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Moldek

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Everything posted by Moldek

  1. Question: When a model is climbing, it can finish an action mid-climb. How do we resolve the space the model occupies? This is important for the range of its attacks. If the base is considered to be flush against the surface it is climbing, then it will have a very limited reach to its targets. If its base is considered to the parallel to the ground, that opens up much greater possibilities. Our View: The model's base remains parallel to the ground. > you may have seen this but p42 the rules on falling say that if a model finishes an activation mid climb, it falls. the rules on climbing (same page) say that you must keep climbing until you reach a platform/ the ground. So it seems it’s not allowed to finish an action mid-climb, but the rules seem to allow you to try haha.
  2. Very nice painting! Your colors are great
  3. @grimgold that seems like a good way to go about it for competitive play! Pretty smart and has a tactical feel. Your rewording is efficient, you could shave off some more words from step 5 by saying « the player with priority discards one card so there’s only 1 twist and 1 objective left.» For more casual play I think the good recipe is just to embrace the lopsided games and take it as a challenge, or agree to redraw if the setup feels really unfair. But your solution is great and I think I’ll try it out
  4. I’ve only played a couple of games (1 hunter prime, 2 hunters, 3 gryphs) but my main worry with SCE is that they might be too tanky. 30 wounds (and 20 on the gryphs) feels like a lot and I’m worried that most warbands will struggle to put fighters down... now of course they’re disavantaged on objective play but it doesn’t make for a fun game if your opponent can’t kill your dudes (it’s a fighting game for sigmar’s sake :p). But I still need to play more games to make up my mind. I’m thinking of trying some more unorthodox lists ( like max gryphs or max aetherwings ) ; does anyone know good stand-in minis for the aetherwings?
  5. I think your idea of making it an ability works better given how powerful it can be. But maybe rolling only 1 attack dice is nerfing it too much? Especially given that you’re exposing yourself to a strike / push back; if you’re pushing a higher toughness opponent you’re spending a triple for 2 out of 3 chances that HE gets to hit / push you... also I think toughness would be the stat that better represents the difficulty of pushing someone (strength being weapon dependent it could get weird with multiple attack profiles and such). What do you think about this wording : Universal Ability: Push (Triple) Make a bonus attack action against an enemy fighter within 1”. If successful the attack deals no damage and instead pushes the target up to 1/2 of the ability dice value (rounded up). This way it is pretty expensive and takes into account the enemy’s toughness, while still having a chance to fail. An additional penalty for failing feels a bit too much imho as you’ve already spent a triple.
  6. Here’s a thread to discuss various houserule ideas! I’ll start : I want to add a pushback mechanic. So the idea would be that before attacking you can announce that you’re doing a pushback attack. You use succesful attack dice to push back an enemy fighter that is 1’’ or less away from your fighter, instead of inflicting damage. Let’s say you rolled 3 attacks and got 2 hits : you can chose to push the enemy 2’’ away instead of inflicting damage. The enemy has to end up farther away from the attacker than he started, stops if he hits an obstacle or another model, falls if he goes off a ledge. While there probably are ways to abuse this, I think for casual games it can add more dynamics, especially with objective or area control games. What do you think? Please post your ideas, wether it’s a new ability or a complete magic system...
  7. Nice! I really like what you’ve done with the claw-like shapes. It’s maybe due to the lighting of the pics but i feel it would work even better with a darker rock/earth color, so that the lava and the minis really pop in contrast. well done making a whole table so quick! I can tell it’s not your first build haha
  8. Given the size of a warcry boad I wouldn’t advise a static board; as @Lior'Lec said it’ll get stale soon. I’d say try building a few rough structures with just cardboard and try fitting mini on/inside/under them so you can see how they interact. Build a few small ruined corners so you can try some techniques out before diving in on bigger buildings. You can get some good results with just foamcore and popsicle sticks ( use them as wooden beams on walls and as planks for walkways / floorboards ). Add a bunch of rubble (cut up sprues etc) to the bases, base black or brown and drybrush some drab colors and it can look quite nice with relatively low effort!
  9. @Cerulean lovely work! I can’t play until next week but i’ll definitely try them out then @Ossyan looks cool man, I’m having some formating issues on mobile but I’ll look into it more this evening when I have a proper computer
  10. @Overread thanks, yeah that’s the plan, I’ll just keep making them and see where it takes me. I’m thinking it’s gonna be mostly one offs, but I could re-use characters I like. I like the freedom of going anywhere in the mortal realms. I haven’t found a title yet, something like « life in the realms » might do it
  11. Sure! It's just one I found on the internet, the definition could be better but it does the job
  12. Hey people, Here's a comic strip I've been working on. I have plenty of ideas around various inhabitants of the mortal realms, so I'm thinking about doing some more. I hope you like it and let me know what kind of stuff you'd like to see in an AoS comic
  13. Personnally I think I’m on the more terrain side ! The more opportunities for falls, jumps and stunts the better 🙂
  14. I really liked the battle report, I think you do a good job at explaining the tactics used and so on!
  15. That’s a great idea. I’ve also been thinking about a game mode where each round you draw objective cards similar to underworlds and earn points that way. Like « charge from a levell higher », « kill 2 models in 1 activation », « have a model alone near an objective »... could be really cool
  16. I understand people’s concern but I disagree with the idea that the game is lazy / early access. I think their main goal was to make an easy to learn game with some meaningful variations and cool model. Could it be more balanced / tactical? Sure but let me counter with this ; I took 2 people to my GW to play demo games, not having played myself, and both times we were able to figure out the rules and have a fun 30 minutes game. Can you do that with infinity / malifaux? I just don’t think their focus is on a deep game and people looking for that will be disappointed. And I think that’s fine. I’m not playing AoS because I don’t enjoy list building and learning 60 different abilities and synergies. I want a simple fun game with cool models, that is swingy and tells a story. I do think there are some cool ideas in this thread (hidden agendas for instance sounds really fun) and the discussion is very interesting. I hope they do deepen the game and create cool add-ons, but I just don’t think they are targeting seasoned strategists obviously the game is not perfect and criticism is constructive so I’ll keep my eyes peeled for any improvement I can add to my houserules!
  17. I just saw this on reddit : https://www.warhammer-community.com/varanscribe/ you can build your warband and add campaign traits and stuff, and also export it I think! I just tried it for 2 minutes and it looks pretty useful
  18. I think this needs to be a group project! I can definitely handle the graphic design and some of the writing, I could even produce a few illustrations, but rules-wise I’m not great and there’s a lot to do; thank god @Cerulean seems to be more than up for it. And even on the design side there’s always room for more. What would you like to do? That’s awesome to hear! If that helps I think a lot of warbands have « re-skinned » similar abilities, with a couple flavorful ones thrown in, so you don’t have to think of 6 each I haven’t had time to play since the game came out... I can help on the cards side though! If you feel you need a new thread start one, or we can keep using this one for now and split if it gets too big.
  19. @Kramer there's definitely room for improvement, although I see their system as a base to build off of. I know I play very narratively so I think I'll end up implementing a lot of consequences organically. But I hope we'll see the community offer cool supplements, like hinterlands and such for AoS. On that note, here's a little teaser of what I've been trying to do
  20. Nice data my dude! I think the delayed deployment is gonna mess with elite warbands. I barely can field 6 models in my stormcast 😅
  21. Not figured out the exact math, but my first warband will look something like that. i have to figure out what I could use as aetherwings, since that would give me a bit more wiggle room amongst all those high points models...
  22. Poorhammer ( Poorcry?) tip : for those of you who own the storm strike / tempest of souls boxset for AoS, the paper gamemat that comes with it is 22 by 43 inches. So if you cut 13 inches off lengthwise, you’re left with a cheap, regulation size foldable mat. Bonus point : if you cut off the right side there won’t be any immersion ruining pictures of buildings on it 😂
  23. Something like that could work! For the moment I’m gonna tru to match the « vanilla » campaign structure so anyone can pick it up and play, but once that’s done there’s definitely room for an advanced version with more causality!
  24. I think that’s a brilliant idea. The designers obviously had to really streamline their game to make it accessible, but they planted a lot of narrative seeds to encourage you to build off of that. They can’t openly get you to homebrew and proxy like they used to 25 years ago, but the system feels very open ended! I have a box of chaos hounds that are definitely going to serve as chaos beasts.
  25. I’ve been thinking about that, I do feel the same way you do about repeating the same convergence. I’m sure they’ve designed this way to a) save space and writing time and b) minimize feel-bad moments from losing battles and reward discrepancy between warbands. I think they expect a narrative to emerge from the games anyways, so you find a reason for why your iron golem have been raiding the same forge 3 times lol. I don’t want to go full choose-your-own-adventure with writing these, but a couple of alternative paths could be interesting. For instance if you fail the last convergence, the merchant might swallow the wyrdstone and become a chaos spawn, and now you have to kill it, so the enemy warband gains a monster ally in the next convergence battle...
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