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323 Celestant-Prime


About Nacnudllah

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  1. Probably Latitude is measured by some arcane means of detecting Realmstone, which we know is concentrated at the edges of the realms (except in Shyish). Longitude would be measured using astrolabes and time, just like it is here in Midgard.
  2. I played a battle recently using the Close Quarters battle generator (FEC vs. Freeguild), and it was a pretty good time. My only complaint was that near the final turn I rolled a ton of reinforcements and didn't even want to get them out of the box because the battle was nearly over anyhow. The battle was engaging, wacky, and fun. We had a hilarious narrative moment where my opponent's back was to the ropes (so to speak) and he rolled a 66 for his reinforcements. He decided to bring on his Collegiate Arcane of 5 Wizards and the Wizard-wagon (whatever it's called), which was quite the spectacle and turned the battle on its head a bit. I think the best thing about it was that you didn't really know what to expect, but with reinforcements coming in at the end of each turn you did actually have time to plan for how to deal with them. It's not like they just showed up and charged before you could figure out what was going on.
  3. I dig it. My understanding is that the stormvaults range in size from a treasure chest to a whole city. Could there be a whole city of ill-gotten gold concealed somewhere in these mortal realms?
  4. This sounds like an awesome project! That looks like a nice manageable warscroll, fairly balanced and in-line with Freeguild. One note is that I would recommend not using "to hit" or "to wound" of 5+ or worse with units that are supposed to accomplish things. I designed some warscrolls for 40k units and found that 5+ to hit or wound really dropped effectiveness to the point at which the unit was just sad (think of Nurglings, or of archers melee attacks). I look forward to seeing more of your historical units.
  5. Another lost soul for the Flying Tallyman, Khazglug Bloatforge, the ship's engineer.
  6. An aos28 take on some Chaos Dwarf Overlords.
  7. I run events regularly (narrative, not usually tournaments). I would recommend avoiding house rules for organized play. House rules engender confusion and conflict. A lot of tournaments I see online seem to award tournament points for painted armies, my preference is to unbundle those and have a separate "best in show" award that is voted on by the players before the event begins. I agree with DeadScribe above that painting rules should be avoided at least for your first outing. One of the most important things to think about IMHO is the timing of the event. You'll want to write up a detailed schedule with round time limits, time for snack breaks (and meals if it's going to run all day). Another thing to consider is your battlefield makeup, do you want fairly homogeneous battlefields? open terrain? densely packed? Are you going to be using the Scenery special rules? Make sure you have someone one hand to resolve rules questions and that they have read the battleplans in question thoroughly. Create an event pack and distribute it in a timely fashion well before the event so that players have an opportunity to read it beforehand. You don't want them having to figure out how the battleplan works on the day of the event. If you're doing a custom battleplan (which I wouldn't necessarily recommend for a tournament), make sure to clarify even the most obvious details, because someone will be confused no matter what you do. That's all I can think of at the moment, but I'll be back if I come up with more.
  8. It might be my Irresistible Force table that you've seen floating around, but if not, here it is! Also some relatively untested rules I made for a Rank & File formation for AoS units (loosely inspired by both WHFB and Song of Ice and Fire minis).
  9. It's something I've thought about as well, but it seems like it would feel bad to have units get sunk without getting their saves (and re-rolls, and adamantine cloaks, and so forth). Call me soft, but I try to avoid feel-badsies at all costs.
  10. Ooh, I like that idea. So my change to crew rules is that a warship be able to hold a garrison of one Hero, one War Machine, and one other unit (any type). I was thinking about making a generic ship's cannon that ships could default to for armies that don't have war machines to take. Having specialist ammo upgrades could be a really interesting addition to that. I'll post some updates here once I've got some more details hammered out (I'll aim for sooner rather than later).
  11. I second Double Misfire's suggestion. You could run it as an allied Skywarden, Phoenix, Akhelian King, Dragonlord, Archmage on Dragon, or Drakeseer, all of which are big stompies for under 400 points. I mostly play Open Play where I would totally let you bring it and even give it the Wanderers keyword (because realistically it should have it). But if we're playing Matched Play, we've gotta actually follow the rules, and there are a lot of totally legal options available for you to use your cool and thematic model. EDIT: It might also be fun as a Lord-Celestant on Dracoth.
  12. So I finally ran the event that I was making these rules for. I learned a few important lessons, and am making some revisions to the Crew capacity rules. Anyhow, here are some pics of the ships in action! We had a few multi-ship fleets (my Nurgle longboats and the Dispossessed steamboats), two enormous ships (the Slaanesh ship and the Ogre ship), one player who used a single large floating island as a ship, and one Idoneth player. Having a single warship with a whole army on it proved very potent, so I recommend restricting crew capacity to one Hero, one War Machine, and one other unit. @Charleston Now that I've got some experience with the naval rules under my belt, I'll tweak them, add some more content, and compile it into a campaign book. I'll post it in this thread when it's ready.
  13. Version 1.0.0


    The armies of Efengie have been drawn into a war between the neighboring nation-states of Kytos and Lamellia; a war fought on both land and sea! This book includes a 2-player Narrative Linked-battles Campaign, 3 custom Allegiance abilities to represent the nation-states of Kytos, Lamellia, and Efengie, 5 Narrative Battleplans, 6 Legendary Artefacts of Efengie, and 1 rules expansion to add naval warfare to your Age of Sigmar battles. Plus, lots of fiction and pictures chronicling five months of narrative events! This is the fifth book in this series, you don't need the others (in fact, there's a fluff recap page at the beginning of this one), but if you enjoy this one, you may also enjoy the rest. Book 1 Book 2 Book 3 Book 4
  14. Here's an idea for you: A group of World-that-was Empire refugees who awakened in the mortal realms formed a new religion where they believed that the mortal realms were but a test of their faith. They believed that when they died in these new realms, they would be returned to their lives before. Their belief was so strong that the raw stuff of Shyish formed a region into a dark reflection of the World-that-was.
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