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bottle

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Posts posted by bottle

  1. 1 hour ago, urion said:

    Here is my Tzeentch warband. Lead by Aeos'aelios, the Summoner and Azoth the black, lord of chaos. I've had a lot of success with this warband. It has a good combination of spells, shooting and melee. It has change through several games, but the core is pretty much the same. The chaos warrior has died and has been replaced with a Tzaangor along with a few other additions.

    DSCF2874 (2).JPG

    What a fantastic looking Warband! Glad to hear they have met success too! 

    • Like 1
  2. 17 hours ago, Jamie the Jasper said:

    Are there any plans for Hinterlands events in the UK? I'd love to get involved in a 2 day narrative campaign or something similar. My local scene seems to be mainly 2000pts matched play. :-(

    There will be a Hinterlands cameo hopefully at RAW17 (at least a game, amidst all the narrative mayhem!) and there might be Friday Night Hinterlands at BLACKOUT. So if you can make it to either of those events it should be fun! :)

    • Like 1
  3. 15 hours ago, Tulkas said:

    I discovered Hinterlands a few weeks ago through a friend and boy am I a fan! In fact, we're going to start a store campaign in May! So for what it's worth, I just wanted to say thanks to the mad genius(ses) who came up with all of this. 

    I do however, come across some issues from time to time when I'm playing a game, and I would love to help out with further developing and playtesting if that's anywhere possible. This is the first time posting on this forum for me, and I'm not much of a Forum guy to begin with, so I haven't the foggiest yet where to post if there IS a dedicated feedback spot. (Will have a look for it though, in case it excists).

    Welcome to the forum, and here is definitely the right place to leave feedback. It's me who made the rules, but all the changes for version 2 we informed by the amazing feedback the community gave, and I've already received lots of feedback on version 2 which is informing the changes for the next update (which I am thinking of releasing over the summer). 

    So let me know what you find and hopefully your group will have lots of fun along the way!

    • Like 1
  4. On 3/30/2017 at 4:10 PM, Orruk'sPizza said:

    In my club, in italy, nobody want to play Aos but...

    I show them hiterland and some boys want to start a narrative campaign in hammeral..they like your rules so much.THx

    We have the rules in italian....

     

    This is my 250 point destruction

    20170329_212408.jpg

    This is amazing to hear! I hope every catches the AoS bug through Hinterlands. Its a great excuse to start real small and have loads of fun!

  5. Shadespire looks intriguing. Female Stormcast!!!!! I'm going to get into this game so much. Seems like the sorta thing I could play in a lunch break, and as one of my colleagues is an avid warhammer fan too, it sounds perfect! If we get a set of unqiue sculpts for the factions, and if the minis are of the same scale/quality, it will be a must buy for most AoS players too!

  6. 8 hours ago, hellalugosi said:

    Has anyone thought about making fluffy hinterlands friendly warscroll battalions?

    My group is really into hinterlands and were always thinking of new mods to it, and one thing ive played around with is "legendary warbands". 

    For example, maybe someone wants to play a pickup game of hinterlands but isnt able to commit to a campaign, or maybe you want to convey a heroic battle against a powerful group, perhaps you are mixing hinterlands with a map campaign and you want to include npc armies that you have to fight at certain locations.

    So i could say, 

    Sarzagol's Slaughterhood [20gp]

    1 slaughterpriest (Sarzagol) [50gp]

    6 blood reavers (the slaughterhood) [36gp]

    2 blood warriors (Kurgan the ripper and Grindul the tearer) [40gp]

    The chosen blood warriors of sarzagol protect him from all harm, ruthlessly devoted to the priest's work in the name of the blood god. If kurgan and grindul are within 3" of sarzagol at the start of any of your hero phases, you may reroll all failed save rolls until the end of the turn for both models.

     

    Id love to see if others try making their own, i want to be able to pull from a list of warbands to populate my hinterlands world haha!

    In my opinion this is fantastic idea :) perhaps if you made a set campaign pack you could create battalions that allow for a bit of wiggle-room and give a bonus that is themed around the story. I really like the battalions from the Campaign books that do this too.

    This is expansion material in my opinion and not for the core rules, but it is an awesome idea! I want to do some source books or 'campaign modules' at a later date and will definitely be incorporating this idea into mine.

    i had thought originally to do this as a "battletrait" but doing it as a warscroll battalion will look much cooler in my opinion.

    If someone makes something cool with this, let me know so I can stick it in the OP! :D 

    • Like 1
  7. 52 minutes ago, Requizen said:

    I dunno about you, but I'm quite interested in this snippet from Shadespire:

    "It has been designed specifically for competitive, organised play, to support our growing community of gamers out there."

    I'm quite happy with Open and Narrative play, but it's awesome that they've realized organized competition is a huge draw to a lot of players. I can't wait to see what it's about! 

    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"

    • Like 1
  8. On 3/4/2017 at 7:05 AM, Lucio said:

    Random question, any chance the next version could be a page count divisible by 4? Looking to get a couple of copies printed and most print options work best if that's the case.

    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?

  9. UPDATE: 05/03/2017 VERSION 2.1

    H2.1-Headline-Changes-2000px.jpg.29e5a01aac39b3f8430b5ad320e4184b.jpg

    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! :D 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 :P. 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)

     

    • Like 5
  10. 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!

    • Like 1
  11. 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).

    • Like 1
  12. 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 :) 

     

    • Like 4
  13. 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! :) 

  14. 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.

  15. 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! :D 

    • Like 3
  16. @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!

     

    • Like 1
  17. 3 minutes ago, Kevlin said:

    It may not be a problem or even an issue in most armies but in the Slaves of darkness there is a 8 GP difference between a Chaos Chosen and an Exalted hero with very little to differ them statswise. But a lvl 5 chosen is a monster compared to a lvl 5 hero.

    Just my 2GP :-)

    Now I'm going to enjoy just building and painting for a while until I can find the time and someone to play with. Love your energy and creativity Bottle. Keep it up, it's an inspiration to us all.

    That's a good point! Let's monitor it and let me know if anything really out of whack in your own campaign. After listening to the recent @scrubyandwells episode with Vincent Venturella (which is one of the best episodes to date) I am quite inspired about Vincent's comment of balancing through scenarios. Maybe a '3 Places of Power' style battleplan should get added in if we feel heroes are not being chosen in favour of elite footsloggers.

    • Like 2
  18. 23 hours ago, Kevlin said:

    This is an amazing fan product Bottle, 100 gold stars for the effort.

    I have a question about the XP system. Why does the Hero have to start at lvl 5? You have paid for her in GP already so there is no unfair advantage between her and a regular soldier. But the regular soldier will have gained two advancements at the same time as the hero have gotten only one with her 20XP. I understand that there must be a progressive curve for advancements but the hero have the unfair disadvantage of skipping the first cheap advances.

    Say you have a cheap hero lvl 5 vs an expensive soldier lvl 5. The expensive soldier have the same stats since power level is connected to price but he has had 4 advancements to the hero making him much better. 

    Morheim and necromunda have the same system so I see the reason to include it but I could never wrap my head around the logic back then either. Maybe someone could explain it to me like I was a 6 year old so that I could see the reasoning behind it once and for all.

    Cheers for all the hard work!

    This is a really great question (and thanks for the 100 gold stars!)

    Heroes starting midway down the table is something I took from Necromunda so didn't particularly question why it was in place. I have thought about it today and think it is a good rule and can be looked at from a few perspectives.

    If we were to take a top down approach to the rules (story first, rules originating from them), the Heroes in your warbands have already been battling across the Mortal Realms for some time, that's why they are "heroes" after all, and their superior stats reflect this.

    On the flipside, if we were to look at this from the bottom up (rules and balance as a priority), I worry that allowing heroes to level up quickly is going to make them such dominating killing machines that your little guys might not get to impact the game much other than being easy pickings for the enemy heroes. I also think it is important to offer incentives to not max out on heroes, especially later on in the campaign when you start retiring models out of your 15 to make way to buying much more expensive models. Lastly, as your heroes will already be doing more killing in the game than your other models they are likely to be leveling at a similar rate.

    • Like 4
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