Monday, February 22, 2016

Age of Sigmar: Mordheim


One of the bigger projects I've done for Age of Sigmar is a Time of War: Mordheim rules set with a Wyrdstone Hunt battleplan (you can look at the pictures here or get the pdf).  The idea here is to capture the general feel of Mordheim with as little cognitive load as possible.  I figured the best way to reach that end would be to build it within the existing structures of Age of Sigmar.



While the Time of War: Mordheim or the Wyrdstone Hunt battleplan are both usable by themselves for stand-alone battles, I've added a Campaign Ideas section to each set so that you can track your warband and its adventures through Mordheim as you see fit.  You might decide you like all the ideas I've provided, or just some of them, or have some different ideas of your own (if you do, I encourage you to post them in the comments).  


If you want make use of all the campaign ideas listed in both documents, you should start by creating your warband of up to 10 models.  Record the models in your warband on your warband roster.

Maintaining your Warband 
- Whenever a hero is slain in battle (as a result of the injury table) they are removed from your roster permanently.  Any other injuries persist into the next battle, but are healed after that.
- At the end of each battle, add any loot gained during the battle (gold pieces of wyrdstone shards) on your roster to track your warband's hoard.
- At the end of each battle, add any surviving Dogs of War hired to your roster.
- Gold Pieces can be spent to hire new models for one coin per Wound.
- Wyrdstone Shards can be sold for d3 Gold Pieces. 
Experience
- At the end of each battle, each player chooses one of their opponent's models who performed particularly well to gain a wound and an attack and the hero keyword if they don't already have it.
- At the end of the battle, roll a dice for each Veteran who survived the battle.  On a 6, they retain their Veteran ability permanently and gain the hero keyword if they don't already have it.

My warband is Richter Krueger's Cursed Company.  I've been using the old Regiment of Renown as my Grave Guard for many years, but they found new life!  After my first battle, I have:

Cursed Company
Shards: 1
Gold Pieces: 0

Richter Krueger (Wight King)
Sarkhan the Dead (Cairn Wraith) - head injury, arm injury
Skeletork* (Grave Guard) - +1 to Hit and to Wound
Bonequol* (Grave Guard) - +1 Attack and Wound
Grave Guard x3 w/ unit champion
Black Knights x2 w/ unit champion
Spirit Host

*Skeletork and Bonequol are orruk and skaven skeletons respectively.

Edited 5/1/16 to update rules and add pdf link.

Sunday, February 21, 2016

Battleplan: Blood Feud

I made this battleplan hoping to play Age of Sigmar in a Warmahordesesque fashion.  I think it's got some potential.  When I played it, my opponent summoned a Gorghon and charged me turn one, so I'm not sure how it would go under more reasonable circumstances.

Age of Warhammer

I've lately picked up playing Age of Sigmar.  When it first came out, I really wanted to like it, but couldn't get into it.  I played half a dozen games with my brother and a few others and all of them devolved into a massive kill box in the center of the battlefield.  It was boring, didn't make me happy, and I moved on to Malifaux for a few months.  As time went on, I found that Malifaux (an excellent game, check it out!) didn't scratch the itch that Warhammer used to of pushing minis around the battlefield and trying to eke out victory with the dice providing ridiculous outcomes no matter how hard you may try.  So I decided to give Age of Sigmar a second chance.

I decided that my main problem with Age of Sigmar was that I didn't like the feeling of moving blobbed infantry units around and navigating them into combat as much as I liked moving ranked infantry blocks in Warhammer Fantasy, so I set about resolving the issue.  I created the optional rules page I call 'Age of Warhammer'.  It brings back ranked infantry in a way that has so far been quite functional and enjoyable without clashing with the general vibes of Age of Sigmar.  The most important thing about Age of Warhammer is that every rule in it is optional.  It has miscasts, misfires, and ranked infantry, but ultimately it doesn't force anybody to play by rules they aren't interested in.

Saturday, February 20, 2016

AoS Downloads

These are other supplements I have created for Age of Sigmar (there are more scattered throughout the blog, but these are the ones I think are worth looking at).

  
  

Battleplan - Stuff of Legends - a narrative battleplan that uses story-gaming principles to help you forge the narrative

Campaign - Heart of Darkness - a broad-reaching campaign book laying out building blocks for telling stories in the Dark Age of Sigmar.  This book includes five grisly battleplans, dark age spells, artefacts, etc, some history and fiction set in the Ruins of Hammerstadt, and a brand new Quest style of narrative campaign!

Campaign - Efengie (Efengie book 1) - a five battleplan two-player narrative campaign with information about the Vale of Efengie and Time of War rules for battling there.

Campaign - Through the Deathgate (Efengie book 2) - a five battleplan two-player narrative campaign with Time of War rules for fighting at the Gates of Eucebium.

Campaign - Coalescence: Aftermath (Efengie book 3) - a five battleplan two-player narrative campaign with a recap of the events of Coalescence: War of the Ring.

Skirmish Campaign - Big Trouble in Little Azyrheim - a five battleplan skirmish campaign.

Rules - Age of Warhammer - a rules page (2 pages really) for Age of Sigmar players who miss mechanics from Warhammer Fantasy Battles (namely miscasts, artillery dice, and block formations)

Age of Warhammer Irresistible Force table:



** This is solely a not-for-profit fan activity and in no way intends to infringe on copyrights held by Games Workshop (only to have fun with their awesome stories and models!).