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Moldek

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Posts posted by Moldek

  1. 7 hours ago, Lior'Lec said:

      

    Universal Ability: Push (Double+)

         Roll a single attack die 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). If the attack fails the target may respond with a free attack action in response -or- push your fighter (no roll required). If the target fighter has a higher strength than your fighter this ability costs a triple.

    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.

     

  2. 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...

    • Like 1
  3. 12 hours ago, ArmitageShanks said:

    I hit a snag on building terrain. Since I'm a noob on this aspect of the hobby, all my effort went to way too oversized buildings that both look ridiculous and don't lend themselves well to gameplay. I'm gonna start over,  and hence the question: my new plans involve a static board with built in elevation and building features. I know this was all well and good in Mordheim but do you guys think it'll work for Warcry? The implications would be to discard the idea of a terrain deck and a new way to set up the forces would be required. I'm not quite sure how to go on about this.

    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!

  4. @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

  5. On 8/9/2019 at 12:22 AM, soak314 said:


    Lovely stuff! Do you mind sharing the blank template for that? I'd love to make a duardin warband for people to use their warriors/thunderers/miners in (rip).

    Sure! It's just one I found on the internet, the definition could be better but it does the job :)

    WarcryBlankCard.jpg

    • Thanks 1
  6. 32 minutes ago, mikethefish said:

    Great stuff, but I wouldn't add much more terrain of any kind.  This game isn't Necromunda - it's not designed to have a board choked with terrain.  Aside from the bridges you mentioned, you are already running pretty terrain heavy as-is.

    Personnally I think I’m on the more terrain side ! The more opportunities for falls, jumps and stunts the better 🙂

    • Like 2
  7. 1 hour ago, exliontamer said:

     Imagine if you drew three cards for victory conditions/goals and could choose two of them (and your opponent could choose two of their own, not necessarily the same two)...that's the type of thing I'm talking about. It would instantly make the game better and it is so easy to do. It's something I will definitely playtest with my group given the opportunity.

    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 :)

    • Like 1
  8. 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!

    • Like 4
  9. 36 minutes ago, Kramer said:

    Do you want a thread so we can work with you or do you prefer to work at it until you deem it ready? Because I definitely help. 

    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?

     

    11 minutes ago, Cerulean said:

    So I've been steadily (if slowly) working on converting Mordheim warbands over. Getting six abilities for each band and narrowing down a points value for fighters has definitely been the hardest bit. I think I may actually need to start my own thread for getting people to discuss and playtest the lists...

    Has anybody tried out the Eshin Skaven list I put up yet? I may need to make up some pretty cards to get more people to really try them out, but anything people can say about them now would be most appreciated!

     

    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.

    • Like 2
  10. @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 :)

     

    FighterCardTest.png

    • Like 3
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  11. 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 😂

    052B3DB2-756B-4EEC-918C-531B0E670BB7.jpeg

    • Like 5
  12. 2 hours ago, soak314 said:

     

    How about a quest endstate that asks for your number of convergence wins, that rewards you appropriately? Won't need to stop, and each of the three win levels gives a different reward and ending spiel, no branching paths, just different endings. You could have stronger items in the 3 loss category as a sort of balancing mechanism.

    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!

    • Like 1
  13. 2 hours ago, Acid_Nine said:

    I thought of the same thing, and even a little more when it comes to convergence missions, using non chaos warbands to represent an "NPC" warband that the enemy has to chew through for thier story mission games.

    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. 

  14. 9 hours ago, soak314 said:

    Pretty sweet!

    One thing I'd recommend people do for both custom campaigns and the existing ones, is to write them as branching story paths that don't come full stop when you lose a convergence. i.e. losing the first convergence sends you down one plot thread, winning the first then losing the second sends you down another, and all end up with different endings, with varying rewards (or lack thereof). It'd still take exactly the same amount of games to truck through the campaign, regardless of how often you won or lost, at or at what points.

    The convergence system is neat, but the mandatory win bottleneck can bring people out of a relatively high immersion setup.

    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...

  15. So here’s my first draft of what an eshin campaign might look like :

    *****

    Wyrdstone thieves

    A treasure hunter came across a huge wyrdstone fragment in a burnt down warehouse. It should be obvious that filthy thieves have no right to this beauty, so you set out to take back what’s rightfully yours. Quick-quick! Before another assassin hears the tale...

    Convergence battles :

    1 - you found the looter’s hideout, but he’s not alone. Find him and interrogate him before his allies come back. (An assassination-type mission)

    2 - you were too late! The stone was sold to a merchant. You follow his tracks to the eastern gate, held by another warband. You need to get through before the trail goes cold. (The skaven have to cross the board’s length)

    3 - clutching the stone and screaming gibberish, the merchant has taken refuge inside a ruined inn on the old road. He’s hired a group of bodyguards. You wait for the night and sharpen your blades... (a grab the treasure mission)

    *****

    So this is just the basic structure, I’m open to criticism of anyone has some :)

    I already wrote down some ideas for the other warband’s campaigns, this is pretty fun to write.

     

    • Like 1
  16. So I got the rulebook yesterday, and I got to thinking about a mordheim mod. Following strictly their campaign system would require to write campaigns for the various warbands, which sound really fun to do. I’m gonna write down some campaign hooks and throw them in this thread. I’m not that good at writing stats so I’m hoping some people (like our great @Cerulean ) will want to do that 😉

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  17. @soak314 thanks for the write up, really nice to have detailed reports. It does seem like it’s important to actually play as prescribed by the rules lol. LoS blocking terrain, twists and 3 group deployment play a big role in balancing the game.

    I’m probably going to field a gryph heavy list, as that’s the only model I have that’s actually on the cards. I have the Easy to Build Castigators that could count as raptors too, I think I’ll work with that for now...

    • Like 1
  18. 1 hour ago, LoopyZebra said:

    Played 2 games of WarCry today, using Stormcast and Nighthaunt. Lots of fun - in my opinion, better than Kill Team or Shadespire. I really appreciated how quick it was and how natural the rules were.

    The only issue we had while playing it was potential imbalance with the non-Chaos warbands. Both Nighthaunt and Stormcast seemed highly specialized and could be strong or weak depending on the matchup, terrain layout, and objective.

    Good to know! I have bought the book and cards for these factions and my first few games are probably going to be between them. Would you say they are a good matchup?

    I think these faction cards were a really smart decision as it’ll hopefully help warcry be more than another specialist game. I hope it sticks around, it’s the perfect format for me! I’m even considering going to store events...

  19. 9 hours ago, Kramer said:

    💯 🔥 

    Such an amazingly weird thing that the terrain is slightly less. And neither terrain expansions add that height either.

    luckily i’ve been building a ruined city for Skirmish already. So couple of gangplanks and I’m set. Might even get a Stormcast vs DoK Warcry year game in today. 

     it’s probably because they made it compatible with the azyrite ruins. I think anyone who insists on using the actual height is being unnecessarily nitpicky and unfun. But that’s just my opinion :)

    • Like 1
    • Haha 1
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