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Gailbraithe

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Posts posted by Gailbraithe

  1. I'm going to drop out of the campaign.  After reviewing my warband, I realized Dark Souls aren't Heroes so all my post game rolls were wrong, and after trying to build a band with more than one hero it's just impossible to make an effective warband with Cult of the Possessed.  Their heroes are so godawfully expensive and are pretty crappy for their cost due to the ridiculously overpriced mandatory mutations, and with the Empire Militia box no longer available I can't easily put together an alternative warband, so I'm just going to bow out.

  2. Hey Loren, I only really know you from the RPG campaign, but I definitely don't think of you as a WAAC gamer.  I know a munchkin when I see one, and I've never got any sense of that from you.  I'd hate to see you drop out just because some people were complaining about slings.

     

    Also, I haven't played Mordheim in 20 years (seriously, my last game was back in high school, around '93-'94) and barely remember how to play, but one thing I do remember -- to back up Koyote's point -- is that terrain makes a HUGE difference,  Mordheim is designed for extremely dense terrain with lots of LOS blocking stuff everywhere, and if you set up a very open board with minimal terrain the game doesn't work nearly as well.  It's a lot like Infinity in that sense.

    • Like 1
  3. I have a question about bases.  Is it really important to base models on 20mm square bases?  Because I hate 20mm square bases, and would much prefer to base all of my models on 25mm rounds.  Is anyone going to care about the extra 5mm of movement it grants?

     

    Also, I just built my Warband in Battlescribe, and Battlescribe says that Short Bows cost 5 GP, but my book says 10 GP.  My book may be out of date.  Anyone know the correct number?  It's the difference between shields for my 3 Brethren or not.

     

    Final question:  Heroes start with 20 XP, and get advances at 2, 4, 6, 8, 11, 14, 17, and 20 XP.  Does this mean that starting heroes start with 7 advances?         

  4. Here's my Cult of the Possessed Warband.

     

    Church of the Poisonous Word

    • Crucius Sinthirst -- Magister (70) with Axe, Dagger (5) and Light Armor (20) and Vision of Torment spell -- 95 gp
    • Undall the Rager -- Dark Soul (35) with Sword, Dagger (10) and Light Armor, Shield (25) -- 70 gp
    • Mux Fingerbiter -- Dark Soul (35) with Flail, Dagger (15) and Light Armor (20) -- 70 gp
    • Grenchus Malborn -- Brethren (25) with Short Bow, Mace, Dagger (13) -- 38 gp
    • Tarkhal Kurserule -- Brethren (25) with Short Bow, 2 Daggers (12) -- 37 gp
    • Chris the Somewhat Naughty -- Brethren (25) with Short Bow, Dagger (10) -- 35 gp
    • Fearsome Druge -- Beastman (45) with Two Handed Axe, Dagger (15) and Light Armor (20) -- 80 gp
    • Kabal the Blackhearted -- Beastman (45) with Axe, Dagger (5) and Light Armor, Shield (25) -- 75 gp
  5. B. We play 3 weeks then have a Christmas break then finish the rest at the beginning of January.

     

    This sounds good to me.

     

    Also, I have the original Mordheim terrain from the boxed set.  I have all but one building assembled as my set was missing one of the corner clips.  I'll bring it in as long as everyone promises to treat it gently and don't let it get used for other games.

     

    Also, I don't care what the calendar says.  In Washington it snows in January and February.  It snows in winter.  Therefore January and February are winter.  Logic.

    • Like 1
  6. More like you count yourself lucky if your Comrade last more than a session or two.  Without having ever played it I can't really speak to the lethality of the game.  I think it's heavily dependent on what kind of baddies the GM throws at you.

  7. It's a very cool system.  It has this new rules system called "Comrades" that gives every PC an NPC "comrade" that he controls.  The Comrade can be issued orders by the player and use them to activate special abilities, like combined fire, but their most useful function is that a player can transfer any fatal wounds to their comrade, essentially giving them two lives.  The only player character type that doesn't get a comrade is the Commissar, but the Commissar can instant-kill other player's comrades to give the whole squad massive bonuses to resist fear or make special attacks.

     

    There's also some really awesome Logistics rules that allow a squad to request all kinds of special equipment, and it does a great job of simulating the chaos of the Munitorium, as a squad my request a rocket launcher and case of missiles and instead get a case full of cigarettes.. or a case full of multimeltas.  A really bad roll can even result in a squad's heavy weapons being replaced with a consignment of dirty uniforms that were supposed to be sent to IG laundry.  Players can also play at being Sgt. Bilko and try to steal gear or trade with other squads (that's where a case of cigarettes comes in very handy), but doing so can draw the attention of the Commissars and get your whole unit executed for heresy (after all, trading with other units implies the Imperium made a mistake, and implying the Imperium makes mistakes is HERESY!).

     

    My preference would be to run a campaign with just the Guardsmen classes -- Heavy Gunner, Medic, Operator (Pilot), Sergeant, and Weapon Specialist (basic grunts) -- but the rules allow you to make Commissars, Ministorium Priests, Ogryns, Ratlings, Sanctioned Psykers, Storm Troopers and Tech-Priest Enginseers as well.  The Sanctioned Psyker's comrade has the dubious special ability of instantly blowing out the back of the player's skull if he gets possessed, and the Enginseer gets a Servitor!

  8. Hey guys!  I've been away all summer, mostly because of health issues and general low energy, but I'm feeling much better and want to get back into gaming.  I'm going to try to make it to the store this Tuesday, though lord knows what I'll bring with me (what are people playing right now?).

     

    I've also been thinking about starting up a new RPG campaign.  I've got a couple of ideas, but the one that I'm most interest in is Only War, the Imperial Guard RPG from Fantasy Flight set in the Warhammer 40k universe.  Would anyone else be interested in a short campaign?  I'd be running the Final Testament campaign, which should last 2-3 months, assuming a weekly game.  I have all of the books, but I've never run the system before, so it'll be something of a learning adventure.

     

    So how about it?  Who wants to die for a hopeless cause, forgotten, miserable and alone on some distant alien world?

    • Like 1
  9. Hey, so, things went from bad to worse.  I was stressing out about this damn vulcanizer so much that my cigarette consumption rose to 2 packs a day, and then my mom came up to help me do a big spring cleaning and I ended up inhaling a lot of dust.  So much dust.  And then my right lung filled with fluid and I ended up in the hospital.  My asthma has gone into full overdrive and the last few weeks have been pretty rough, but I'm mostly recovered.  I haven't had the energy to do, well, anything, which is why I haven't been down to the store (and won't be down tonight, I'm still not up for a night of standing on my feet and talking to people).

     

    But I did manage to get the vulcanizer disassembled, pulled out the jack that isn't working, and today I drove it down to some hydraulics experts in Lynden, and it should be fixed within a week.  Then I just have to reassemble the whole thing and finally I can get started on making molds and casting.

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