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  1. The full pdf is in the link. Same deal as my Ogor Mawtribes and Kharadron Overlords – but no background table, campaign, or allies this time, just the raw warband. Enjoy, and please give me any feedback you might have! Warcry–OssiarchBonereapers.pdf
  2. Following my shot at the Kharadron Overlords, I've had a go at a much more sensibly-sized warband – the Ogor Mawtribes! As well as fighter cards and an ability sheet, this includes a Background table. No Allies or Campaign as of yet, but all feedback is 100% welcome! Let me know if there's anything you think might need a second look. Warcry-OgorMawtribes-SMALL.pdf
  3. I've done a few homebrew Warbands that I'm pretty happy with at this point, and given feedback on a bunch more – and while costs and characteristics can be tweaked, it's the Warband abilities that often seem to trip people up on a fundamental level. With that in mind, I've put together some thoughts, comments, and guidelines for Warcry Abilities that readers might find useful. Let me know if you think I've missed anything, or got the wrong end of the stick!! Number of Abilities Ability Timing Universal Abilities Ability Duration Bonus Actions Ability Restrictions Value vs Flat Ability Costs and Guidelines Number of Abilities Aside from universal abilities, everyone gets six warband-specific abilities. The divide is normally 3x [Double], 2x [Triple], 1x [Quad], though some warbands trade a [Double] for another [Triple]. This ensures you'll always have a decent spread of abilities available to you, and each ability dice fills a different role. [Doubles] cover abilities that you should basically always have as an option – either because it's a universal ability that's core to your warband's tactics, or because it's part of the expected role for a specific fighter. [Triples] are for powerful, usually fighter-specific abilities that you might need wild dice to reliably trigger. [Quads] cover awesome, explosive abilities that most fighters can use and that will be useful at pretty much any point, because it's hard to control when you'll actually get them. Ability Timing To recap some oft-forgotten basics – fighters use abilities during their activation, once per activation, either before or after any action. Think of it like a special bonus action. This means you can't use an ability "during" another action – there are no abilities that you use mid-attack. It also means you can't use an ability if it's not your activation – there are no abilities that you use in response to an opponent's actions. If you want a defensive ability, it has to be used on your activation – i.e. before you get hit, in anticipation, or after you get hit, to heal. Universal Abilities Check out the universal abilities, first thing you do. Rush is +1M for your activation on a [Double], Onslaught is +1A (in melee) for your activation on a [Double], Respite heals (value) damage points if you're not within 1" of an enemy on a [Triple], Inspiring Presence lets you skip to another friendly fighter's activation on a [Triple], and Rampage lets you make a bonus move and a bonus attack on a [Quad]. These are your absolute baseline, available to everyone – if an ability is worse than this, there's no point to it. On the other hand, most warband-specific abilities aren't straightforwardly better than this, either. The majority of warband-specific abilities can framed as upgraded versions of these abilities, which offer an extra buff under certain conditions – for example, Daughters of Khaine, Legions of Nagash, Nighthaunt, and Gloomspite Gitz all have [Double] abilities that amount to "Onslaught, but you get +1S under certain circumstances". Those circumstances – the situations in which a warband is better than the baseline – shape how they play. Ability Duration Most abilities are buffs of one kind or another, so it's important to understand the key differences between the duration of each. Buffs that last for one action (e.g. one attack action, one move action) are good for a single explosive burst. Buffs that last for one activation can enhance both your actions in that activation, so they're best if you want to do that one specific action twice. Buffs that last for a whole battle round are mostly the same as the activation buff, so they're used for abilities that buff other fighters – but if you have some way of giving bonus attacks to the buffed fighter after its initial activation, a battle round buff will remain in place, too. Note that a longer duration isn't necessarily better. Let's use The Untamed Beasts as an example – their basic [Double] ability, Savage Fury, adds 1 to your Move characteristic for your next move and 1 to your Attacks characteristic for your next attack. Clearly, this is worse than Onslaught or Rush, both of which last for your whole activation, right? Well, no – Rush gives you +1M for your whole activation, so that's potentially +2" of movement across two move actions. Onslaught gives you +1A for your whole activation, so that's potentially +2A across two attack actions. But if you need to move in and then attack, that second action is "wasted" – it doesn't get the buff. Untamed Beasts can bypass that problem, thanks to Savage Fury. Let's make a direct comparison using a Preytaker with Fanged Axe. He has M4 and A3, so... Preytaker moves twice: 8" move, 0 attacks. 10" with Rush, or 9" with Savage Fury. Preytaker attacks twice: 0" move, 6 attacks. 8 attacks with Onslaught, or 7 with Savage Fury. Preytaker moves once and attacks once: 4" move, 3 attacks. 5" move, 3 attacks with Rush, or 4" move, 4 attacks with Onslaught, or 5" move, 4 attacks with Savage Fury. What's the result? Untamed Beasts have an ability that specifically makes them better than anyone else at charging in and attacking on the same activation (or killing a weak enemy and moving on). Let's take that Rush comparison further. Rush gives you +1M for an activation, which means you get +1M total if you move once or +2M total if you move twice. Untamed Beasts' Savage Fury gives you +1M for an action, which means it's just as good as Rush if you only move once – but it also comes with an entirely separate benefit, which means it's actually better than Rush if you only move once. Stormcast Eternals have Tireless Hunters, which gives you +(value/2)M for an action. That's a flat +1-3M total regardless of how many move actions you make – which means it's better than Rush if you're making only one move action, because you're cramming that extra movement into a single action, leaving you with another free to attack. That's the explosive power of a single-action buff. Bonus Actions Legions of Nagash have a very similar ability to Stormcast, called Shambling Horde – it also gives you an extra (value/2) burst of movement, but it comes with an additional restriction – it requires that your Leader be within 6". This is because it's not a buff to your move action, it's a bonus move action. This makes it more flexible, because it doesn't use up one of your standard actions. A skeleton who uses Shambling Horde and then takes one or two move actions is getting the same "extra" movement as a Stormcast who uses Tireless Hunters and then takes one or two move actions – but the skeleton doesn't have to take a move action. It can move and attack twice, or attack twice and move, or disengage then move into range of another enemy and attack once. Or if you're planning to move twice anyway and you don't have a (value) of 3+, you can just use Rush and lose nothing. This is what makes bonus actions so powerful, and is why they're normally gated behind [Triples], Runemarks, and other restrictions – they open up your options tremendously. A M4 fighter with a bonus move action can move 12", move into range to make two attacks against an enemy within 5", or move twice and then attack. An ability that gives +3A to a 3A fighter's next attack might seem identical to a bonus attack – they both give +3A, right? Except the bonus attack can be used even if you need to spend two move actions getting into range, or if you want to kill a weak enemy and then refocus on another target, or if you want to attack twice and then disengage. The bonus attack also benefits from other buffs – if you've got a Leader generating a +1A or +1S aura, such as through the Gloomspite Gitz Stab 'Em Good ability, that bonus attack isn't +3A – it's +4A. Ability Restrictions As we've just seen, the majority of abilities come with restrictions on their use – or on their optimal use. Some of these are indirect – for example, an AOE ability gets more powerful the more valid targets are in range, while an activation-long attack buff gets more powerful if you started your activation within 1" of an enemy. Others are more explicit, such as the ability of Gloomspite Gitz to get extra Strength only if they gang up on enemy model. These are important to designers because they guide the play style for each warband. If a player's abilities are at their best (or only usable at all) in specific situations, they'll learn to play in a way that creates those situations. For example, imagine a Chaos Warrior warband with an ability that gives +1A, but also gives +1S if there are no friendly models within 6". Immediately, the player knows that they'll have an easier time of things if they spread their models out, each of them a lone warrior looking to win glory on their own – which is the play style you wanted to encourage. It also creates an interesting dilemma for players – do I go for that +1S buff, or do I keep these guys together just in case they need support? A narrower but stronger ability is usually a better fit for Warcry than a more "generic" and somewhat weaker ability, just because the former does more to guide play. Runemarks also fall under this banner, albeit at the roster-building level rather than immediate play. They tie an ability directly to a specific set of characteristics and capabilities, and can therefore make a weaker model worthwhile, or make two powerful-but-identical models play very differently. A Leader ability is always going to be available to a warband, for example, but can only ever be used by one model in that warband. That makes it a good spot for buff auras, or more powerful abilities than you'd normally see elsewhere. It's worth pointing out that there are two ways to use Runemarks to restrict ability use. The first is to slap the Runemark on the ability – the second is to say that the ability can only be used within X" of another model with that Runemark. The difference lies in who you want to use the ability, and when you want it to be used. For example, Shambling Horde is a "universal" ability that nevertheless relies on the Leader runemark being nearby – it could just be a Leader ability, but then you'd be limited to using it once per battle round, during your Leader's activation. Conversely, the Beastmaster ability has the Agile runemark, and lets you affect a Beast fighter within 4" – it could be a Beast runemark ability that only works within 4" of an Agile fighter, but then it would occupy the Beast's activation, so it wouldn't be able to use Onslaught or Pounce on the same turn. A note for homebrewers – the only purpose for Runemarks is to restrict abilities. If you don't want/need to do that, don't use a Runemark. Sure, Ironguts are "elites", but unless you've got an Irongut-specific Ability in mind for your Ogor warband, don't bother giving them the Elite Runemark. Similarly, Troggoths are definitely "brutes", but if your entire Troggoth warband is made up of "brutes" you can just ditch the Runemark entirely. Value vs Flat One item worth considering – (value) based abilities vs flat bonuses. You always know what the (value) of an ability is before you use it, but there's no way to modify that value once you have it, even by spending Wild Dice. Therefore, you ideally want a decent mix of flat/value abilities, to avoid crippling a warband when it rolls a [Triple] 1 and a [Triple] 2. Use the average value (2 for half/value, 3.5 for value) as a guideline, and be aware that players can just "skip" using a value-based ability on a low roll. It's not such a problem for a Value 1 ability to be worse than a generic equivalent, because the player can just use the generic equivalent – and the fact that it could potentially be worse isn't a reason to make it significantly more powerful, because the players will just use it when it's powerful and skip it when it's not. Ability Costs and Guidelines This is the big one – thanks for sticking with us this far. Finally, let's lay down the guidelines for what various levels of ability can do for your warband, in general terms. Note that these are context sensitive, and depend at least in part on the capabilities of your warband. For example, part of the reason Nighthaunt underperform is because their abilities don't work very well with their actual fighters – their core defensive ability is to slap a -1 Strength penalty on an enemy model, but most of their fighters are already Toughness 5, so Aura of Dread simply won't have an effect on anyone but the strongest enemy fighters in the game. Here we go: [Double] – +1A total with an extra benefit, +2A total with an extra benefit and a restriction, +3A total with a restriction. Examples: Onslaught gives +1-2A total, but requires a second attack action to reach +2A. Untamed Savagery gives +1A total, but also gives +1A total. Backstabbing Mob, Chilling Horde, Bathe in Blood, and Chosen Champion give +1-2A total and +1S, but require a second attack action to reach +2A and a second circumstance (friend within 1", Minion within 3", enemy already damaged, within 6" of your Leader) to get +1S. Duff Up Da Big Thing and Chosen of the King give +2-4A total, but only for a specific expensive elite fighter, and come with an additional restriction (only within 6" of the Leader, only against W15+ models). Poisoned Weapon isn't a direct example, but fits best here for comparison's sake – since your fighters are S3-S4, against T4+ opponents it'll take you from hitting on 4s or 5s to hitting on 3s, which is a +33-100% increase in non-crit damage. That "non-crit" caveat is important – basically, it's worse than or equal to Onslaught on anyone except a fighter with D2/4 who'd otherwise be wounding on 5s. Then it's better. Aelf Venombloods, eat your heart out. Note that Warcry (mostly) values long-ranged attacks much more heavily than close-range attacks. Onslaught doesn't work on ranged attacks (i.e. more than 3"), so Idoneth get +1-2A total on ranged attacks with Storm Fire. [Double] – +1M total with an extra benefit, +2M total with an extra benefit and a restriction, +3M total with a restriction. Examples: Rush gives +1-2M total, but requires a second move action to reach +2M. Untamed Savagery is +1M total, but also gives +1A total. Tireless Hunters is +2M total and only requires a single move action, but relies on (value). Shambling Horde is +1-3M total and is a bonus action, but relies on (value) and a nearby Leader. Charge is +3-4M total and is a bonus action, but requires that you are within 6" of an enemy fighter. Low Tide is +1-6M total and is a bonus action, but relies on (value) and only works on the first battle round. Swift Climb is +XM total, where X = the distance you climb vertically. Acrobatic Leap gives you +XM total, where X is the distance you save by flying over enemy models and onto raised platforms. [Double] – Prevent an enemy model at short range from disengaging/moving, with a minor restriction or odds of failure. Examples: Harrying Raven prevents an enemy model within 20" from disengaging, but cannot affect movement and is specific to one, relatively weak fighter. Ensnaring Net prevents an enemy model within 3" from disengaging or moving, but is specific to your Leader. Nightmarish Visage prevents move/disengage actions out to 3" and is universal, but works only on a 3+. Barbed Net prevents move/disengage actions out to 3" and is universal, but works only on a 3+ and is specific to one, relatively weak model. Skewering Strike prevents an enemy within 1" from disengaging/moving, and also adds +1S to your next attack – but it's specific to an expensive kind of fighter, requires an attack action, and only works on a critical hit with that attack (the same or better odds as 3+, really – FEC have a lot of relatively quite powerful abilities). [Double] – Allocate roughly 1.5-2 average damage points, depending on value, to an enemy model at short range, ignoring Toughness. Examples: Fanged Buckler and Toof Shiv are 1.5 average (0.66-2.33, depending on value) within 1". Raven Dart is weaker, but longer range and universal. Turned to Crystal is stronger (1-2.66 average, depending on value) with a longer range, but is restricted to an expensive model. Throwing Stars and Chakrams and Throw Bolas are both unrestricted versions of Turned to Crystal, but in warbands with no ranged options (and slow Move, for Iron Golems). Chain Garotte is slightly weaker than Turned to Crystal... and is in a warband with no ranged options, sasuga Unmade. Shield Bash does by far the least damage of any example of this ability in the game, is restricted to a specific model, and comes with an additional, major restriction (you need to move into 1" on your turn) – I have genuinely no idea why it exists, and there is no reason to ever use it. Cursed Weapon is a weird one – it doesn't trigger off value, and does rely partly on Toughness, but it ultimately fits here – it should average 1-2.66 extra damage at 1" range, in exchange for needing an attack action. [Double] – Allocate roughly 0.5-1 average damage points, depending on value, to all enemy fighters within 2", ignoring Toughness. Examples: Sweeping Blow and Low Sweeping Blow. Pretty straightforward. Worse than the single-target examples against 1 model, comparable against 2 models, better against 3 models. Helpfully, these warbands are fast enough to make it work. [Double] – Add +1T to friendly fighters within 6". Examples: Righteous Aura does this as a Leader ability in a warband that's almost entirely T5 – useful against Ironjawz and Gloomspite, I suppose? Beast Spirit Ju-Ju is much more useful, since all your guys are T3-T4, so you're getting that precious -25-33% non-crit damage against almost every model in the game. Aura of Dread is effectively this, but only affects a single enemy model, has a 1-6" range, and is also in a warband that's almost entirely T5. It is very bad, as a result. Stand Defiant is this, but a [Triple], in a warband of T4-T5 models. It's just awful. [Double] – Do something like a [Triple], but with a major restriction, or a [Quad] with a major restriction and only on a Leader. Examples: Feeding Frenzy is just Respite, but it requires that you kill an enemy model on that activation. Lead With Strength and All-Out Attack are just Rampage, but only on a Leader and require that you kill an enemy model on that activation. Vessel of Torment is identical to Lead With Strength and All-Out Attack, but is also a [Triple] because a) the Unmade Leader is stronger than the Iron Golems or Untamed Leaders, b) the Unmade just don't deserve nice things. [Triple] – Add +1A or +(value)M to all friendly fighters within 6" – must be on a Leader, to avoid multi-stacking and keep its range limited. Examples: Grisly Trophy and Stab 'Em Good both add +1A. High Tide adds +1A and +1S, but only functions on the third battle round. Sacrifice to Khaine adds +1A, but requires a kill in that activation first, which is unusual but hardly a deal-breaker. Waaagh! and Bringer of Death adds +(value)M. Shattered Gloom Globe is just the debuff evil twin of +1A. Note the math on "auras" depends on your placement – if there's no-one within range, they're just a pricier Onslaught/Rush. If there's one extra model in range, they're twice as good. Two models, three times as good, etc. Note also that the +1A aura is constant – if you're within 6" and you attack, you get +1A. That means it's good if you're surrounded by targets, even if your friends are currently out of range. The +M aura, on the other hand, triggers when activated – you can (but must) use it to buff your friends before you move away from them. [Triple] – Revive a deceased fighter with (value) damage points removed. Leader-only. Examples: Summon Undead and Spectral Summon. Fairly straightforward – think of it as Respite that works even if they're dead and lets you bring them within 6" of your Leader, but it eats your Leader's ability use. [Triple] – Do something like a [Double], but 2-3 times as good and with one or more extra restrictions. Examples: Flaying Frenzy is the [Double] AOE, but twice as good, and limited to a single specific elite fighter. Death Scream is the [Double] AOE, but with twice the range, and limited to a single specific elite fighter. Boing! Boing! Boing!, Pounce, and Living Battering Ram are the [Double] single-target damage allocation, but three times as good (on average), and require you move within 1" of your target in your activation. Heartseekers is the [Double] single-target damage alloction, but with a 20" range. Snake Charmer is the [Double] Attack boost, but three times as good (+5 bonus instead of +2), and requires a specific expensive fighter to be within 4" of a specific other model that is within 1" of an enemy. Da Grab an' Bash is the [Double] move/disengage prevention, but also allows a bonus attack on a roll of 6 (not the best, but the principle is there). Rapid Fire is the [Double] Attack boost, but 2-3 times as good if you're already using one action to move or disengage. [Triple] – A bonus move and bonus attack (or other [Quad]-equivalent), but with a major restriction. Examples: Swooping Attack is just Rampage, but on a specific, expensive model, and requires that you move down 3" to get the bonus attack (and eat fall damage). Harpoon Snag is just Rampage, but on a specific, expensive model, and makes your opponent move toward you instead of letting you move wherever you like. Darting Attack is just Rampage, but on a specific fighter, requires that you start within 1", and gives you a disengage instead of a move. Relentless Killer gives you a bonus attack if you kill someone, which is iffy. It's basically a [Double] ability with no Leader restriction – fair enough – tied a different specific fighter – still fine – and no bonus move – not great. It's solid if you're within 1" of two or more enemies at the start of your turn, but that's more situational than you'd want. In general, [Triple] is where you get bonus actions – they're much more rare or limited at [Doubles], and even at [Triples] mostly come as package deals tied to a specific model and situation. [Quad] – Make a bonus move and a bonus attack, with a minor boost to one of those actions based on circumstances. Examples: Rampage is the baseline. Death from Above is Rampage, but adds +1S if you moved 3" vertically down. Death on the Wind is Rampage, but adds +1S if you moved 6" in any direction. Royal Hunt is Rampage, but adds +1A if you're within 1" of a friendly (+1A is better than +1S, and the restriction is pretty simple too – that makes it strong). Spinning Somersault Strike is Rampage, but it lets you fly. Sneaky Stab is Rampage, but adds +(value) damage to the total damage of the bonus attack (not to each hit, I swear to god this needs commentary) if you're making a melee attack. Gift of Agony would be too strong as a [Triple], but it's a pretty lacklustre [Quad]. It's better than Rampage if you're already damaged and you started your turn within 1" of an enemy model and you didn't kill that enemy model with your regular attack actions. Pretty narrow. Otherwise, pass. Unleash the Beast is in the same boat. It's a [Quad], but it's basically just Onslaught x2-3 with a Strength buff. When Rampage is giving you the flexibility of two bonus actions, +2-6A and a Strength boost just doesn't cut it. It's better than Rampage if I start within 1" of an enemy, and my target is T4 or T5, and the ability has a value of 3-6. In any other situation, Rampage is equal or better. [Quad] – A [Triple], but 2-3 times better and/or lacking any restrictions. Examples: Aimed Strike is just [Triple] Heartseekers, but 2-3 times more likely to trigger. Reaped Like Corn, Biovoltaic Blast and Whirlwind of Death are just the [Triple] AOE damage allocation, but guaranteed to trigger in full and therefore about 3 times better on average. Vanhel's Danse Macabre is just all the [Triple] stuff that gives a single bonus move or attack, but with no restrictions, more flexibility, and targeting (value) friendlies within 6". [Quad] – Roughly a [Triple] plus roughly [Double]. Important, since you can't otherwise use two distinct abilities at once. Examples: Paralysing Venom is a [Triple] Heartseekers with a half-as-good [Double] move/disengage prevention baked in, and though it's limited to melee it's also universal and applies to twice as many attack actions. Rampaging Destroyer is a [Double] Onslaught, plus the various [Triple] bonus move abilities... but also requires a model taken down for each move, and is therefore on the weaker end. Miscellaneous Weirdness: Slaughter's Strength adds +(value) Strength to your attacks, making it a [Triple] that's weaker than basic [Doubles]. Spine-Crushing Blow is a [Double] that does the same thing, but is limited to one attack, and is therefore even more awful. In general, if an ability seems overly specific or limited, I try to look for the situation where it shines and let that guide the playstyle – but these just don't have one. They feel like leftovers from a draft where Strength worked differently – I advise you to ignore them for balance purposes. Poisoned Weapon is much more acceptable, at least in a warband with multiple D2+ attackers. Beastmaster is a [Double] that's identical to the [Triple] Snake Charmer. I guess the logic is that the Rocktusk is three times as expensive as the Serpents (albeit three times tougher, and notably faster and more damaging) while the Beast Speaker is less formidable than the Serpent Caller, but it's still a potent difference. God knows Serpents don't need to be made any better, but it's not like the Untamed Beasts were in need of help. I have no idea what Go Dat Way is for. It's +4M total as a bonus action, and requires a specific (otherwise useless) fighter to be within 4" of another specific fighter. It'd rate as a slightly-too-strong [Double], normally. Granted, Squigs are hilariously good, but you could get a Squig Hopper for 15pts more than a Squig + Herder and it'd be significantly faster even without spending a [Triple] on this.
  4. As I'm a fan of the Kharadron Overlords, I've taken a crack at giving them a warband for Warcry! As well as fighter cards and an ability sheet, this includes a full Campaign, a Background table, and Allies. All feedback is 100% welcome! Let me know what you think might need a second look. (if I ever do something like this again, rest assured I'm going to pick something with fewer weapon options – Warcry's simple attack resolution is not hugely friendly to representing different-but-equal gear like the Grundstok guns...) Warcry-KharadronOverlords-SMALL.pdf
  5. Hey everyone, I am planning to get into Warhammer Quest (Hammerhal) this autumn big time. Once I have played through the main adventure in the game I want to have a go at penning my own custom adventures as well as provide a load of rules for running games out in the wilds of the Mortal Realms (a Hinterlands style fan supplement). In preparation for that I couldn't resist taking a shot at designing my own Adversary table. Take a look: The rules are untested and so will likely need some tweaks, but I think I got some cool mechanics for them. Let me know what you think! Cheers, Bottle
  6. Hi guys, 3 months into the year, and kinda failing at my attempts to make more blog posts. So I've decided to perhaps, focus my efforts on a new blog. I'm kinda passionate about a lot of the older races, and what can be done to make them more playable in the Age of Sigmar. Games Workshop gives plenty of love of course for those armies that have battletomes and the like, but there's a lot of armies out there that don't get that attention. So that's where I come in! I dabble a bit in creating my own rules, especially when bored at work or something (Shhhhh). I've posted some stuff in the past around the place, but I feel a blog is a good spot to write down my I guess 'designer thoughts' behind the custom rules I've made. To get started, I thought I'd do a nice an easy one, extra terrain rules! MysteriousLandscapes.pdf I made these rules a while back (and by made, I basically just borrowed terrain rules common across existing types). I feel that in Age of Sigmar, there's something missing with terrain. Lots of people complain about the shooting phase and how oppressive it can be (Thanks Skyfires!), and I think part of that is that the core rules only really work of Area terrain. If you've got a building, or some kind of defensible obstacles on the field, well... if they can see you, they can shoot you and without any penalties either! And that's kinda lame! If I'm behind a wall, I should be able to use that wall for defense. Now this is where you go "Well, there are rules for Walls, go pull out that warscroll and use them" and my answer to that is "I shouldn't have to". The warscroll approach is great for units, but I feel it's not so great for Terrain. It's a struggle remembering your own warscrolls, what your enemies does, all the fancy allegiance abilities, and all that stuff, without having to remember 10~ additional warscrolls for the terrain on the battlefield at the time. Additionally, Games Workshop do not produce terrain warscrolls for terrain they haven't produce(d). A lot of clubs have their own custom selection of scenery they've built up over the years, ranging from forests, to swamps, to various building and more. What do I do if I have a swamp? Well, luckily the default rules are probably good enough, but then it feels like you're not interacting with the board in a more meaningful manner. So that's where the Mysterious Landscapes document I've tried to create comes in. You can basically boil down terrain to 4 types, area terrain, buildings, defensible terrain and rough terrain. Some pieces like Realmgates and the like I categorize as other, and you just use the regular terrain rules as best as you can. It's a 1 page document that details all the rules of the above as well as the Mysterious Terrain rules from the Age of Sigmar core rules. The intent was, that it can be difficult to remember all the custom rules for the 10 or so different terrain pieces on the board, but if you just need to remember 1 page of details, then it's not quite so daunting. Being a 1 pager, it's easy to print off and have available for you in game. So that's the hope, let me know what you guys think, and hopefully more blog posts to follow on more rules I'm developing.
  7. Sorry if something like this has been done before but my search fu is weak. One of my favorite parts of Warmachine is the ability to make Power Attacks with Warjacks/Warbeasts/certain models. I feel it adds a very cinematic feel to combat and is something I'd like to add to Age of Sigmar. I'm thinking that one or more of these maneuvers would be appropriate for behemoths, cavalry, chariots, larger infantry (Kroxigors, trolls, minotaurs), and some characters. The maneuvers are: headbutt, slam, throw, and trample. Something like trample could really make cavalry, chariots, and behemoths really good but could also be game breaking. For instance: "Trample: during the charge phase pick a non-flying cavalry, chariot, behemoth or model with the trample rule to trample 2d6" forwards in a straight line chosen by the controlling player. The base of the model must be able to fit onto the board without overlapping other models or impassable terrain at the end of this movement. Trampling models can move within 3" of enemy models. All models that are contacted by the trampling model during this move are immediately subjected to a single attack from the trampling model. Any models the trampling model passes but fails to kill are given a single attack back at the trampling model. If a trampling model ends its move within 3" of enemy models it is eligible to fight in the combat phase but does not count as having charged. A trampling model must move greater than 3" before contacting the first enemy model and must move the full 2d6" otherwise it stays in place and no attacks are made." This would make bubble wrapping a little less effective and make a thundertusk very hard to contain so I'm not sure if this is too powerful. I'm also not familiar enough with all the warscrolls to know if a rule like this already exists out there and I'd thus be devaluing said model.
  8. I am looking to start a AOS tournement and wanted to know what houserules people are using at the moment?? We wanted to still have fun but stop major cheesy lists.
  9. This is what I put together for our gaming group and i thought I would share Enjoy! Feedback appreciated! http://unofficialaos.tk/Mordheim-Rules/
  10. I have some friends, and I'm sure we all know someone, who miss rank and flank play. Personally, I never liked that Rank and Flank was sort of an all or nothing option. It always seemed odd to me that in old WHFB, unruly orcs, who can barely be kept from killing each other, would march in strict formation and use disciplined maneuvers on the field of battle. That said, some AoS armies, from a fluff standpoint, should still be doing the old Rank and Flank. For instance, I've read stuff in the books where the Stormcast line up for a shield wall. So, my question is, do you think there is a place in AoS for infantry blocks, and if so, how would you execute it? I suppose you could just put them in a block and run them with all the AoS rules. Nothing stops you from doing this. But, I'd sort of like them to have some fluffy rules to go with them. Here's a half baked example of what I'm thinking. (Could have other sorts of formation rules building upon this concept.) ***I just made this up on the fly, and I didn't spend serious time considering it's in-game effects. My main consideration was to keep the rules short and sweet, keeping in line with current AoS rules. I'm more interested in finding out if The Grand Alliance Community thinks there is a place for these sort of rules in AoS. Formation Type: Phalanx Requirements: Foot unit, must be equipped with shields. Rules: This formation must be set up with all models in base contact, with at least 5 files (models across), and any number of ranks. Each row must be filled before a new one can be started. Movement is in a straight line only. To change direction, the unit may be reformed with any facing, around it's original center, at a 2 inch penalty. Shield Wall: Models in this formation lock their shields together to provide better protection to themselves and their comrades. Models in this formation gain a 5+ ward save. Combined strength: Part of a phalanx's strength comes from ability of those in the back ranks of the formation to lend their strength and weight to the press of combat in the front. For every round after the first that a phalanx is engaged in Melee combat, their opponent suffers a -1 modifier to their Battleshock tests for every 2 ranks in the formation. points: 30.
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