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airhead

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  1. evil - evil. Now I have another place on the web that must be visited daily.
  2. Whether or not they are contradictory, and whether or not they are fair, I think we can all agree they are (finally) perfectly clear. Either you get their fully healed Warlord, or they keep their barely alive Warlord. End of story. Agreed as the rule is written in the faction book. If you need some fluff reason to explain/justify it, how about the process of conversion is a Divine one, and the Crusader God removes the recently received damage. No, the only reason that it is getting muddled up is because the game has a clearly defined timing for close combat. And mercy either happens in one spot (after defensive strikes but before damage is dealt) or another (after damage is dealt) depending on the outcome. To keep the game mechanic, Mercy should happen at a particular time in the turn sequence. As it is written in the faction book, it makes no game sense. Fluff or no fluff. I don't need any fluff reason for this. I want a game that is consistant.
  3. I'm sorry, but the rules as you have stated them are contradictory. I'm going to hit it with all these grunt and leave one track (hopefully) and save my Captain to mercy. I assume you can always decide not to hit with declared attackers? Damage is resolved - you just said so. Ok, my Captain gets him at his last damage track. Offers Mercy. (makes a successful Melee Attack) Now. My Captain wins the Dis check and I get the other guy at his last damage track - or I lose the Dis check and he does not take the last damage. The Mercy offer is not a real hit. But the others are and are resolved before you get to offer mercy. You just said so. *alternately* If mercy happens before damage is resolved (as the faction book implies "after defensive strikes" and the core book does not address at all) Then the enemy gets to use his Dis at the start of close combat. (Damage has not been resolved yet) None of the blows are real (which is what you are implying). Someone gets the model at the health it started Melee Combat at - either the original owner or the Crusaders. This would make it very hard to Mercy healthy enemy Warlords (most have Dis 9 at full health)
  4. another way to score lines is to quickly draw a solder iron down the line. The heat will score a nice depression. You quickly learn how fast to 'draw' with the hot iron - too fast and it is not deep enough - too slow and it really eats into the foam. *edited to correct slow vs. fast - Thanks FeniXbane.
  5. Say I'm the defender: I get to use my Divine Favor to ignor the first damage, the rest beat me to a pulp and the captain offers me mercy. I fail the roll. Now, I've not been damaged at all and still have a divine favor? and am fighting for the other guys (Crusaders).???
  6. Anywhere from 250 points up to 1000 points per side. Mostly 750-1000, but I do use 250 for intro demos. We had a 4 way with each of 3 bringing 750 against my 1250 in a castle the other night. I strongly recommend 1500 in the castle. They rooted me out, but nobody went home whole. @Qwyk - WOW. What size table would you be playing that on?
  7. I had a hill giant climbing the castle last night. The climb stunt says you can climb 2 elevations when using a rope or using a ladder before you have to roll a stunt check. That is fine - for a normal sized guy (base size 1). We had a level 4 wall and a base size 3 giant wanting to scale it. For the night, we ruled the giant could free climb the wall up to base size +1. Same as a man going over a level 1 rock wall. Two levels larger than base requires a rope or ladder. Ideas? Critiques? Comments?
  8. I like the idea of modular terrain. I've got some myself... I'm not sure about the tile/grid - kinda takes away the loose feel of warlord and brings to mind the more rigid D&D Minis. Just keep reminding yourself, "I don't have to be in a square."
  9. I had a play last night that noted he had added SA Holy to all his grunts. I was confused and asked him to show me how he had done that. He flipped to the back of the book and showed me the generic table - holy is 3 points. I told him that was not appropriate for anything but starting with a generic model, not his Crusader knights. gave him the points back and he got an extra knight for the points. The more I thought about it, the more I am not sure I ruled correctly?
  10. they look great and that elf is already thinking of flipping that table right into the other guy's (??) face.
  11. you're going to need to build a tavern and have lots of mugs and kegs around. also, you might want to think about tipping tables for cover or smashing with chairs. could be fun.
  12. Don't ask for A-1 or any other steak sauce. You'll offend the cook and he'll want to know what was wrong with the steak. Dairy Queen is the National Stop Sign of Texas. (get a Beltbuster and a Dilly Bar for me) Those rings on the back of the guys blue jeans are skoal cans no matter what they might look like.
  13. If you hollowed out the body section underneath (out of sight.) you could have a lighter mini (that much lead/pewter is going to be heavy)
  14. Roll out the Barrels Background: Last autumn, the Hobgoblins were rumored to have defeated a dragon. Nobody believed it could be true. At least until last night when Ebonwrath was seen strafing their village with his breath and several firestorm spells. Could the rumors be true? Could a dragon’s treasure actually be in the village? If so, you’d better hurry. The dragon could be back at any minute, not to mention anyone else in the woods that saw the show last night. General Rules: o Force size is 650 points (655 MAX). o Core and Faction Books are allowed (troops, spells, equipment, etc. – that means Razig is also allowed) o Troop composition is per rules (Leadership, Adepts, Solos, Spells, Items, etc.). o Proxies are OK, BUT please have the proxies look close to the originals and be on the proper sized base. o No prize at this tournament for best painted army, but bragging rights do still apply. • This is a loot point tourney. o If you damage another model, you get the points for that model divided by the number of tracks. o If you loot a downed model, you get loot points (d10 for each track above the first) and the gear and points for any gear or spells carried. Tournament Specific Rules & Objectives: • In addition to killing & looting your enemies, there are numerous barrels and crates on the field. • Some barrels and crates have traps that set off spells or effects. Traps may be searched as the stunt (Rogues are automatic, Assassins & Mages roll against MAV or RAV or CP, others need a natural 10). • A Loot (move) action will open a barrel or crate and retrieve it's contents. Draw a chip from the bag to see the result of opening the barrel. Ranged attacks or spells will NOT open a barrel or crate. If a successful traps search was made and the chip is white (a trap), discard the chip. • Some barrels and crates have loot in them (blue chips). These loot points are awarded to that force immediately via the model that opened the crate. • Some barrels and crates have magic items in them (red chips). A loot action will retrieve the magic item. Ignore restrictions on these items (i.e. “Leader only” can be put on a grunt). The only exception is models with SA Beast may still not equip a magic item but they may carry items. These magic items have NO loot points. Give the model the gold ring that corresponds to the number of the item. o Magic items stay with a model until they are traded or the model is killed. The item can then be looted and possibly used by the looting model. o Items can be traded by being in base-to-base and both models spending a loot action. FOR THE GAME MASTER / FACILITATOR: Prior to the Game: • Special items: o Get 200 poker chips (three colors helps – Bicycle chips are less than $2 per hundred, get 2 sets. Number the white ones 1-100, blue 1-50 and red 1-50) (cards could be used just as easy, but the numbering system changes) o Get 50 knitting rings (small) (painting them is optional – I recommend gold) o Get a set of electrical wire numbering stickers (Home Depot, Lowes, etc.) o Number the rings from 1 to 50 with the wire numbering kit. o Get 100 to 200 barrels or crates (search ebay for crafts or model railroad or war game terrain – I got 100 barrels and 48 crates for less than $20) • Create a table of effects or use or modify mine. White chips = traps, blue chips = loot points & red chips = magic items o After the terrain is set, scatter the barrels and crates around the play area. The terrain should be a burnt out hobgoblin village – mud or straw huts would be perfect. During the Game: • Once a barrel/crate is opened, have the player draw a chip from the bag. Reference the chip to its effect or reward. If it is a magic item chip (red) find the gold ring that has that number. Put the gold ring on that model to help all keep track of who has what magic items (could get really confusing here once lots of them come into play). • Set the chips aside to keep everything new. • If a model with a gold ring is killed and looted, the looter gets the gold ring and the item that goes with it. White Chips 1 Attacks opener at +1 MAV 2 Attacks opener at +2 MAV 3 Attacks opener at +3 MAV 4 Attacks opener at +4 MAV 5 Attacks opener at +5 MAV 6 Bolts opener at +1 CP 7 Bolts opener at +2 CP 8 Bolts opener at +3 CP 9 Bolts opener at +4 CP 10 Bolts opener at +5 CP 11 Fireball centered on barrel at +1 CP 12 Fireball centered on barrel at +2 CP 13 Fireball centered on barrel at +3 CP 14 Fireball centered on barrel at +4 CP 15 Fireball centered on barrel at +5 CP 16 Firestorm centered on barrel at +1 CP 17 Firestorm centered on barrel at +2 CP 18 Firestorm centered on barrel at +3 CP 19 Firestorm centered on barrel at +4 CP 20 Firestorm centered on barrel at +5 CP 21 Fear at opener at +1 CP 22 Fear at opener at +2 CP 23 Fear at opener at +3 CP 24 Fear at opener at +4 CP 25 Fear at opener at +5 CP 26 Slow at opener at +1 CP 27 Slow at opener at +2 CP 28 Slow at opener at +3 CP 29 Slow at opener at +4 CP 30 Slow at opener at +5 CP 31 Scare centered on barrel at +1 CP 32 Scare centered on barrel at +2 CP 33 Scare centered on barrel at +3 CP 34 Scare centered on barrel at +4 CP 35 Scare centered on barrel at +5 CP 36 Speed at opener at +1 CP 37 Speed at opener at +2 CP 38 Speed at opener at +3 CP 39 Speed at opener at +4 CP 40 Speed at opener at +5 CP 41 Cure at opener at +1 CP 42 Cure at opener at +2 CP 43 Cure at opener at +3 CP 44 Cure at opener at +4 CP 45 Cure at opener at +5 CP 46 Bandage at opener at +1 CP 47 Bandage at opener at +2 CP 48 Bandage at opener at +3 CP 49 Bandage at opener at +4 CP 50 Bandage at opener at +5 CP 51 Warcry centered on barrel 52 Banshee Shriek at +1 CP 53 Banshee Shriek at +2 CP 54 Banshee Shriek at +3 CP 55 Banshee Shriek at +4 CP 56 Banshee Shriek at +5 CP 57 Fireball centered d10 from barrel at +1 CP 58 Fireball centered d10 from barrel at +2 CP 59 Fireball centered d10 from barrel at +3 CP 60 Fireball centered d10 from barrel at +4 CP 61 Fireball centered d10 from barrel at +5 CP 62 Firestorm centered d10 from barrel at +1 CP 63 Firestorm centered d10 from barrel at +2 CP 64 Firestorm centered d10 from barrel at +3 CP 65 Firestorm centered d10 from barrel at +4 CP 66 Firestorm centered d10 from barrel at +5 CP 67 Scare centered d10 from barrel at +1 CP 68 Scare centered d10 from barrel at +2 CP 69 Scare centered d10 from barrel at +3 CP 70 Scare centered d10 from barrel at +4 CP 71 Scare centered d10 from barrel at +5 CP 72 Bless centered d10 from barrel at +1 CP 73 Bless centered d10 from barrel at +2 CP 74 Bless centered d10 from barrel at +3 CP 75 Bless centered d10 from barrel at +4 CP 76 Bless centered d10 from barrel at +5 CP 77 Hold centered d10 from barrel at +1 CP 78 Hold centered d10 from barrel at +2 CP 79 Hold centered d10 from barrel at +3 CP 80 Hold centered d10 from barrel at +4 CP 81 Hold centered d10 from barrel at +5 CP 82 Divine Grace centered d10 from barrel at +1 CP 83 Divine Grace centered d10 from barrel at +2 CP 84 Divine Grace centered d10 from barrel at +3 CP 85 Divine Grace centered d10 from barrel at +4 CP 86 Divine Grace centered d10 from barrel at +5 CP 87 Holy Burst centered d10 from barrel at +1 CP 88 Holy Burst centered d10 from barrel at +2 CP 89 Holy Burst centered d10 from barrel at +3 CP 90 Holy Burst centered d10 from barrel at +4 CP 91 Holy Burst centered d10 from barrel at +5 CP 92 Razor Grass centered d10 from barrel 93 Mountain God's Breath centered d10 from barrel 94 Maggot's Kiss centered d10 from barrel at +1 CP 95 Maggot's Kiss centered d10 from barrel at +2 CP 96 Maggot's Kiss centered d10 from barrel at +3 CP 97 Maggot's Kiss centered d10 from barrel at +4 CP 98 Maggot's Kiss centered d10 from barrel at +5 CP 99 Discard this chip and draw 2 more chips 100 Discard this chip and draw 3 more chips Blue Chips # Points 1 5 2 10 3 15 4 20 5 25 6 30 7 35 8 40 9 45 10 50 11 55 12 60 13 65 14 70 15 75 16 80 17 85 18 90 19 95 20 100 21 105 22 110 23 115 24 120 25 125 26 130 27 135 28 140 29 145 30 150 31 155 32 160 33 165 34 170 35 175 36 180 37 185 38 190 39 195 40 200 41 205 42 210 43 215 44 220 45 225 46 230 47 235 48 240 49 245 50 250 Red Chips(Special thanks to Lanse Tryon for some of these as published in Warlord Deathmatch) # Bestows Item: Effect 1 Totem of Battle +1 MAV for force 2 Divine Favor 1st hit misses 3 Troop Standard +1 DIS 4 Lesser Magic Armor +1 DV 5 Lesser Magic Weapon +1 MAV 6 Lesser Magical Empowerment +1 CP 7 Lesser Magical Protection +1 MD 8 Troop Musician +1 MOV 9 Familiar Failed Spells 10 Improved Protection +1DV+Deflect 11 Greater Magic Armor +2 DV 12 Lesser Movement Upgrade +2 MOV 13 Magical Protection +2 MD 14 Moderate Magic Weapon +2 MAV 15 Lesser Accuracy Upgrade +1 RAV 16 Greater Magical Empowerment +2 CP +1 MAV 17 Greater Magical Protection +2 MD +1 DV 18 Greater Movement Upgrade +4 MOV 19 Greater Accuracy Upgrade +2 RAV 20 Greater Magic Weapon +2 MAV +1 MA 21 A Saved Bullet may make a ranged attack at RAV +3 Rng 18" once per game 22 Bonesplitter Axe of Grauga +1 MAV and Defensive Strikes are resolved first. 23 Fire Keg Innate: Fireball 24 Good Juju Amulet Models with Non-Corporeal SA must make a DIS check to B2B with equipped model. 25 Komagg Bleeder Spear +1 MAV and Reach & Trencher SA 26 Ramakha Spirit Imbued Weapon Critical Strike or Critical Shot. 27 Helm of the Hawk Target gains scrye shot 28 Holy Weapon +1 MAV, may reroll one missed melee attack 29 Page +1 DIS for Troop, acts as a familiar for leader 30 Striking Spear of Aurelius Model gains judgment, +1 DIS, if model has reach, may attack over other models. 31 Raaaugh of the Ogren +1 #MA, +2 MAV, Breaker, auto-casts Part on combat at +4 CP on roll of 9 or 10 32 Scylla's Talon +5 #MA, MAV of wielder = 0 33 Halberd of Marthrangul Reach, First Strike, Horrid, Blowthrough Rng=8" RAV =4 once every 3 turns. 34 Staff of the Eye Tough/4, +2 MD, innate Fireball at +4 CP once every 3 turns 35 Bonebow of the Lich King +1 #RA, +2 RAV, Inate Scare at +5 CP on target on a roll of 9 or 10 36 MacCowan's Holy Claymore +1 #MA, +2 MAV, +1 DIS, Innate Part on combat at +4 CP on roll of 9 or 10 37 Raaaugh of the Ogren +1 #MA, +2 MAV, Breaker, auto-casts Part on combat at +4 CP on roll of 9 or 10 38 Scylla's Talon +5 #MA, MAV of wielder = 0 39 Halberd of Marthrangul Reach, First Strike, Horrid, Blowthrough Rng=8" RAV =4 once every 3 turns. 40 Gun Gain SA Gun (RAV =3, Rng =18), starts loaded 41 Bloodlust Gain SA Bloodlust/2 (or +2 to existing) 42 Runner Gain SA Runner/2 (or +2 to existing) 43 Tough Gain SA Tough/2 (or +2 to existing) 44 Thorn +1 #MA, +1 MAV, Target is Shaken on roll of 9 or 10 45 Tjilden of the Fires +2 RAV, Shot is replaced by Fireball at +4 CP on a roll of 10 46 Thoragan's Fickle Curse +1 #MA, -2 Dis, Innate Firestorm at +4 CP centered on wielder on roll of 1, Innate Bandage at +4 CP on wielder on roll of 10 47 Dorung of the Giant's Forge +2 MAV, #MA = 1, does 2 damage on roll of 9 or 10, on Kill attack next model clockwise in B2B 48 Runesword +1 #MA, Tough/4, wielder my teleport self once every 3 turns as a non-combat action random d10 inches 49 Elder Staff (Blue) Reach, First Strike, +2 MAV, wielder may melee attack holder of the Green Elder Staff anywhere on the table, or may switch places with Green Elder Staff if it is not being carried and is in play as a non-combat action. 50 Elder Staff (Green) Reach, First Strike, +2 MAV, wielder may melee attack holder of the Blue Elder Staff anywhere on the table, or may switch places with Blue Elder Staff if it is not being carried and is in play as a non-combat action.
  15. Grumb, I think you are on the right track. Another wash of dark brown (ink?) should make them much better. And don't forget to do the tail hair like the mane.
  16. don't forget to get a cheap plastic picknic tablecloth. good lighting helps. Add lamps if needed, but watch cords as kids are notorious for tripping on them. Don't let them have access to your good brushes. Start & end the session with a quick bit of brush care: How to properly clean a brush twirled on the side of the cup, (not stabbed in the bottom) then pulled across a paper towel. Then how to clean it at the end with a bit of brush soap. Learn to paint kits may be your best bet for paints. Or let them have access to yours. Teach them to put a drop on the ceramic tile to paint from.
  17. as most of my stuff is used for demos, I tend to paint close to the card, but I'll change up stuff on model as I see fit.
  18. I use 3/4" foam for levels. One layer is just taller than a goblin skeeter and 2 layers allow full coverage of most (normal) minis.
  19. I guess nobody knows what Marbelex is. Is this a polymer clay product like sculpy? (heat cure). A real clay product? (air dry) or an epoxy product? (greenstuff) Googled it, seems it is an air dry clay. if it is real hard, you might get it going again, but I doubt it. If it is just stiff, try kneading some water into it.
  20. any idea how they hinge those warboards? Duct tape would work, but seems the surface would have a hard time sticking to it. @Naterstein, Simple open terrain is pretty easy to make. Hills are not hard either and as you get familiar with the hot wire cutter, other things start coming to mind. It is an addiction that gets into the blood. The hard part is that terrain by its nature is large, blue/pink foam comes in 4' x 8' sheets. You start blowing flock (static grass) on it and that stuff gets everywhere. But terrain never really sells well (at least on ebay) and you can pick up some neat stuff for a $20.
  21. To learn the new spells & equipment and things that will be coming at you...(I guess that is the same as knowing your enemy.)
  22. Infinity said they are 2" centers, you just be able to go 2 wide down those hall for a d&d game. Very nice way to make a reconfiguable game table too. hhhmmmmm, I smell Warlord Dungeon Crawls? Set the spacing just a bit off, 2" plus the thickness of the walls.
  23. Get a finer drill and use staples for rods. Dry fit, then a drop of Zap-a-Gap to make it forever.
  24. I can think of 2 off of the top of my head, the seige engine and the dragons *back on topic* I scored the CD with sandpaper, added cork with CA and then pinned the dragon to the cork. Mel added a larger gravel base to match the stuff below the feet on a T'Razcule. Epoxy and a hand full of aquarium rocks. I like the idea of 2 bases with some epoxy in between for additional stiffness.
  25. And the war rages on: Someone (an unpaid squad of mercs?) has abandoned a seige engine. The good news is that it appears to be in working order. The bad news: You don't have a trained catapault crew and it is smack dab in the middle between your camp and 'their' camp. Speed is essential. Get to the machine, get it over to your lines so you can use it. Don't let the enemy get it. Warlord Tournament Rules: Terrain Setup: 1. Play area is 4’ x 4’. Force Size and Configuration: 1. Standard Warlord 2nd Edition rules regarding forces will apply 2. Force requirement for this is a max of 760 points. Objective: 1. Your objective is to get the abandoned siege engine off your side of the board. 2. The siege engine must be ‘manned’ for it to move. 3. Manning the siege engine requires an extra inch of movement after becoming base-to-base with it. 4. The siege engine cannot me ‘manned’ by Monster troops or units with Beast SA. 5. The siege engine itself cannot be damaged. 6. The manning crew will be attacked according to their normal stats individually while manning the siege engine – the siege engine cannot be attacked. 7. Base-to-base with the siege engine will constitute base-to-base with the crew. 8. Opposing forces cannot man the siege engine while it is manned. 9. The siege engine my move and fire normally while manned. 10. The siege engine does not have the Warmaster SA for this game, but grants Deflect to those manning it. 11. If an opponent makes base-to-base contact with the siege engine, the siege engine cannot be fired (the crew is a bit busy.) 12. As the manning crew is not trained, the siege engine has been altered. Siege Engine Affiliation Model Troop Base Pts War Machine Super Prize #MA #RA Men Mov Dis MAV RAV Rng DV CP MD Per 1 3 3 PC PC 8 24 PC PC PC Crew 2 2 5 24 1 1 1 24 Special Abilities: AoE/2, Deflect, Drift, Scrye Shot
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