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  1. Yesterday
  2. Warhammer TV

  3. Orks @ Arby's

    Some people have noted that there's a joke about how many fries it can carry, and that apparently back in Gorka Morka the Trukk's carrying capacity was equal to however many boys you could fit in it! On the facebook site for Arby's their tag is "I sure hope this makes it across the table!"
  4. Various improvements to how certain particle effects are stored. One impact this has is a format change for the particle snapshot system. While this specific feature has never been officially supported, if there are any Custom Games using models generating custom snapshots we recommend that they be updated to match the new requirements (specifically, output files must always be specified and have the form “particles/*.vsnap”). We’ve also implemented a feature to automatically convert any particles referencing Valve snapshots to the new system. View the full article
  5. Hellmouth 2018 2v2 40k Tournament

    https://www.facebook.com/events/131955894147855 This is not my event. But it looks like there are at least 8 teams participating (myself and @Yarium included) ------ Tournament Rules and Players 2v2 Tournament 1250 per Player 3 Rounds of Play 2.5hrs each $40 Per Team ($20 per Player) 20 Teams maximum Player = 1 Persons Army Team = Combined Army All players must have tactical objective cards or BRB Schedule: 8:30am Registration 9AM - Start Game 1 11:30 End of Game 1 11:30 - Lunch - Painting Judgement 12:30 - New Games Announced 1:00 - New Start Game 2 3:30 - End of Game 2 4:00 - Start Game 3 6:30 - End of Game 3 6:45 - Prizing and Awards Registration done through Crafts N' Things Hobbies & Games army submissions are due before January 13th, submit your armies for review before January 6th for 2 extra tickets at the following email address: craftsnthings@cogeco.net or FB. Models and Points Warlord Traits can be Chosen Psychic Powers are Rolled for, if you use a CP to re-roll that CP is permanently gone for the rest of the day. Tactical Objective: We have changed this to 1 deck using the Primary Warlords deck or the Generic Tactical Objective or the BRB (if you don't have a deck) Scenarios will be altered to fit this new change. No Forgeworld 1.) Your team will consist of two separate 1250 Battle Forged armies. Each Team will have access to a total of 2 Detachments. Each army must use a Battalion. Example Teammate 1 Takes a Battalion Detachment and an Airwing Detachment, Teammate 2 must take 1 Battalion detachment and may take 1 additional detachment. Team can have a MAX of 4 Detachments. Player a MAX of 2 2.) All instances of Special/Unique/Named Characters must be unique. For example: a Team cannot field Abaddon the Despoiler twice. This also applies to upgrades to squads (e.g., Boss Snikrot, Sergeant Telion, and the Changeling). SAME is true to artifacts. SO NO YOU CANNOT DUAL GUILLIMAN. 3.) Command Points. Each Team starts off with 6 Command Points(3 per Player) in addition to any points earned from detachments (Battalion 3) or characters. Those command points can only be used on their own detachment’s units and any associated dice rolls. Command Points can not be shared between TEAMS. Self generated command points cannot be shared with your teammates, and can only be added to the pool of the army that generated them. Strategems played by a Player per Phase is Unique. Ex: Counter Offensive can only used once per Team in the appropriate phase. 4.) Army composition must consist of the current version of the rules for the represented army being played. Please try to have the physical source material (digital legally obtained media is acceptable) don’t be that guy that shows up without rules, and has no idea what an item in your army does or behaves. This slows down the game. 5.) All models must be what you see is what you get to a reasonable degree. If you have a Leman Russ and it has a battle cannon on it, but you meant to run a punisher, then mark it with a sticky note or something to let your opponents know. If you’re trying to proxy a cardboard cutout as a Model, we’re going to have words. 6.) Your models do not need to be painted but they do need to be FULLY assembled. It is a benefit if they are painted. 7.) Codices released 7 days prior to the tournament are acceptable Game Play 1.) Warlord Traits – Your team must nominate one Warlord. It can be from any detachment, but is always an HQ choice from any Detachment. Players are allowed to choose between HQs should a Primary Detachment have more than one. Guillaman may not be your Warlord. 2.) Psychic Powers – If your ARMY shares a keyword they are free to use powers as written. Your TEAM is not allowed to share Psychic Powers. Beta rules is affect. HOW THE TOURNAMENT WORKS 1.) Teams will participate in three (3) games over the course of the day. In each game, you will play a scenario and record the outcome of the battle on your results sheet. Each round you will play a different opponent. 2.) Each round will last 2.5 hours SHARP. Players may begin playing as soon as they have finished deployment. Should you finish your deployment early and wish to start early, then go for it, but once I call 30min, you have 30 min to finish. Work it out between you and your opponent for equal time for additional rounds. The game ENDS at 2.5 hours. Period. 3.) In the first round, teams will be matched up randomly. After the first round, teams will be matched up as per current rankings in the tournament (based on the number of points they've scored) e.g., the team in first place will play the team in second place and so on. 4.) We will do our best to prevent a team from playing on the same table twice, but be patient as we try to work out who’s played on what table. 5.) The pairings for each round will be posted as soon as they are determined, start moving to your tables right away. 6.) In 2.5 hours it's expected you get to 4 rounds. If you feel you are being slow played, notify a judge ASAP, and we’ll monitor the game. 7.) Every game will be played on standard 6x4 tables. 8.) Prizing is done draw style, you will obtain tickets over the course of your battles. 10. Medals for top placement.
  6. Manipulating First Turn

    The Frontline Gaming and Best Coast Pairings folks have some interesting data on this. I'm not digging it up. Book missions heavily favour going first. You get to shoot first. You get to charge first. You get to activate your buffs first. You get to score First Blood. Last Summer, in the age of deploy first/go first there were two extremes. You either played a 2000 point list with 7 drops and planned to go first or you played a 2000 point list with 27 drops and planned to go second (knowing that you'd be able to place all of your shooty units exactly where you needed to since you had 20 drops in hand over your opponent. I think that there is merit to playing a low drop count with Seize the Initiative shenanigans to back it up, but as you noted before, a 62% really isn't that much better than 50% in the small sample size of a 3-5 round tournament (or an 8 game league). You have to weigh that 12% against what you give up in terms of flexibility during deployment and actual unit activation.
  7. Orks @ Arby's

    At first I thought that it was a real shame that they didn't animate the wheels turning. Then I realized that the whole thing was made of cardboard.
  8. InnerSpace is Now Available on Steam! InnerSpace is an exploration flying game set in the Inverse, a world of inside-out planets with no horizons. Soar through ancient skies and abandoned oceans to discover the lost history of this fading realm, where gods still wander. Your greatest journey is within. View the full article
  9. Save 50% on Shadow Tactics: Blades of the Shogun during this week's Midweek Madness*! *Offer ends Friday at 10 AM Pacific Time View the full article
  10. Save 50% on Little Nightmares during this week's Midweek Madness*! Immerse yourself in a dark whimsical tale that will confront you with your childhood fears! Help Six escape The Maw – a vast, mysterious vessel inhabited by corrupted souls looking for their next meal. As you progress on your journey, explore the most disturbing dollhouse offering a prison to escape from and a playground full of secrets to discover. Reconnect with your inner child to unleash your imagination and find the way out! *Offer ends Friday at 10 AM Pacific Time View the full article
  11. Dropping Dice Responds: Should a 6 Always Hit?

    I like this take. Never thought of that before.
  12. Today's Deal: Save 50% on Sundered!* Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are! *Offer ends Thursday at 10AM Pacific Time View the full article
  13. Orks @ Arby's

    Nice lol
  14. Orks @ Arby's

    This is amazing lol. I'd be interested to see what the full ad is. Do they shill for the orks or is kind of not mentioned and just there?
  15. There was recently an article posted on Bell of Lost Souls about whether or not, in game Warhammer 40k, a roll of 6 should always hit (which can be found here: http://www.belloflostsouls.net/2018/01/40k-op-ed-a-6-should-always-hit.html). Would this be a good idea? Dropping Dice responds! So, to recap for those who don't want to click the link (and given the torrent of ads on BoLS, I don't blame you), in Warhammer 40k right now there's something that's... well...it's not really a problem until it IS a problem. I'm talking about negative dice modifiers. Let's look at a totally normal situation. A unit of Ork Lootas (BS 5+) needs to move to be able to hit anything for some reason. With their Heavy Weapons, that's a -1 to hit. But oh no! They're fighting Ravenguard (or Alpha Legion, or Alaitoc), and now when they shoot, they're at an additional -1 to hit. This means that their very best roll is no longer good enough to hit their target, it is impossible for them to hit. With every way there is to take these penalties in the game, -2 is very possible when moving and shooting, or even when standing still against Alaitoc or Nurgle Daemons. -3 and even -4 is technically possible too! Yes, for some units, it would be impossible to hit. And yet... it's always possible to miss. The first time I really saw this in action and saw just how unfun it would be to play against was in this very recent game by frontline gaming: In it, Frankie and Reecius do battle between the new Daemons and a fully mekanikal Ork army. It's not a good list from Reecius, but it illustrates the point. For two turns, despite a great number of attacks, Reecius was unable to do any real damage to the Nurgle forces (always wasted a turn of fire on one thing, so had to engage a sub-optimal target, and even then was hard to get through - though that's a bit more unrelated). As the Nurgle -1 (and in many cases, -2) to being hit also applied in close combat, the Orks sometimes were entirely incapable of hitting targets. And through it, I couldn't help but feel that this isn't what GW intended. I think they intend on things being able to stack these to-hit penalties to make it very HARD to hit something, but didn't intend to make it impossible. Even in the Dark Days of 7th, with Invisibility, you still hit on 6's. I would imagine modifying this rule (4. Resolve Attacks; 1. Hit roll, pg181) to the following: Who would this benefit? Mainly; Orks. Hitting normally on 5's is rough enough as it is, and Orks will often be hitting on 6's either due to these intrinsic penalties or from moving. Having them not even have any possibility of hitting is a bit of a slap in their green faces. Being able to always hit on a 6 would just give them an out against armies that stack up tons of hit roll penalties. In very rare cases, it will also help all the 4+ to hit armies out there, but those situations are far rarer. However, we also don't yet have an Ork codex out there. It's totally possible that GW is going to give that rule specifically just to Orks, though chances are it's too late now (I wouldn't be surprised if, given GW's release schedule, the Ork codex is already being printed). Ultimately, I think this is a change that for 95% of the games being played out there would not make a difference, but would see a big difference and a far more enjoyable time for those folks that get stuck in that 5% of games that do. Happy gaming!
  16. Orks @ Arby's

    Check out this post from Arby's Facebook page! And from reddit, one user had this to say: "Looks like Arbys has released more ORK content in the last 2 years than GW" Gold!
  17. After 10,000 years as the Imperium’s final line of defence, the Adeptus Custodes are marching forth from Terra in force, and thanks to a new codex, you’ll be able to lead them in battle with new units, Stratagems, Relics and much more. In the second of our daily previews this week, we’re looking at how the core unit of your army – Custodian Guard – have been improved in the new codex, as well as a powerful rule that applies across your entire Adeptus Custodes army. Warhammer 40,000 has seen rules for the Adeptus Custodes before, but in the new codex, they’re more than just a collection of units – they’re an interconnected fighting force, rich with potent synergies for those with the cunning to unlock them and a Detachment-wide special rule that significantly rewards the disciplined list builder. Firstly, the Aegis of the Emperor has been tweaked to also provide a 6+ additional save against any mortal wounds caused by psychic powers. This is both a thematic change and a practical one, representing the Emperor’s protection of his most cherished servants. It also helps you defend your units against Smite and other attacks that would otherwise cut through your high Toughness and excellent saves. The Emperor’s Chosen gives every Infantry and Biker unit in a pure Adeptus Custodes Detachment +1 to their invulnerable saves, to a maximum of 3+. In practice, this means that none of your units, including Custodian Guard, will ever have worse than a 4+ invulnerable save. Combine this with the high Toughness and Wounds characteristics of Adeptus Custodes units, and your army just got a lot more durable, particularly against the kind of heavy weapons – lascannons, krak missiles and Dreadnought power fists – that previously presented a more substantial threat to the Adeptus Custodes. The second part of the Adeptus Custodes Detachment rules is less immediately powerful, but still invaluable change to the army. As you may know, with Chapter Approved and every codex so far, most Troops in the game gain some version of Objective Secured, giving them scoring priority over units without the rule. Under the current rules, the Adeptus Custodes have struggled to score objectives compared to more armies with a higher model count, unable to cover every objective at once and without the necessary squad size to outnumber other units. All that is about to change… All Infantry and Bikers in the Adeptus Custodes army gain Sworn Guardians, meaning whether or not they’re Troops, they’ll count as controlling an objective marker if the enemy doesn’t have any units with similar rules or more models. In practice, you’ll still have to work hard to neutralise your opponents’ Troops choices, but your Terminator-armoured Allarus Custodians and jetbike-mounted Vertus Praetors will be able to dive deep into enemy lines and secure objectives, while your Custodian Guard are under much less pressure to race to critical battlefield locations. Custodian Guard themselves have received a variety of discreet improvements in the new codex. For one, they’re now BS 2+, allowing them to get a little more out of their surprisingly powerful attacks with their Guardian Spears. For another, they can now be taken in units of three, meaning if you build a Vexilla and a Shield Captain out of your Custodes set, you’ll still be able to build a playable unit with the remaining models. Finally, the Custodian Guard combine superbly with some of the new Stratagems in the book, particularly Piercing Strike, which makes wounding larger foes much easier. It’s something of a tradition of the Adeptus Custodes to deliver golden death from the doors of an equally golden Land Raider. From Golden Light They Come, on the other hand, opens up new deployment options for your Custodian Guard, as well as other units in your army. However you build your Adeptus Custodes army, the new codex is packed with benefits for your army. If you’re yet to start an Adeptus Custodes force, the Talons of the Emperor boxed set is a great way to do it, while if you want to learn more, we’ll have an in-depth preview tomorrow of what the new codex means for the war machines of the Adeptus Custodes – including the new Vertus Praetors. The post Adeptus Custodes Preview – Part 2: The Troops appeared first on Warhammer Community. View the full article
  18. This week is a slightly shorter week for us on Warhammer Live than usual, as we’re off to Las Vegas to get set up for the LVO, but worry not! We’ve managed to cram all sorts into our shows this week before we leave, including a Hang Out and Paint and more… All times UK local time (GMT) With… Jes Bickham! The boys are joined by Creative Writing Manager Jes for another evening of painting and chat. Malign Portents We chat with the miniatures designers and ‘Eavy Metal painters about the Harbingers, the fateful champions of Malign Portents. Grand Tournament Heat 1 Review Martin investigates the top lists from the Warhammer Age of Sigmar Grand Tournament and analyses how they were able to do so well. The Foetid and the Fecund The new Nurgle battletome is put to the test in a desperate battle against the Sylvaneth. The Lore of the Adeptus Custodes Writer Andy Clarke talks to us about the exciting new lore of the Golden Legion. The Rules of the Adeptus Custodes Rules designer Dave Sanders shares his insights into some of the new rules for the Adeptus Custodes. The Ever-changing and the Ever-vigilant Warhammer Community’s Eddie pits his Thousand Sons (in a first-look preview of the new codex!) against Steve’s Adeptus Custodes army. Friday: No shows – we’re travelling to Las Vegas! You can check out everything here for free by tuning in to Twitch live to watch it – alternatively, subscribe and you’ll be able to check out the entire archive whenever you like. Come back next Tuesday to get the full schedule of programming for the LVO. The post This Week on Warhammer Live appeared first on Warhammer Community. View the full article
  19. Scroll down for a look at this week’s Rumour Engine… We’ve got some thoughts on what it might be, but don’t want to give anything away – what do YOU think it is? Let us know on the Warhammer 40,000 and Warhammer Age of Sigmar Facebook pages. The post The Rumour Engine – January 16th, 2018 appeared first on Warhammer Community. View the full article
  20. Relics Are Unearthed in Elder Sign: Omens of the Pharaoh View the full article
  21. Last week
  22. Today's Deal: Save 80% on Papers, Please!* Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are! *Offer ends Wednesday at 10AM Pacific Time View the full article
  23. After 10,000 years as the Imperium’s final line of defence, the Adeptus Custodes are marching forth from Terra in force, and thanks to a new codex, you’ll be able to lead them in battle with new units, Stratagems, Relics and much more. In the first of our daily previews this week, we’re looking at one of the most requested additions to the arsenal of the Adeptus Custodes – dedicated HQ units! Every member of the Adeptus Custodes is a hero in his own right. Each is a veteran of decades or even centuries of warfare, honed by constant training and the greatest wargear and gene-craft the Imperium has to offer. Each is a warrior, statesman, diplomat, historian, philosopher – a true heir to the lineage of the Emperor. Some, however, go above and beyond even their enhanced brethren and are given the honour of Shield-Captain – commander of a portion of the strength of the Ten Thousand. Above them lies only the Captain-General, perhaps the most prestigious warrior in the entire Imperium. The new Codex: Adeptus Custodes brings the Golden Legion to life as never seen before, delving deep into the military traditions of these renowned warriors and providing rules for them to match. One of the most requested units for the Adeptus Custodes, following their first release, was a dedicated HQ unit for the army – so we decided to give you four. Every upcoming Adeptus Custodes kit has been cunningly designed so you can also use it to build an HQ option armed with the same wargear as his brethren. This means you’ll be able to take Shield-Captains in inviolate Allarus Terminator armour or mount them on fast-moving Dawneagle jetbikes. However you choose to equip him, the Shield-Captain has a very impressive statline: Strong WS and BS mean these storied champions are unlikely to miss, while Toughness 5 along with 6 Wounds makes them very hard to kill – especially when you factor in their excellent saves. Offensively, you’ll be able to choose from a wide array of wargear, from the classic guardian spear to the new castellan axe, a huge weapon that trades the AP of its predecessor for bonus Strength and idea for cleaving heretics in half. As for the Shield-Captain on Dawneagle jetbike, we’ll be taking a closer look at what these ancient war machines can do later in the week. Trajann Valoris is the Captain-General of the Adeptus Custodes, making him one of the most powerful military figures in the entire Imperium, charged with defending the Sol System, Terra, and the Imperial Palace. First seen in Chris Wraight’s The Emperor’s Legion, this legendary figure is among the most proactive of the Adeptus Custodes, and is responsible for bringing the Golden Legion into a more aggressive role. On the tabletop, Valoris has a statline and set of wargear and abilities to match his reputation, and is among one of the most powerful commanders any Imperium player can field. Valoris has a similar statline to his brethren, but wields a much stronger weapon in the Watcher’s Axe, an artefact that gives him five Strength 10, AP-3 attacks on the charge, dealing D3 damage apiece. This gets even deadlier when you take Valoris’ Legendary Commander ability into account – any friendly Adeptus Custodes within 6″ of Valoris (including himself!) re-roll hit rolls and wound rolls of 1. Valoris is also armed with the Moment Shackle, an unusual relic of Dark Age technology which lends him some extra flexibility during your games. Once per battle, you’ll be able to pick a powerful one-time ability for Valoris, from fighting again at the end of a Fight phase to regaining lost Command Points. Whether you’re looking for a particularly powerful bodyguard for your favourite Imperial character, a deadly assassin-type unit or the leader for your own shield company, Codex: Adeptus Custodes is absolutely packed with options – and we haven’t even looked at Warlord Traits, Stratagems or Relics yet… Come back tomorrow when we’ll look at how the new codex has changed the Custodian Guard, as well as a powerful new ability shared by all of the Adeptus Custodes… The post Adeptus Custodes Preview – Part 1: The Heroes appeared first on Warhammer Community. View the full article
  24. January is usually a pretty gloomy time of year – but with so many awesome reveals and releases from Games Workshop, and giveaways from Forge World, it’s almost as if Christmas never ended! This week’s competition on Forge World is pretty exciting indeed – spend £50 or more and you could win a set of Ta’unar Supremacy Armour, the most powerful battlesuit ever made and the ultimate addition to any T’au collection (or indeed, a very worthy way to start a new one…). Terms and conditions can be read here. As previously, all you need to do to enter is shop – good luck! The post Forge World Competition Month – Week 2: KX139 Ta’unar Supremacy Armour appeared first on Warhammer Community. View the full article
  25. Dropping Dice Does Mega Battles

    Welcome to Dropping Dice, a blog about gaming life and having fun! What to do for a first post? That's pretty challenging... need to set the tone somehow. How about Mega Battles? Whoa boy. The type of everyone loves, but no one can figure out. Ooh wee! What is a Mega Battle? Pretty much, it's a giant-normous game of whatever tabletop wargame you enjoy playing. You take a ton of models, slam them on the table, and are often part of a team of other players doing the same thing against a bunch of opponents. It could also just be 1v1 with two huge armies. Whatever it is, it's going to be huge. "Mega" even. Playing this kind of game is an experience that you should have, at least once in your gaming life. It's truly amazing to see so many models on the table, smashing against each other in huge waves and tides, getting aid from other players or lending your aid to other players. For as great as these games can be, they have a lot of challenges. For one, these games take a long time. Even if everyone is using a force smaller than what they normally would, people tend to go as slow as the slowest player. This means you're going to want to give yourself a lot of time to do this, and everyone involved should be aware of that time. Furthermore, you can actually use a "time limit" in a way that encourages fast and reckless play, but we'll get into that in a bit. You will also need to have a clear concept for the battle. Two big forces smashing against each other is fun, but without a clearly defined concept and goal, there will be problems. The biggest problem I find that occurs during a Mega Battle is the First Turn Advantage. Normally in a tabletop wargame, going first is very useful, but not back-breaking. This is because, while a good start is important, the size of the game gets players to really focus how powerful their lists are going to be, and so both sides are often of similar strength simply because players will have discussed things ahead of time. In a Mega Battle, you are encouraged to bring so much stuff that you will often be bringing some of your most powerful toys. This is a good thing, as this is the setting where you want to have these things! However, gamers being gamers, we will try to maximize their use and effect. What often occurs then is that two forces fighting against each other will often be woefully one-sided in terms of power, and even if they are not, the total damage that one side will do to the other in a single turn can often feel insurmountable for the opposing team. If you fail to deal enough damage to the opposing team on your first turn (even going first), the other team's damage is likely to be completely crippling in return. In other words, in most Mega Battles I've participated in, it feels like the battle is effectively determined after both sides have had Turn 1. For example, recently I played a mega battle against a friend; 40k, 5000 points each. He had a Thunderhawk, which eats up a massive amount of points, but can deal a massive amount of firepower. Despite getting the first turn, and the explosion caused by that model's death, once I destroyed it (turn 1), I had dealt so much damage to him that it was a nearly impossible turn 2 for him, and by the end of turn 3 he had almost nothing left. This, or something very similar to it, has been the case in every single "two sides smash" mega battle that I have ever been a part of. You need to have a way around this. Here are some of my tips: #1 - Have a "Game Master": You need one player who can organize this game and not play in it. Some people love this position, but they are there to make sure everyone else is having a good time, mediate disputes, keep people on track and on time, and make sure everyone is fed and hydrated. Really, having this type of person is so incredibly important, as they really do make the Mega Battle experience so much better for everyone involved! Always thank your Game Master. #2 - Multiple Boards, Interacting With Each Other: Instead of having just one board that you smash against each other on, have multiple different boards, each with a different objective or something that lets the players on that board do something. You can also do the same thing with truly MASSIVE boards. For example, perhaps there's a location that, if you control it, allows your team to start bringing in reinforcements that are normally automatically available. You are able to perform a ritual that allows you to summon forth units that normally you can just summon at any time, or you fire missiles from an orbiting space ship onto a point of the battlefield. #3 - Limit "Battlefield" Effects: You have a model that makes it so that "your opponent" suffers a penalty or "you" gain a bonus? Instead, make this so only you, and not your team, gets the bonus, and only the opponent directly across from you, or things within a regular battlefield size, suffer the penalty. A good example of this was a unit from 40k in 7th that could summon a lightning storm, which would have a 1 in 6 chance of striking each enemy unit. In a normal game, this would be fine, as it might hit 1, 2, or (if you were very lucky) 3 units. However, in a Mega Battle, with there being maybe 60 units on your opponent's team, this would suddenly hit 9, 10, or 11 units - a HUGE amount. It would also hit them even if they were tables away! The only way this kind of thing should be allowed is if there's a requirement that these players need to achieve first (see the first point about interacting tables). #4 - Different Sized Games are Okay: Oftentimes, I see people playing Mega Battles where everyone is bringing the same amount of stuff. Mega battles are actually great places to allow each player to bring and play the size of game they want. This is where having different tables that are removed from each other (or very large boards) can be very helpful! If one team starts becoming smaller than the other, give that team some additional bonuses to make up for the difference, like magical barriers, regenerating units, teleportation powers, or more! #5 - Have a Time Limit: Lastly, you want everything to be moving. Set time limits for people to do things in the game, like taking turns, or deployment. You can use these time limits as some additional "carrot and stick" behaviour patterns. Players can bid time for how long they have to deploy, with the team bidding lowest going first, but anything not deployed not being allowed to start on the board. You can issue time penalties to teams that start going over their turn's time limit, like bonuses for their opponents, or penalties on all their actions for the rest of the turn. You can also issue "time sensitive" objectives, like things that appear during one team's movement phase in a dangerous position, but with a powerful bonus if it is achieved, but with a very brief time frame to do so! Let me end this post with a description of my favourite Mega Battle I've ever been a part of. I was hosting a New Years Mega Battle in my basement about 3 years ago. It was 7th edition 40k. We had six players. One board was a Kill Team battle over an orbiting Battle Barge. Control over the Battle Barge's control room would allow that player to initiate orbital bombardments on the main table. There was a second table with a Vortex Missile Launcher, which could be fired by whomever controlled it onto the main table as well. The main table was 4000 points of Imperial Guard assaulting 2000 points of Eldar, but the Eldar had a massive Shield Generator that would take all the hits from the Guard, and allow the Eldar to fire out of at no cost. Pretty much, the idea was that the main table's Eldar needed to survive long enough to make it a fair fight, but if the Imperials on the other tables could gain control of their objectives quickly, they'd be able to drop down the shields before the Eldar could whittle down the Guard. The shield almost went down turn 1 (Despite having something like 60 hull points and Armour 14, with "Destroyed" results removing d3 additional hull points). Turn 2 it kicked in the middle of the Guard's turn. At that point, the Imperials still had more units than the Eldar, but the Eldar could at least survive. The game ended with the Eldar and Xenos victorious, but only barely! This, to me, is a great example of how different sized games and different objectives and tables can bring things together, with everyone feeling like they were a part of something truly bigger. Have fun, and happy gaming!
  26. It’s an exciting time to be a Warhammer Age of Sigmar player. From the dark revelations of Malign Portents, to two new battletomes in as many months, the year ahead is looking very promising indeed, and there’s no better way to celebrate it all than the Warhammer Age of Sigmar Open Day on the 3rd of March. Open Days at Warhammer World offer all sorts of fun opportunities for Warhammer Fans. Firstly, there are the previews – you’ll be among the first to get up-close and personal with the latest models, battletomes and more. Secondly, there’s the chance to meet the people who make Warhammer Age of Sigmar, from the rules writers to the model designers, and grill them with any burning questions you may have. You’ll also have the chance to explore the exhibition hall (with the price included in your ticket!) and pick up coveted Warhammer World exclusives such as the reprinted Realm of Chaos book and the Stormcast Eternals Errant-Questor. This Warhammer Age of Sigmar Open Day will also see Warhammer World’s first ever Grand Clash. The Grand Clash is the ultimate tactical challenge for Warhammer Underworlds: Shadespire players, pitting them against one another in a series of games, with all manner of prizes to win for the best… What’s more, entry to the Open Day is included in the price of your ticket, meaning that you’ll be able to check out all the latest previews while getting in some games in the process. Tickets for both the Warhammer Age of Sigmar Open Day and the Grand Clash are now on sale – make sure to get yours before they run out! The post The Warhammer Age of Sigmar Open Day: Previews, a Grand Clash, and More appeared first on Warhammer Community. View the full article
  27. Preview the T-47 Airspeeder Unit Expansion for Star Wars: Legion View the full article
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