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Nacnudllah

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Posts posted by Nacnudllah

  1. I'm anti-soup. I think there should be a different tome for each Stormcast Chamber. I think Chaos armies should be split into a Mortal allegiance and a Daemon one. I think Skeletons, Vampires, Creatures of the Night, and Soulblight should be three separate factions. My preference is for each faction to be as niche as possible and for some kind of Grand Alliance soupiness allowed in Open & Narrative play. This would allow for tighter design and greater collectability of armies (as in, you can collect everything you'll ever need for an allegiance, then move on to collecting a new one).

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  2. 12 minutes ago, Kadeton said:

    In a fixed initiative game, the player who is winning continues winning. You see this in 40K all the time - as soon as one player has gained an advantage (generally during the first shooting phase), they then leverage that advantage to consolidate their lead in subsequent turns. Once you fall behind, it's almost impossible to turn the game around.

    When a double turn occurs in AoS, generally one of two things happen:

    1. The player who is winning wins faster. They would have won anyway without the double turn, but now they crush their opponent immediately;
    2. The player who is losing now has an opportunity to turn the tables and win when they otherwise would have lost.

    I like both of these outcomes, personally. The first provides a clean, decisive end to the game rather than the "Are we bored enough to call this a foregone conclusion?" ending you often get in 40K. The second provides uncertainty and hope, which helps you stay engaged with the game even when it's going against you.

    I would still very much prefer a system with alternating activations. But the double turn is, IMO, a surprisingly clever piece of design to mitigate the inherent flaws of an IGYG turn structure.

    Very much this!  Both possible outcomes of the double turn are net positives.  Too many wargames are decided in turn 1 (or worse, list-building) but linger on for another hour or 2 after that.  The double turn forces the game to either get interesting or end.

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  3. On 11/16/2021 at 4:44 AM, Neil Arthur Hotep said:

    With that in mind, my personal design goals for a more casual AoS format would be this:

    • Allow people to play whatever lists they like (including spam lists)
    • Enable new, interesting lists that you would not normally see at the table (don't just make the game mode "weak list matched play")
    • Aim for a game that goes the full 5 turns in general, and make sure that all players get to stick around until the end (so that everyone has a chance to actually play the game)

    I feel like they were aiming for something like this with Meeting Engagements, but it was a bit of a miss.

    If I were trying to accomplish these goals, I think I would do something like

    • have list-building be unlimited
    • give the General some extra wounds (giving them a Ward would be too swingy as a Wounds multiplier instead of additive)
    • have all other units respawn when wiped out (everyone except the General and other named heroes)
    • have multi-step narrative objectives (find the scroll > decipher the scroll > cast the spell)

    That way nobody could get tabled, named characters would feel extra unique, and you'd have a lot of leeway on how to build your list and accomplish your objectives.

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  4. There are a lot of nice minis out there, but none I've bought have come especially close in terms of consistent high quality with the possible exception of Wyrd Miniatures (Malifaux).  Their stuff is very similar quality to GW in terms of design, build quality, materials, mould lines, etc.  The only issue I have with their minis is that they tend to be fiddly to put together, but it's because they are more proportional, so they have skinny little arms and legs.

    I really like (most of) the sculpts for Song of Ice and Fire Minis, but they are monopose, so I'm not sure they're really in the same ballpark.

    The new line of D&D minis (also monopose) have been looking great too.

    I bought some Perry Miniatures Austrians for Turnip28 and they seem pretty good (great value too!), but they also have more defects than I usually see in GW kits.

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  5. In the 3.0 battles I've played so far, I've found the coherency rules to be unnecessarily fiddly, and the constant interaction to be tiring.  The inability to check out for a few minutes while my opponent moves, etc. really takes a toll.  It's the same reason I've never really enjoyed Malifaux or Warmahordes.  I foresee more Warcry in my future.

  6. For making maps, I recommend checking out Inkarnate.  https://inkarnate.com/  I've just used the free version and it's worked really well for me.  Another free tool that's worked well for me is Azgaar's Fantasy Map Generator https://azgaar.github.io/Fantasy-Map-Generator/ , which is more of a random continental map generator, but you can zoom in and export different map views.  Last up is the Medieval Fantasy City Generator https://watabou.itch.io/medieval-fantasy-city-generator which is another random generator, but lets you input a variety of parameters.

    I like to start from a descriptive side and let the story flow from battles, so basically come up with some locations and general motivations, then make up a reason for your battle and run with it from there.

    For names, Realm of Plastic has a bunch of great name generators tailored to AoS specifically https://www.realmofplastic.com/character-name-generators

    What sort of story are you looking to tell?  Do you have a big gaming group you're going to run a campaign for?  Or are you going to be chronicling the ongoing adventures of your army?

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  7. So, I had my first battle on Monday, (Nurgle v. Idoneth, Idoneth won) and I felt like the new coherency rules were almost unplayably obnoxious.  Any tips on dealing with them besides of course running units of 5 or fewer models?  I'm not so worried about achieving perfect efficiency as I am about how to realistically play the game without having to be super nitpicky about it (especially in melee).  Sorry to start off negative, I did enjoy the Heroic/Monstrous actions and extra Commands for what that's worth.

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  8. I'm seeing a lot of discussion of the specific impacts of these new rules, but I'm actually concerned about complexity creep.  With adding Heroic actions, Monstrous actions, generic Prayers, even more generic Command Abilities, the ever-growing list of Allegiance abilities, and more new corner case rules (like the new more confusing coherency rule or added list-building complication with whatever Reinforcements are), I don't know if I'm going to be able to actually play the game.  My opponents still ask me what the CV of Arcane Bolt is, so as a 'beer and pretzels' player, I think 3rd ed might just be too much cognitive load.

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  9. I would love AoS3 to be easier to play, and even MORE narrative focused.  To this end, I would like to see:

    - Thematic scenario generators in battletomes.  I would love to see thematic objectives, twists, ruses, etc. for each army, and would use it all the time!

    - Get rid of the generic command abilities (especially Inspiring Presence), and replace them with: Spend a Command Point to re-roll any roll to Hit, Wound, Save, Battleshock, Charge (both dice), etc.

    - Get rid of the bonus artefact and bonus command point for Battalions so that Battalions can be fun again instead of just being an overpriced mess.  Maybe let players buy additional Artefacts and Command Traits with points like they can with Command Points.

    - Fix the first turn rule so that players roll for first turn in the first battle round.  Completely unbundle it from deploying first.  This would also help fix Battalions.

    - Bring back the zany impressionistic maps.  I miss the maps of the early days, every battletome should have at least one map in it.

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  10. I picked 6-10, but it's possible I should have picked 11-15.  My favorite army composition wise is Flesh-Eater Courts, and I wish more armies were built like them.  I like that I can "collect" the whole army relatively easily, and don't end up buying units that then turn out to be useless to me.  Every unit in the book is good for what it does, and there isn't any meaningful duplication.  On the flip-side, I also play Nurgle, and I feel like I have too many units to choose from (including roughly all the Slaves to Darkness).  Many I'll never play, and many more I'll never even buy.

  11. What type of community are you looking to grow?  I've had some decent success (pre-COVID) by running small monthly events at my FLGS.  I would think that the strategies would be pretty different depending on whether you're trying to start a narrative community, a tournament group, or just find new players for some kitchen table warhammer.  Is there an existing group at any of the local stores or nearby cities you mentioned?  Because it also might work well to try to promote the type of gaming you're looking for in another existing nearby group.

  12. So, I'm very much a Narrative player.  I run regular Narrative events (or at least did in the before times) and enjoy gaming for the sake of creating fun stories.  However, I think whatever might be perceived as "detest" for Narrative play/players is kind of our own fault.  Far too often in discussions of Narrative play, I see things devolve into bashing players for being too competitive.  Narrative players swap tips about how to get their overly competitive friends to play "fluffy", "casual", or "narrative" lists, or make worse gameplay decisions for the sake of the narrative (I don't need any help playing badly, I can do it all on my own, but I don't think they appreciate the "help").  So, I think detest may come from seeing "Narrative" as a bludgeon used to attack them for being too competitive rather than a way to have fun gaming and telling stories together.

    On a more positive note, if you want to find more Narrative stuff, check out the Tabletop Campaign Repository which collects homemade campaign packs, homebrew rules, and the like, the "Age of Sigmar Narrative Play" facebook group, Animosity Campaigns which is running a global Narrative campaign at this very moment, and NEON (Narrative Event Organizer's Network) which has discussions of how to play Narrative, how to run Narrative events, and more!  There are a lot of great things going on in the Narrative community and it is better supported by GW and the Warhammer community at large than basically any time ever before.

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  13. My Cities of Sigmar is the Free City of Lannisport (using A Song of Ice and Fire minis), so I think Warmahordes models would be awesome.  Those Reeves of Orboros look super cool!  It will look great!  Also, I love the idea of Bradigus Thorle as Celestant Prime, the model looks the part perfectly.

    image.png.3fea0b8bfce385cedecd4567543c4ecc.png

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  14. I’d mostly be interested in contributing flash fiction type stuff.  I think it would be really cool to see an island (or islands) in the Neon Archipelago created by writers.  So, HOMEBREWNEON is my vote.

    Also, I’m not really a proper representative of NEON, but I did facilitate the creation of the setting, which we did with (of course) a series of discussions and polls of narrative event organizers.  Anyhow, it certainly won’t hurt my feelings if people want to do something different, it just seemed like a cool opportunity to join forces :) 

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  15. This could work well in tandem with a community "challenge" NEON (Narrative Event Organizers Network) is currently running.  We're challenging players to run events in a shared setting, "The Neon Archipelago", which is a collection of ever-shifting islands in Ghur.  It would be super cool to have fiction set there as well which could in turn inspire events based on the stories! (for once the world opens up again)

    “The Neon Archipelago is a mysterious, ever-shifting archipelago shrouded in a glowing arcane mist from whence it gets its name.  The primary feature of the Archipelago is the Neon Isles, hundreds of scattered islands ranging from just barely large enough to build a dock and warehouse, to large enough to sustain an empire of millions.  Because the isles are so numerous and ever-shifting, they remain mostly uncharted. There are specific “safe” channels that sailors use to travel between islands where the only thing you need to worry about are pirates. Thankfully the Coastal Patrol keeps the pirates in check, but outside of safe channels you’re on your own because this is Ghur and “There be monsters here”.  On the islands in the waters and in the skies, nothing stays in this area for long without going feral. Many of the islands are home to cannibals or worse.”

    https://wearetheneon.com/2020/04/12/neon-invitational-2020/

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