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bottle

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Everything posted by bottle

  1. Very much so! In fact it's already well in the works and I have a number of pages fully completed. Hopefully it's going to be something really fun for fans of skirmish - as well as porting over some of the balance tweaks and campaign elements from Hinterlands it's going to have loads of new content especially for Skirmish, mainly: Rules for a variety of Multiplayer Campaigns, down time between campaigns (and rules to link multiple campaigns together), weather rules, potions, scrolls, artefacts, and expanded rules for your General to almost make it feel like an RPG.
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    AoS Skirmish Warband

    Thanks you two!
  3. I will say the Skirmish book is an absolute steal for £6!
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    AoS Skirmish Warband

    Here's my AoS Skirmish warband that will be appearing on Warhammer Live this Wednesday (the 17th of May)! One of dozens of warbands I have planned... AoS Skirmish is gonna be a blast! - painted by bottle
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    Greywater Rifles

    3 Handgunners I converted up ready for going out onto Warhammer Live this Wednesday (17th May) to play AoS Skirmish!
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    Greywater Rifles

    3 Handgunners I converted up ready for going out onto Warhammer Live this Wednesday (17th May) to play AoS Skirmish!
  7. I am well up for a grudge-match mate! And maybe have Krunk off the Carnosaur for your Hunter, the Carnosaur for your Leviathan, and Krunk riding it once you've tamed it? Although if we can grudge in an early game, that Carnosaur is going to be mine!
  8. Omg I can't wait! Time to start making my Hunter and Leviathan
  9. I'm loving everything you are working on, and a GHB style pack sounds epic if not daunting! I think adding more content for pick-up games is a great idea, a must in fact. I will also give it some thought but I am excited to see what you come up with, man.
  10. This was something I was hoping to add to version 3. I actually have a load of potions and scrolls that I made (specifically for the Realm Master's Campaign). I think if AoS Skirmish is capped to 1 hero it could be a great way of being able to customise your hero. There could be a series of weapons and shields/armour too for more fighty heroes. This is also something Bruticus from the AoS28 group mentioned to me that those players would love to be able to build their own heroes or at least customise them some more. So once AoS Skirmish drops I definitely will look to including this sort of thing in the next update
  11. Wow some radical ideas! Full health heroes sound scary because of how much focus they need from grunts to be able to take them down. For hinterlands I always wanted a system where a lone moonclan archer or Freeguild crossbowmen could have a meaningful impact on the game, but I would think they'd be outclassed completey by 5/6 wound heroes. I think what's going to be most interesting is seeing how AoS Skirmish works and then going from there. They might have half wound heroes or they might have a much stricter cap on heroes (perhaps even a limit of 1 per Warband). I really like the changes to experience you guys are suggesting. I'll be picking up my copy of Shadow War tomorrow and I am keen to look at the system they have introduced. My experience system is a copy paste of old GW skirmish games and I think giving it a more modern update is a great idea. I like both of your suggestions and will need to play with the both a bit.
  12. Hey everyone, I am back from the dead. Job application all done and dusted. I'm going to catch up on this thread nowbecause it looks like everyone has had a burst of creativity and created lots of cool ideas. I wanted to ask if everyone is excited for AoS Skirmish? I know I am! I think it's going to be great to get an officially endorsed version of skirmish style play we love - everyone who is making stuff for Hinterlands, I hope you continue to make the same add-ons for AoS Skirmish too. I'm going to try and make every aspect of Hinterlands fully compatible with AoS Skirimish and so hopefully that will mean everything you guys make will also be compatible with everything too. Now we just need to wait to get our hands on the rules!!
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    Vampire

    Awesome paint job and a great conversion!
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    Freeguild Knights

    Sorry, I never saw this comment till now. The recipe is: Undercoat: Corax White Basecoat: Stegadon Scale Green Wash: Asurmen Blue (old GW wash) Highlight 1: Russ Grey Hightlight 2: Fenrisian Grey Highlight 3: Pallid Wytch Flesh (tiny dots on the corners and most raised areas) Thanks They are old Empire Knights from WHFB.
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    Orruk Warboss on Wyvern

    Looks fantastic, man, love the red!
  16. It's a great pack. Very fun to read. Now I need to start cooking up ideas for a hunter and a leviathan!
  17. Thanks! But I can confirm this is not Hinterlands being made official or anything like that. I super excited to see this release
  18. Wow that definitely seems quite unsporting imo. I will add something in, probably just a single line that they can only be taken after 25% casualties. I'm going to be on the down-low for a bit, everyone. I have an important job application to put together by the 7th of May, and on the 17th of May I have something cool to show everyone, and after that I will be back in action and looking through all the great suggestions you guys are putting in here!
  19. Thanks guys I get lots of messages every day about Hinterlands, so it's hard to not want to help when people are having a negative game experience because a broken combo can be taken within the rules. I don't think we'll ever have a perfect rule system but I want to strive for it still. Saying all that, I also think it is strong enough now to focus back on the narrative stuff. Time of War is an excellent idea, I would like to put together a template for an expansion with guidelines on how communities can create their own exapansions too. I always wanted more of the community to create extras for the system but it hasn't come to fruition just yet, so maybe they are still busy working away or maybe I need to give a little more push, inspiration and guidelines. If you guys have any more ideas for Battleplans and you are keen to share, drop them in here and we can get a pack together for players to use
  20. Hey everyone, I went and uploaded a new version; 2.2.1 Firstly I want to say a big sorry for making you download it again. Secondly, I want to say a big thank you to @Taffin for poking the necessary holes. I want this to be a robust update so I have amended the first rules page to be as follows: The first change is in the Rule of 3 itself, instead of saying "instead inflicts a normal wound", it now reads "instead inflict normal wounds" This is to make it 100% clear that if an ability would generate 2 mortal wounds, it now generates 2 normal attacks. Second is the box below on "Exploding Mortal Wounds". If you don't have any you can just resolve the attack normally. This will mean you are never hoping for a 5 rather than a 6. I am hoping there will be no more changes needed to the rules for a good long time now. I want a strong system that everyone can play with for the moment, so we can work on other more fun stuff like extra battleplans and campaign ideas
  21. @TaffinNice Battleplan! It is similar to the old 'Rescue' mission from Necromunda. I'll have a think about some set-up ideas. If we can get a bunch more Battleplans together I would be happy to dress them up nice and make a download pack As for the new rule of 3, the intention is each Mortal Wound is replaced by a regular wound with rend '-' and damage 1. So the Jezzails would not miss out on damage, just rend (which I will address in a moment). I liked your suggestion but the reason I didn't opt for it was because I didn't feel like it did enough to the high-end craziness of Mortal Wounds some models can put out. A 6+ ward isn't going to do much against the 9 mortal wounds a Knight Heraldor can dish out each turn (D3 on 3 models), for example. The rule I went for does the same as your suggestion (models in cover get +1 save, because it counts as a normal attack) and more (because they get their additional save on top) as well as models out of cover getting their save too. It means that Mortal Wounds are not affected in small amounts but are greatly affected in high amounts, whereas your suggestion is a minor nerf across the board. I agree that with exploding attacks (like the Warplock Jezzails) it seems silly to wish you rolled a 5 instead of that 6. This would also happen with your rule; if you shot a model with a 6+ save in cover, a 5 would punch right through where a 6 would give them a 6+ save (because it would be a Mortal Wound). Tonight I will add an errata to the FAQ that if a player has ran out of Mortal Wounds they can choose to resolve any exploding attacks normally instead. Then you get the choice, auto-wound but have no rend, or roll to wound as normal and get your rend. But saying all this, I will keep in mind other suggestions for dealing with Mortal Wounds moving forwards. The +1 save for running is definitely going in version 3. I will make it a 6+ ability save called something cool like Fate Favours the Swift
  22. I think the +1 save to missile weapons when you run is an amazing rule. I'll definitely be looking to play that in my next games with a view to including it. As for Battleshock, it's a nice simple system, the only thing that makes me weary are the bravery extremes. Have you played it with Skaven (bravery 4 I think) or Undead (bravery 10)?
  23. UPDATE - VERSION 2.2 IS NOW LIVE Hey everyone, I have released version 2.2 today and it is intended as a balance update to some of the issues we have all been talking about over the past few pages. I am really grateful for the feedback everyone is giving and wanted to share my reasons for the exact changes, and hopefully you will agree they are for the best! (If not, just house rule it as you see fit). CHANGES IN VERSION 2.2 1. ADDITIONAL RULE OF THREE, LIMITING MORTAL WOUNDS TO 3 A TURN This is the big one. So let me talk to you how the change works, and hopefully you'll like it. Lifted from the PDF, the rule is as follows: This change is more impactful than it first seems, so I want to talk to you how this will affect warbands: How will this affect a Warband running a single Wizard and no other ways to generate Mortal Wounds? In no way at all. This was really important to me as having access to a few Mortal Wounds a turn isn't problematic and is in fact a great tool for dealing with some of the toughest Heroes you will face in Hinterlands. How will this affect a Warband with access to lots of Mortal Wounds? Greatly. I want to talk you through how this ability works. (Everything here is also explained in a new FAQ which is added as page 17 to the file.) 1. The player doesn't get to choose which abilities are Mortal Wound causing and which aren't. You generate them until you have inflicted 3 and then they are replaced with standard wounds (which can be saved against). For example if a player is running both a Lord Celestant and a Knight-Heraldor, the Knight Heraldor's Thunderblast cannot be used until the Shooting Phase. This means the 3 Mortal Wounds would almost always be used up by the Lord Celestant in the Hero Phase. The only way to save Mortal Wounds for later in the turn is to not use those earlier abilities. As the early ones trigger before the movement phase this is powerful in terms of being able to position yourself to use the later abilities for best effect. (Want to move the Knight-Heraldor into a spot to snipe an enemy with Thunderblast? You're going to have to give up using the Sigmarite Warcloak for the turn). 2. If an ability generates multiple Mortal Wounds (for example D3) and you attack a single wound model, you still see how many are generated and it still counts towards your cap. For example if you used Thunderblast on a terrain piece that had 3 one wound models, you would roll the D3 Mortal Wounds for the first, and if you roll a 5 or a 6 that would be them all used up and the later attacks would be regular wounds. Do Mortal Wounds need further nerfing? Maybe. But I am strongly in favour of small changes rather than something drastic like removing them completely or altering how they work mechanically. 2. THE STARTING LEVEL OF MULTI-WOUND MODELS IS NOW HIGHER Models that aren't heroes now start on the level equal to their wounds characteristic (one wound, start Level 1, 2 wounds, start level 2) etc. This means that multi-wound models level slower over a campaign than single wound models. In the FAQ it is also clarified that they do not gain advancements for these starting levels. 3. SINISTER TERRAIN ONLY BENEFITS MELEE WEAPONS This was a nice suggestion by @Forestreveries. I am always keen to give melee a little boost, and this seemed like a great place to do it. 4. DEATH PLAYERS CAN SUMMON BACK TOMB GUARD This was overlooked by me originally and pointed out live on-air by @Darth Alec Sorry guys! 5. FAQ IS ADDED TO THE BACK If you can think of any more questions, let me know! I'll post the current one here. You'll see I preempted lots of questions about the new Mortal Wounds rule and also added a long clarification to why spell lores aren't part of Hinterlands (but could be). This update is to try and make the game tighter balance wise because I think a good narrative system should also be able to hold its weight in a competitive environment too. Let me know your thoughts and I'll keep seeking to improve the ruleset! Cheers, Bottle
  24. I've also noticed loads of odd wording and poor grammar in my actual lore - oh the pains of proof reading your own stuff and mistakes not jumping out until you posted it on the Internet for the world to see! But the actual fluff itself isn't all that important. The important part is to try and inspire people to come up with their own cool Triumvirates!
  25. Thanks for the comments guys! Yes DoT have lots of scope for some cool Triumvirates, especially as they are already a trio of Deamon, Arcanite and Tzangor. For making the pages, sometimes you can copy elements start out of a PDF just by right-clicking copy. I took the greenish background from one of the Sylvaneth warscrolls and then put a generic grunge texture I found on google over the top. On the painting showcase pages I wanted it to look a little lighter so I removed the aforementioned Sylvaneth background and so that's just the grunge texture on its own. You can find loads of them on Google if you put in a quick search. As for the other little bits and pieces one of my hobbies is playing around in Photoshop so I am always taking things from here or there and seeing what I can create. Like the hammer logo on the painting showcase is taken from the app loading screen. I took a screenshot on my iPad, emailed it to myself, loaded it up in Photoshop and turned it into a transparent layer that I can use. The art on the second page is by a fantastic artist named Miranda Wang and the Griffon concept art is a Warhammer Total War concept piece. Hope that gives some idea making campaign book pages like this can be really fun.
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