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Mordheim Musings: Flawed Warband Design Part 4

Mordheim Musings: Flawed Warband Design Part 4 This is a long overdue wrap-up to my series of articles on flawed warband design in the Nemesis Crown supplement, and what I would do to fix it. If you haven't read the other three articles, you can check out part 1 (Gunnery School of Nuln) here , part 2 (Imperial Outriders) here , and part 3 (Hochland Bandits) here . You can also check out some of my other Mordheim articles here, here, and here.  In this post, I'm going to cover the final four warbands from Nemesis Crown: the Dwarf Rangers, Forest Goblins, Black Orcs, and Horned Hunters. Compared to the other three I went over, these are pretty tame in terms of design flaws, so I think it's a safe bet to get them all in one post. Without further ado, I'll jump on into it with... Dwarf Rangers I'll admit up front that I'm a sucker for dwarfs. They were my first Warhammer Fantasy army, my first D&D character race, and have held a special place in my h...

My First Wargame: BELLIGERENTS

My First Wargame: BELLIGERENTS I was lying in bed a couple of nights ago thinking about the ongoing turnip28 project, which has been taking the wargaming scene by storm recently (or at least, the portion of the scene that I follow closely). At the time of writing, I believe rules for the tuber-themed fantasy trench warfare are still in development, but the way it sprang into the forefront of the hobby circles I follow got me interested in putting together some rules of my own inspired by the project. I'm not the only one, either: one creator who I particularly admire, Sean Sutter (of Relicblade  fame), put out SLUDGE, his own set of rules inspired by the ʻgrimy napoleonic' aesthetic recently (which has a playtest channel on the Relicblade Discord and a mod on Tabletop Simulator ), which coincidentally became available the morning after I drew up my own rules. I'm not quite the jack-of-all-trades he is, but I took an approach I felt comfortable with, and came out with BEL...

Hollow Knight Relicblade (Relicnail? Hollowblade?)

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Hollow Knight Relicblade (Relicnail? Hollowblade?) A bit of a different post this time, but something I felt like sharing. I realize I never finished the last part of my Nemesis Crown warband analysis, but I do plan on revisiting that sometime in the not too distant future. I've been getting back into Hollow Knight lately, and was inspired to make some custom cards for Relicblade based on the Knight and its equipment. Overall, I'm happy with the results. I'm not sure about balance, but I did try to keep things fair and comparable to the rest of the game. My aim was to work as much as possible within the existing framework of Relicblade, rather than create something that would require new or altered rules in order to play. To this end, I've tried to either stick to using terms and rules from the game, or introduce mechanics that are both relatively intuitive and can be contained entirely within the set of cards. You can download the whole set of cards here . Before ...

Mordheim Musings: Flawed Warband Design Part 3

Mordheim Musings: Flawed Warband Design Part 3 Over my holiday, I'm writing a series of articles on the design of Mordheim warbands from the Nemesis Crown supplement, with a focus on the deep flaws I see in some of them. If you haven't read part 1 you can  check it out here , or read part 2 here  (and while you're at it, why not check out some of my other articles on Mordheim  here ,  here , and  here ). With that out of the way, let's get into the meat of the article: Hochland Bandits Realistically, this should have been the first warband on the chopping block. It's easily the worst design offender of the bunch, with several elements that I consider utterly unsalvageable. The Hochland Bandits are, simply put, a mess, with a bloated roster of warriors and special rules that try to do too much, and as a result create a warband with an identity crisis and little unity. The bandits are another interesting warband concept: a small band of ruthless outlaws, ...