster shields their allies from harm. Shadow of Death has a casting value of 6. If successfully cast, select a friendly GLOAMSPIRE unit wholly within 18" of the caster and roll a dice each time you allocate a wound or mortal wound to that unit. on a 6+, that wound or mortal wound is negated. Unnatural Terror: This wizard draws upon the dual terrors of death and shadow to demoralize the enemy. Unnatural Terror has a casting value of 7. If successfully cast, select an enemy unit within 15" of the caster. Until your next hero phase, that unit has -2 bravery. Mists of Ulgu: The caster draws upon the powers of the Realm of Shadow to move their allies into striking position. Mists of Ulgu has a casting value of 8. If successfully cast, pick one friendly GLOAMSPIRE unit wholly with 18" of the caster that is visible to them and more than 3" away from any enemy units. Remove that unit from the battlefield and set it up anywhere on the battlefield more that 7" from any enemy units. It may not move in the subsequent movement phase.
  17. Agreed. I imagine a combination of sales results and pushback from the community caused them to course correct. The real question is what they plan to do going forward, as there are still at least 3 confirmed chambers that have yet to be opened. Given enough time, they could probably just quietly scrub them from the lore, but I don't see that happening. Alternatively, they could turn the new chambers into very small releases, rather than a whole range. This would probably work best if they plan to do a series of new releases and/or model updates for the other factions as well. The way the Lumineth have been presented, they almost certainly have future releases planned, and doing this for all of the factions would definitely serve them well.
  18. Interesting, I didn't realize that. Obviously, not all Destruction factions have to originate in Ghur, but the realm of Life? Specifically, the god-beast (or rough equivilent) from which the rest of the race was spawned comes from there? That raises some compelling questions. How influential is Life magic in the mega-gargant culture/physiology? Is it just fluff, or will it have effects on the tabletop? Will they be able to self heal? Certainly, over time they have branched out to other realms, but if Behemat is from the realm of Life, there really aught to be some sort of legacy handed down to the rest of the species. Some kind of regeneration or vitality. I don't want to set any expectations, but the possibilities are pretty compelling.
  19. If it's a choice between ardboys and Gordrakk, I'd go with the later. You're almost definitely going to get more ardboys at some point (as was previously suggested, a second SC box is the way to go) so I say get the big guy out of the way early.
  20. I haven't run into a captcha, but I've had some wierd issues with the page lately as well. I'm just avoiding it for the time being.
  21. I assume you mean palladors, but yeah, I could get behind that!
  22. Prosecutors and Palladors are easily my favorite models in the game. Such good sculpts. With enough of a points decrease, Palladors would have a strong tactical use, even if they aren't the best in a fight. But nothing short of a complete overhaul will make our poor angel-spartans practical on the tabletop.
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