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bottle

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Everything posted by bottle

  1. I'm excited too! (Obviously, I made Hinterlands because this is the sort of game I love). super out there suggestion, but what if that hint means this isn't going to be a skirmish campaign (which is a better fit for gaming groups than tournaments generally), what if this was some sort of CCG - miniature battlemat hybrid? Somewhere between Mordheim and MtG? Anyway it's 99% likely to be a skirmish game but it is interesting to think about the "what-ifs"
  2. That's great to hear! And yes that's right, a 4'x4' table with double the terrain :-) (mentioned on page 7 of Hinterlands)!
  3. Interesting! Yes I would definitely try to meet this with version 3. Just out of interest, the current version has 16 pages, but also has a front cover and inside cover increasing it to 18. I imagine the divisible by 4 needs to include these as its being printed softback?
  4. UPDATE: 05/03/2017 VERSION 2.1 I am thrilled and honoured with the community response to Hinterlands and would like to thank all the players who have downloaded the rules and tried them out on the battlefield! This started out as a personal project and a challenge to myself to make something that looked like the "real-deal", the Games Workshop logo on the front cover is a relic of that humble beginning as I really never expected the rules to receive this much attention. I have decided to remove the logo to make sure everyone knows this is 100% unofficial and to make sure that no ill-intent is perceived by any party. As I had to update the version to do that, I took the opportunity to incorporate all the FAQ clarifications into the rules . The rules do not play any differently to version 2.0, but I would recommend downloading the latest version so you do not have to consult the FAQ. I do not plan regular updates like this, instead you can look forward to a big update (version 3) coming later in the year! Happy gaming in the meantime! - bottle (Sam James)
  5. @Galas Wow! What a cracking mini-campaign that sounds like! I am so happy to hear you had fun. I always love to hear about people using the Realm Master campaign section as it doesn't get anywhere near the same amount of spotlight the basic Hinterlands does. Adapting the scenario to make it about Skaven and cave entrances is a fantastic idea and I loved hearing about the adventures the Stormcast and Dwarfs went on together. Do let me know if you play any more games! Good questions! As per the basic Hinterlands RAW, the Blue Horrors and Brimstone Horrors would not be allowed from a dying Pink horror. This is outlined on Page 3 in the paragraph titled 'Reinforcements'. I think if you wanted to play a bit more loosely you could do so, but you might want to increase the Pink Horror gold cost to account for this. (I would recommend making Pink Horrors 23 gold coins each to account for 14 for the Pink, 5 for the Blue and 4 for the Brimstone). With regards to Pink horrors, they are a great choice for a cheap wizard. The rules of 1 are used in Hinterlands, and allegiance abilities (including spell lores) are not. This means they can only cast Mystic Shield or Arcane Bolt which hopefully doesn't make them too strong!
  6. bottle

    Necromancer

    I love this conversion! I may need to make one for myself. Thanks for sharing
  7. Hi Mark, hopefully you received my payment on the 20th too (Sam Pearson).
  8. Thanks! I am going to amend the wording to make it explicitly clear in the next update. To all the players dealing with Pink Horrors, could I confirm you are using the rules of one, not using the Tzeentch spell lores, and still finding them very powerful? I don't own any Pink Horrors so they never feature in our campaign. I am looking for finding out a little more about what makes them so difficult in games. Is it only because one gives cheap access to Arcane Bolt, or is there a reason multiple of them is difficult to deal with? Cheers!
  9. Sounds lots of fun! So did the winner get their hands on the magical crossbow? Look forward to hearing more about it!
  10. A-ha! You've found the Fleetmaster! I've been worried about him from day 1 haha. Its going to be interesting to see if he remains 40pts when the GHBII comes out!
  11. Let me know how your campaign progresses and what its like using both Experience and Cost to calculate the Underdog Rating. I omitted it to keep things simple but it is a perfect thing to switch up. I guess you drafted up your Fyreslayer band before the new points that would of course make them cheaper in gold now too, but armies without much shooting are probably always going to struggle a bit in Hinterlands. I am putting together my own Fyreslayer warband as we speak and can't wait to try out the Runemaster who I think will be very powerful. I will include some Thunderers if I feel I am getting too outgunned.
  12. Just sent over my payment - £30! Can't wait
  13. I got to read some of the Battletome today, don't know if it's already been mentioned but the battletrait is called "Scions of the Storm" and means all units can be deployed in the celestial realm and you roll for each at the start of the turn with them having to be deployed on a 3+ (9" away from the enemy). Lots of the battalions still have "Lightening Strike" but it is modified to instead allow you to +/-2 to the Scions of the Storm roll for the units in it, so it still doesn't give you complete control of when they drop (if you roll a 5/6 they are always coming down).
  14. RAW is they do exploding damage on a 5+ now, RAI is have a vote with your gaming group to decide I am currently playtesting myself a limit on the amount of mortal wounds that bypass saving throws a turn - I posted up some of the experimental rules in the TGA thread (which is good for general discussion too):
  15. Oh no! I hope you managed to grab your models when being evacuated!
  16. Thanks! Feedback like this is super useful, and it was feedback exactly like this that fed into the first update. I would recommend you try and get a few more games under your belt before you tweak the rules, as if the Wanderers player had targeted the shaman first turn it would have been a very different game (2 wounds with a 6+ save wouldn't be hard to kill with the Doom Arrow). It is not explicitly stated in your report, but I thought I would just remind you that curse of the bad moon is limited to 3 models a turn due to the 'Rule of Three', (you probably played it like that, but just wanted to clarify) Also make sure you have double the terrain for Hinterlands. I'll look into the ritual too, from my play testing it was okay, taking 7 turns means he must have rolled a 3 or under on average every turn. But everything you say is being considered alongside the revisions for version 3. Here are a few changes I am play testing currently that you might want to try out too: 1. Models start a campaign with 10 experience for each additional wound above the first (for example a 3 wound model starts with 20 experience). This means heroes would only start with 20-30 experience usually and so would elite units like Kurnoth Hunters. 2. A second 'Rule of Three', only the first 3 mortal wounds a player inflicts in a turn bypass the model's save characteristic. Subsequent mortal wounds may have saving throws taken against them. (This would help curtail some powerful spells and units). 3. For the Ritual, I am in favour of making the defenders a bit more duarable and think I will add in the Artefact having the "Inspiring" terrain rule (which in Hinterlands gives a 6+ ward to models within 3") - this seems fluffy and a good boost. So, these rules aren't set in stone - they are just some I am playing with at the moment. You might want to consider adding them in if you feel the problematic units are too problematic in your campaign
  17. Yeah, the pink horror is a smart choice for a Warband. The rule of one does make taking lots of them a little redundant, but it's still a strong model for the cost. I would never want to have an appendix of specific alterations, ("this model costs this much more in hinterlands, this model is banned, this model is altered in the following way..." Etc), so the trick is creating rules that can catch out any particular odd balls. The new Rule of Three is specifically designed in that way, for example in Hinterlands version 1 the Knight Azyros' lantern bomb became ridiculously powerful (with every model counting as its own unit), which led to some outrageous stories! The rule not only curtails that, it also keeps super shooty heroes (like the Waywatcher) in check too. If the Pink Horror ever proves a problem then we might need to add in another rule that can hopefully catch a few problematic models in one go - it might not be that bad though, so let me know if you use one in your campaign!
  18. I think the new WHQ will be a worthwhile addition. Indeed it appeals to me more as I would prefer generic dungeon tiles over the Tzeentchy ones in ST. I have no qualms to adapting a system with homebrew rules, especially one with a Game Master! I really want to pick this up but I have so many projects on the go currently.
  19. He's a GW stockist, (also at Mongoose Publishing) and is the "hobby hero" Heelanhammer interviewed. Basically a good character and not the sort to spread a rumour or false information. I would take that as the real contents for the game
  20. Ah, thanks for explaining. Wow, 14 players is a great size for some real insights into how the system stands up. I would greatly appreciate any feedback you can give at a later date I initially made the rule of three to curtail ranged heroes and other AoE abilities - I worry about nerfing melee heroes because there are only 5 or so turns in a game and if you keep your warband spread out or drip feed grunts you can keep them at bay (from my experience). I would be really keen to know what your experiences are however so let me know!
  21. Hey everyone, I have just updated the first post with some community expansions. First is AoS28, which has been causing quite a stir on the site. You can use the Hinterlands rules as default for it (or any ruleset), but we also made a quick expansion on to allow players to break the rules in certain ways when they want to! The second expansion is called Shardsfall and it was put together by @Grand Exemplar. It takes my Hinterlands rules and then marries it to lots of classic Mordheim rules, so if you are missing your mordheim fix it could be a cool little resource to take some mordheim rules and plug them back into your Hinterlands games. This is the first step in me really wanting to open up Hinterlands to the community here on TGA. I get tons of emails, and PMs and tweets about what people would like to add into Hinterlands, and while I want to keep the scope of the core rules to be clear, simple and concise, I love the idea of players having a wealth of different rules to pick and choose from and want to start building up a collection of those rules in this thread. So if you have a cool idea. Could be small, like a selection of 5 additional battleplans, or creating command abilities for subfactions (like Sylvaneth), or could be massive, to creating your own campaign setting with unique warscrolls, let me know and we can get it added into this thread!
  22. bottle

    Lord-Veritant

    Fantastic paint job! I haven't seen too many Lord Veritants yet - yours looks great
  23. Hey guys, thanks for the comments and I am happy to see you using the rules. Just to quickly clarify, the Rule of Three limits attacks and abilities to being applied to no more than 3 enemy models in a single phase. For example with the Darkoath Chieftain if it charged in and applied all it's attacks onto one model and slayed it, it could then Deathblow ability against a further 2 models within 1". If it charged in and instead split its attacks against 3 models and slayed them all, it's Deathblow wouldn't trigger as the Darkoath Chieftain would have already made attacks against 3 models and killed them all too. I think this is what you are proposing above,. I can perhaps clarify this in the FAQ and look to amending the wording if it throws off a lot of people. As for the allegiance abilities. The standard allegiance abilities are not used (as mentioned on page 5 of version 2), which means the Sylvaneth, BCR, Bonesplittaz and Tzeentch (and upcoming Stormcast) allegiance abilities are not used either. However, I am really keen for the community to create extras and add-ons for Hinterlands, and this seems like a perfect expansion to make if anyone is keen!
  24. @PDH Really excited to have you taking part. I've been a big fan of your INQ28 stuff for years! They certainly do have lots of interesting places where normal humans live now, thanks to the Summer Campaign. The best place to read about the different cities is in the App, if you go to Books > Gaming Aids and select the Season of War pack (it's free). In it you'll find out about the cities of Hammerhal, Excelsis, Vindicarum, the Living City, Greywater Fastness and the Phoenicium. I have heard good things about the new novel, City of Secrets too, which is set in Excelsis and is about a Witch Hunter unearthing a Tzeentch Cult!
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