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About Me

  1. Welcome to Part 4 of Big Trouble in Little Azyrheim. We've hit the home stretch. After being betrayed by a member of his own crew, Skragnir and his Arkanauts have to survive the night hiding out in the Murderwood on the edge of town. This battleplan is a new take on an oft repeated concept. Assassins are out to kill Skragnir the Recalcitrant, who has to start in the center of the battlefield. The twist here is that the Defender gets to start off with all their models on the battlefield, but they've been spread out to stand watch. They don't know which direction the Assassins will come from, so they'll have to watch every angle! If you missed it, here are Parts 1-3, which also include the campaign rules (in Part 2) if you want to play along!
  2. In the third battle of the Big Trouble in Little Azyrheim campaign, I wanted to try something that I haven't seen in AoS before. In MERCS (a kinda' neat skirmish game that I don't quite endorse, but have had some fun playing in the past) they ran a global narrative event at one point, and one of the scenarios revolved around having a mole in your opponent's team. I liked that idea and hope that it translates well to AoS. Broken Trust is a very asymmetrical battle. The Defender has the Letter of Marque (if you're playing the campaign) or a bonus Artefact (if you're not), but also a traitor in their ranks. The Ambusher has their warband split between two battlefield edges, which could be a strength, but is definitely also a potential weakness. I had a lot of different ideas for approaching the "Traitor In Our Midst" rule. I considered having the traitor be selected at the start of the battle, and then revealed at the opportune moment. That would have been cool, because revealing the traitor at the opportune moment would be fun, but it would also involve additional book-keeping, and could lead to a lot of unpleasant traitor experiences (like the traitor having to flip early and being really badly positioned, or the traitor dying to deadly terrain before being revealed). I also considered having the traitor be random, but having the player choose when they would be revealed. Ultimately, I ended up deciding that would lend too much power to killing off weaker units so that you could increase the value of your traitor. It seemed a bit too gamey for what I wanted. I ended up settling on a random traitor at a fixed time. The benefits of that are that there isn't much meta-gaming strategy to it, but it is still predictable. If you missed it, here are Part 1 and Part 2, which also include the campaign rules if you want to play along! Crossposted from http://hivefleetcharybdis.blogspot.com/
  3. Welcome to the second installment of the Big Trouble in Little Azyrheim Campaign. Since obviously, you'll need actual campaign rules to progress from Episode 1 to Episode 2, that's what I'll be covering today. While I imagine most will use the Shadespire Campaign rules, I thought it would be good to just spit out ideas for campaign structures willy nilly because I can. So first up here are the rules. This campaign is all about the acquisition of Overlord Grimni's Letter of Marque, so that you can claim his seat on the high council. As such, I wanted the changing of hands of that Letter to be an important mechanic in the campaign at large. So the Letter of Marque must be fielded in every battle once recovered. I've got some proposed alternative campaign rules that eschew Renown Points and instead just use a simple Wounds based growth system. It's nothing fancy, but if you are looking for something different to cobble together your own campaign system, here are some ideas :). I've also included an alternative form of Underdog Boons. Instead of re-rolls, I dole out bonus Artefacts. It's an idea, and I'm not sure it's a good one, but there it is. Next, we have the campaign flowchart, which contains spoilers. You'll need this to play the campaign proper. And finally, the battleplan itself. This battleplan is all about running around and picking up pieces of the Letter of Marque so that they can be combined and made whole again. It's a weird concept, and a weird theme, but this was part of the story because the Hinterlands scenario that was originally played (at the event) was "The Lost Artefact", which involved collecting scroll fragments. Tune in next time for part 3! And here's part 1!
  4. I ran a Hinterlands event a few weekends ago (the same weekend the new Skirmish rules dropped, funny enough). I used three of the Hinterlands battleplans for it, The Lost Artefact, Assassinate, and Breakthrough. To tie it all together, I made up a story set in our local campaign setting (the Vale of Efengie) in which the players were trying to find and deliver a Letter of Marque that would grant one lucky general a seat on the Reaper King's council. Normally I bake all of the events I run together into campaign books, but I thought that this story-line would make a fun Skirmish campaign. So I've expanded it into a five battleplan campaign that I will be posting over the next week or two. Here's the first fluff page explaining the basic premise. Call it exposition if you like. In the first battleplan, two warbands arrive at the scene of Overlord Grimni's murder to investigate. I was inspired a little bit by the beginning of the Watchmen, when Rorschach is investigating the Comedian's murder. I think Grimni and whoever killed him probably had a pretty severe rumble in the wee hours of the night, and whodunnit is still a mystery (we may never know, but I assume it was a Dark Elf), but the carrion are already descending because they know that if they want his council seat, they're going to have to act fast. This is going to be a five battleplan campaign, and I plan on posting the other battleplans over the next couple weeks, and hopefully by the time I'm done posting them piecemeal, I'll have the full campaign book finished!
  5. The Skirmish Campaign rules have opened my eyes to a whole new way of playing narrative linked battles. So I've added 2-player narrative campaign rules to the campaign books I've made based on the monthly Age of Sigmar events I run. I finally feel like they are more or less complete! Each book includes five battleplans based on the Clash of Empires battleplan from Warhammer World, a Time of War, and a good chunk of fluff and pictures introducing you to the Vale of Efengie, its denizens, and their travails (along with the aforementioned 2-player campaign). The first book follows two invading forces from other Realms as they battle it out over the Vale of Efengie. The second book takes a more personal direction, and follows one army through a realmgate into Shyish on a mission to defeat death, but enemies have followed them through the gate . I hope you enjoy the books!
  6. Version 1.0.0

    66 downloads

    The second book of the Efengie Campaign series contains 5 Battleplans based on Warhammer World's Clash of Empires framework. It also includes Time of War rules for battling at the Gates of Eucebium. But that's not all, there are also 2-player narrative campaign rules for playing the battleplans as a series of linked battles.
  7. I always thought Isabella was a potentially interesting character who kind of got short shift by rules and fluff that made her an accessory for Vlad rather than a personality and presence in her own right. I was particularly impressed with what the writers did with Isabella and Vlad in the End Times narrative, and think that the ending in particular would make a fantastic jumping off point to to bigger and better things with Isabella as a character on her own in the new setting. This is just a personal take on what that might look like in terms of fluff and rules, something I previously published on Dakka and the Carpe Noctem homebrew forums. Feedback on both the fluff and the rules greatly appreciated. Fluff: Rules write up:
  8. I've noticed that a frequent topic of discussion is how difficult it is to get a narrative pick-up game because of the amount of planning and being on the same page required. I'm working on a battleplan to aim to rectify that by using story-gaming principles to make a low-prep story oriented battleplan with a lot of replayability. It's not 100% finished yet, but the basic idea is that there are a bunch of options for 'objectives' that are thematic objects to fight over, and 'motivations' that are the things your army wants to do to those objects. So for example, if you have an objective that is the buildings in a village, an orruk army might want to burn them to the ground, while their opponent is trying to scout the village for supplies. It's an easy way to have evocative, mismatched victory conditions that help tell a story. The other important thing I'm focusing on with it is shifting the focus from tactical victory to storytelling. First off, instead of having Victory Points, players have Victory Dice, so you can't really know if you're winning/losing until it's over. Players also have a pool of Victory Dice that they can use to reward their opponent for cinematic gameplay, or to create their own objectives on the fly. I haven't gotten to playtest it yet, but I'm planning on trying it out this weekend. I'll come back and let you know how it goes. If anybody else decides to try it out, I'd love to hear any feedback!
  9. I have officially completed the first Efengie Campaign Book! This is the culmination of about six months of running themed Age of Sigmar events at my FLGS. It came about because I was creating battleplans for the monthly Age of Sigmar Game Day (like a tournament, but more casual) at my FLGS. In order to establish a narrative and give the events fun story-oriented stakes, I decided I would write a fluff piece after each event to describe what happened, and slowly flesh out the ongoing story of our not-quite-campaign. Efengie was the old tongue-in-cheek setting for my local store's Warhammer Fantasy campaigns, which we ran on a regular basis for roughly 10 years before Age of Sigmar was released. The store owner drew the original map (I drew this one myself) based on the layout of the store, which resulted in us having locations like Fort Snack, and Mount Cola. The Port City of Bludor was literally a blue door that was adjacent to a particularly flood prone area of the back storage area. Some, like the Trade City of Register or the cities of North Couch and South Couch didn't make the cut because they were a little too silly. I have given that setting a makeover to find it a home in Ghyran. This book includes five battleplans built on the framework of Warhammer World's Clash of Empires. It includes two new Time of War rules representing the Vale of Efengie as well as the Gates of Eucebium, a ring of ancient Realmgates erected by the Wanderers. It has plenty of fluff and photography from the events to round it out, and also includes a Map Campaign for use with the General's Handbook map campaign rules. Enjoy!
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