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In his many years of captaining The Earnest Coin, Engstrom Bokkrinson has never experienced such a storm. The clouds were made from an azure colored ash, that seemed to grip onto every exposed surface and erode certain metals, and the winds were howling so fiercely that he had to shout at the top of his lungs in order to be heard from five feet away. His onboard khemist could not identify the elements that made up this gods be damned storm, and it was starting to seem like a lost cause to try to map ou-. Suddenly the frigate lurched to the starboard side as his systems began to go haywire, his ship was loosing Aether Gold at such a pace that there must have been a hole the size of an arkanaut in the cargo hold. Rapidly he reached for the aether-shot rifle he kept nearby in the event he needed to repel boarders and began to look over the decks to find the beast that’s hurting his profit, but to no avail. The best he could do was catch glimpses of a being encased in what looked to be a twisted endrin-harness...... He didn’t see the blasted creature until it knocked him off the railings of his beloved ship, the last thing in his view before being enveloped by storm was the twisted rune painted onto its armour, marking the creature as a son of the Father of Darkness..... Hello everyone, welcome my conversion plog for my chaos corrupted Kharadron Overlords! If you haven’t already guessed these guys have been converted to the worship of Hashut! The lore behind these guys is that Tzeentch once tried to capture and convert a minor sky port called Barak Easifa, trapping them in an a tainted hurricane. Desperate to escape this hell the people of this port cried out to any and all gods that would listen to them, and it was Hashut that answered. Expending a great deal of power he bound the souls of the airborne city with the spirit of the storm, a debt that these twisted privateers must now pay in souls and aether gold. It is my hope to not only show the depths that these poor souls will go in order to repay their savior, and the degradation of their ethics under the temptations of Tzeentch, starting with this guy: meet Feraq the Ravenous(I swear it is a coincidence that his name sounds like mine), a master Daemon-Rigger and his two sky shark familiars(they get to be rather large later on...). Hope you enjoy this adventure with me.
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101 Ways to form Narrative Play Forces.
Rogue Explorator posted a topic in Age of Sigmar Discussions
One of the things I really like about Narrative Play is the ability to shake things up and play the game in many different ways. A point where this is especially true, is also one of the most contended and difficult points of Narrative Plays: How to decide on a way to build the Forces each player has available. So I thought it would be a cool thing for the community to collect a list of as many different ways to select Forces in Narrative Play as possible. To get this rolling, I thought I'd throw in the first five ideas I can think of, along with the pro and cons of each option: 1. Use some variant of Matched Play Points. Points are not the only thing that make a game Matched Play, by using Points, but ignoring all other restrictions of the mode, you get a flexible approach to building Narrative Play Armies. Pro: You know what to expect. If you have experience with Matched Play, you have a very good idea how armies build using Points measure up. Points can give you an easy guide on the size of battles You have a reasonable amount of balance. It is easy to vary the strength of Forces. Many battleplans are build for scenarios where one Army has a more powerful Force than the other. With points you can give a good guide on the amount of the power difference. Con: It is the same old. If you want a change from Matched Play, using points won't get you very far. Problems from Matched Play carry over to Narrative. A overcosted unit in Matched Play, is still undercosted and a painful tradeoff to include. Similarly, undercosted units and overpowered options remain so. Points wheren't designed for anything but Matched Play. A good example are Mages, who are costed taking the rule of one into account and get much stronger without it in effect. 2. Just use your entire collection and let the battleplan take care of things. A great number of Narrative Battleplans released so far, put limits on the forces that can be deployed. Also, the missions given in battleplans often serve to balance a weaker force against a stronger, making victory far easier for the underdog ,sometimes all you need to do is survive and in a few, not even that is necessary! Pro: It is fast and easy. No accounting of numbers, nothing to organize, no haggling. Just grab what seems appropiate and go. Con: The bigger collection has a clear advantage. 3. Have a third person select the armies according to the scenario and background. Pro: Depending on you "Pool" of people, you get a huge variance of games just from this mode of Army selection. A dedicated competitive player will get you very different selections from a background fanatic. Particularly interesting might be having someone who doesn't play select armies. The different Players do not even get the opportunity to attempt to get an advantage through army selection. Con: You need a third party that is willing to do this with either a cohesive knowledge of or direct access to the mini collections of all players. People unaware of Fluff or Rules might make rather wonky choices. This may be hard to pull of spontaniously. 4. Have each Player choose their Force freely but blind of each other, then send the list to a third person, who amends the lists for Fluff and Balance, by cutting units. Pro: You get to make your own choices. Depending on the judge, this may well be the most balanced option. The judge needs no knowledge of the players collection. This can be organized online! We could set up a thread where people volunteer to judge or put out a call for a judge, both players send in their lists per e-mail or pm, then the judge sends back the ammended list for game day. Con: This needs to be organized and preplanned. The players need to accept the judges decision. The judge needs to be dependable, would be a bummer for everyone involved if the judge fails to send in his ammendmends by game day. 5. Haggle about it. Both players select their armies as in 4. But instead of sending the lists to a judge, they negotiate any ammendmends with each other. Pro: This can be quite fast and doesn't need a large amount of preplanning. Possibly the most satisfactory and fluffy results for the involved players. Con: Only works if both players are of agreeable temperament and a particularly cooperative mindset. If sparks start flying, even the best of friends should step back from this variant. Just a last few comments: I'd hope this thread remains a listing of community ideas. This is not meant to find the one true way of building Narrative Armies, but provide a toolbox of various ideas that can be tried out, toyed with and mixed and matched. Nor is this meant to be a discussion of the merits of Narrative Play in general. So, with that said, lets get this rolling, if you have an idea, just put a number to it and post away!