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Post by davycannonhound on Oct 17, 2017 23:09:35 GMT
So, I enjoy making things and discussing stuff. So, lets as a community make a custom faction for fun. I’ll gove a theme to use: Hordes Faction - Bug people and bug warbeasts Signature abilitys - Carapace, Compound eyes (no back arc) Warbeast style (as pointed out by various users) - High strength (insects can lift well over their own weight), high natural armor not including carapace (exoskeleton), extremely low HP (squishy insides) I’ll update the post as people discuss ideas.
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boozy
Junior Strategist
Posts: 429
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Post by boozy on Oct 18, 2017 0:45:29 GMT
I've kicked around my own ideas on the mechanics and theme of a limited release faction, though I'll refrain from listing it here at the time.
What strikes me on these forums is the lack of a dedicated homebrew thread. Giant in the Playground has one, as do other gaming forums. For some reason, the PP crowd hasn't embraced it enough to kick around ideas, or test them.
Seems strange to me, considering how much the general and faction forums critique models, rules, and propose solutions. A dedicated slot for homebrew seems to have a market, but no support. It's functionally an independent CID community, and hey, there's always a crowd willing ro try new stuff and play unofficial rules.
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Post by Stormsmith Dropout on Oct 18, 2017 1:50:54 GMT
I've kicked around my own ideas on the mechanics and theme of a limited release faction, though I'll refrain from listing it here at the time. What strikes me on these forums is the lack of a dedicated homebrew thread. Giant in the Playground has one, as do other gaming forums. For some reason, the PP crowd hasn't embraced it enough to kick around ideas, or test them. Seems strange to me, considering how much the general and faction forums critique models, rules, and propose solutions. A dedicated slot for homebrew seems to have a market, but no support. It's functionally an independent CID community, and hey, there's always a crowd willing ro try new stuff and play unofficial rules. Homebrew for model rules will probably not find much of a following from wmh players. The game focuses so much on having uniform rules. That said, I'd love to do some homebrewing for scenarios and campaigns. If we could get a subforum for homebrew, I'd love to talk about stuff like that. As for the thread topic: Giants! A Hordes faction where the warlocks are the giants of IK legend. Since Giants are so rare, they primarily focus on conatruct units and very big warbeasts (several heavy beasts and gargs, no lights or lessers). Gobbers: Revenge of Reinholdt. A new rebel faction of warmachine led by eReinholdt after he barters with the gods to give his people the Gift. Gobbers have lots of anti construct abilities that let them quickly disassemble warjacks. High def, low arm, low dmg is common.
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wishing
Junior Strategist
Posts: 353
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Post by wishing on Oct 18, 2017 12:56:35 GMT
and hey, there's always a crowd willing ro try new stuff and play unofficial rules. I'd say that in the world of WMH, probably not. I don't really play myself, just read the forums, but I read all the time that many people only ever play steamroller scenarios, because they are always practicing for tournaments, and they don't see any point in games that can't be considered tournament practice. It's as if getting practice in for tournaments is like gaining XP as a player. And playing anything else means playing something that they don't get XP for. Why would they want to spend their time on that? Obviously not all players are like this, but I get the impression that many players that have this attitude gravitate towards WM, and the global community is thus influenced by this. So people that write and enjoy homebrew rules for WM do exist, we see them pop up once in a while, but they are few and far between. So it seems to me.
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Post by 36cygnar24guy36 on Oct 18, 2017 13:01:41 GMT
Crab People.. Walk like crabs, talk like people
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Post by copperflame on Oct 18, 2017 13:50:55 GMT
Crab People.. Walk like crabs, talk like people Again... said in JJ's voice... *thumbs up*
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Post by Blargaliscious on Oct 18, 2017 13:59:08 GMT
The idea of talking about a home-brew faction sounds great at first, and we can easily shoot the shit about "I'd like to see this!" but there are some huge problems about trying to actually conjure up rules for a new faction:
1) Miniatures - Warmahordes is a miniatures game, and if we are going to come up with a new faction then we should actually play it. Kinda hard to do without miniatures. One way around this is to re-purpose another game's miniatures. Physically, this is easy to do - you just need to make sure that you can fit it onto a 30, 40, 50, or 120mm base. There are a lot of miniature games out there that have been less than successful that we could get miniatures for cheap on Bartertown. If someone on these forums is stupidly rich they could also fund the production of a new line of miniatures - Iron Wind Metals will be happy to cast them for you.
2) How True to the Miniatures - So, let's say that we agree upon a line of miniatures to use to represent whatever faction we decide to conjure. How true do we stay to the miniatures? Do we stay WYSIWYG or do we stay somewhat close? If we chose a line of miniatures that is particularly popular (like something that is from GW) some people will want to try to stay not only true to the miniature but also true to the background that the miniature came from. This is not really a problem, as long as you have...
3) Agreement - Good luck on getting this. I've tried working on this kind of stuff before on a different game on a different board, and it didn't work too well. If you thought that the diversity of viewpoints that you see in these forums is "interesting" now, you will walk away later hating humanity after working on creating a faction. Trust me, people suck (including myself) and any starry-eyed, new age, utopian crap about people on the internet being able to create what is effectively new art from nothing is, well, crap.
<<< --- >>>
My suggestions - don't try to create a new faction tied to the background of Warmahordes. Privateer Press owns the intellectual property and your end results will either be superseded by canon material or met with a cease and desist letter from a lawyer (rightfully so). If you want to stay completely within the Warmahordes sandbox keep it to scenarios, one-off characters, and other small game. Anything bigger and you are just begging for disappointment.
If you really want to bring a new faction into Warmahordes that can be played, I would suggest adapting one from another game. I would suggest fleshing out as much as possible at home by yourself or with a couple of friends and then posting it for people to CID on the these forums.
But hey, that's just my opinion, I could be wrong. It wouldn't be the first time...
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Post by davycannonhound on Oct 18, 2017 14:24:23 GMT
The idea of talking about a home-brew faction sounds great at first, and we can easily shoot the shit about "I'd like to see this!" but there are some huge problems about trying to actually conjure up rules for a new faction: 1) Miniatures - Warmahordes is a miniatures game, and if we are going to come up with a new faction then we should actually play it. Kinda hard to do without miniatures. One way around this is to re-purpose another game's miniatures. Physically, this is easy to do - you just need to make sure that you can fit it onto a 30, 40, 50, or 120mm base. There are a lot of miniature games out there that have been less than successful that we could get miniatures for cheap on Bartertown. If someone on these forums is stupidly rich they could also fund the production of a new line of miniatures - Iron Wind Metals will be happy to cast them for you. 2) How True to the Miniatures - So, let's say that we agree upon a line of miniatures to use to represent whatever faction we decide to conjure. How true do we stay to the miniatures? Do we stay WYSIWYG or do we stay somewhat close? If we chose a line of miniatures that is particularly popular (like something that is from GW) some people will want to try to stay not only true to the miniature but also true to the background that the miniature came from. This is not really a problem, as long as you have... 3) Agreement - Good luck on getting this. I've tried working on this kind of stuff before on a different game on a different board, and it didn't work too well. If you thought that the diversity of viewpoints that you see in these forums is "interesting" now, you will walk away later hating humanity after working on creating a faction. Trust me, people suck (including myself) and any starry-eyed, new age, utopian crap about people on the internet being able to create what is effectively new art from nothing is, well, crap. <<< --- >>> My suggestions - don't try to create a new faction tied to the background of Warmahordes. Privateer Press owns the intellectual property and your end results will either be superseded by canon material or met with a cease and desist letter from a lawyer (rightfully so). If you want to stay completely within the Warmahordes sandbox keep it to scenarios, one-off characters, and other small game. Anything bigger and you are just begging for disappointment. If you really want to bring a new faction into Warmahordes that can be played, I would suggest adapting one from another game. I would suggest fleshing out as much as possible at home by yourself or with a couple of friends and then posting it for people to CID on the these forums. But hey, that's just my opinion, I could be wrong. It wouldn't be the first time... Who says you have to have models, or even play? This is just kinda for fun. Literally a "hey this could be cool". I hoped to alleviate the agreement problem some by placing some loose guidelines for the faction. Also, I was going to grab the most interesting version of whatever and make it "official". Oh, this was never intended for use. Like ever. I just enjoy making random things, so I thought I'd get the community involved.
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zich
Junior Strategist
Posts: 690
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Post by zich on Oct 18, 2017 15:34:11 GMT
Just to make that clear: Creating and playing with made up rules/models/whatever is not a valid gound for a C&D. Probably not even in the US.
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Post by HubertJFarnsworth on Oct 18, 2017 16:01:21 GMT
So if we're talking Carapace on all warbeasts that means their base ARM has to start pretty low, maybe 17, 18 tops. With that in mind we're talking about basically one of two main architypes for heavies as I see it; melee beaters that want to weather shooting to get alpha strikes and ranged beasts that really don't want to get engaged. Since we can't reasonably let them get above ARM22 against shooting that precludes making them have high melee armor so they're not going to be able to take a charge so well.
Thinking maybe something like this for a base statline?
Big 'ole Bug chassis Bugaboo Heavy Warbeast SPD 5 STR 14 (Bugs can lift way more than their own weight after all) MAT 6 RAT 5 DEF 11 ARM 18
Carapace Compound Eyes
Seem like a decent place to start?
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Post by Stormsmith Dropout on Oct 18, 2017 16:37:01 GMT
So if we're talking Carapace on all warbeasts that means their base ARM has to start pretty low, maybe 17, 18 tops. With that in mind we're talking about basically one of two main architypes for heavies as I see it; melee beaters that want to weather shooting to get alpha strikes and ranged beasts that really don't want to get engaged. Since we can't reasonably let them get above ARM22 against shooting that precludes making them have high melee armor so they're not going to be able to take a charge so well. Thinking maybe something like this for a base statline? Big 'ole Bug chassis Bugaboo Heavy Warbeast SPD 5 STR 14 (Bugs can lift way more than their own weight after all) MAT 6 RAT 5 DEF 11 ARM 18 Carapace Compound Eyes Seem like a decent place to start? Seems like a decent heavy chassis. Maybe they only get 26 boxes, but arm 19 to show they have a durable exoskeleton, but squishy insides? I don't know about the 14 str. They'd have to have fairly low pow weapons to not be crazy
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zich
Junior Strategist
Posts: 690
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Post by zich on Oct 18, 2017 16:59:49 GMT
Just to throw this in here: I'd buy the crap out of an aquatic faction. Not the swamp kind with Gators and Bog Trogs (though the latter come close), but a (deep) sea one with fish people, crusteans, nagas and of course tentacles.
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Post by HubertJFarnsworth on Oct 18, 2017 17:04:40 GMT
So if we're talking Carapace on all warbeasts that means their base ARM has to start pretty low, maybe 17, 18 tops. With that in mind we're talking about basically one of two main architypes for heavies as I see it; melee beaters that want to weather shooting to get alpha strikes and ranged beasts that really don't want to get engaged. Since we can't reasonably let them get above ARM22 against shooting that precludes making them have high melee armor so they're not going to be able to take a charge so well. Thinking maybe something like this for a base statline? Big 'ole Bug chassis Bugaboo Heavy Warbeast SPD 5 STR 14 (Bugs can lift way more than their own weight after all) MAT 6 RAT 5 DEF 11 ARM 18 Carapace Compound Eyes Seem like a decent place to start? Seems like a decent heavy chassis. Maybe they only get 26 boxes, but arm 19 to show they have a durable exoskeleton, but squishy insides? I don't know about the 14 str. They'd have to have fairly low pow weapons to not be crazy I figured the melee bug would probably only be POW 4 or 5 and the shooty one would be like 2 or 3. If we're talking limited faction like Grymkin then they only need a handful anyway. We'd need to decide what sort of buffs are going to be made available of course. High STR would make them good at Throws, maybe the melee one could have Chain Attack: Smash and Grab. I could see going higher ARM low boxes, kinda the opposite of Monstrosities.
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Post by davycannonhound on Oct 18, 2017 20:29:27 GMT
So if we're talking Carapace on all warbeasts that means their base ARM has to start pretty low, maybe 17, 18 tops. With that in mind we're talking about basically one of two main architypes for heavies as I see it; melee beaters that want to weather shooting to get alpha strikes and ranged beasts that really don't want to get engaged. Since we can't reasonably let them get above ARM22 against shooting that precludes making them have high melee armor so they're not going to be able to take a charge so well. Thinking maybe something like this for a base statline? Big 'ole Bug chassis Bugaboo Heavy Warbeast SPD 5 STR 14 (Bugs can lift way more than their own weight after all) MAT 6 RAT 5 DEF 11 ARM 18 Carapace Compound Eyes Seem like a decent place to start? Works for me! One Idea I'd thought of was a warbeast pack of ants. But they can merge with other packs on the battlefield (so you can have an 8 bug warbeast pack).
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Post by HubertJFarnsworth on Oct 18, 2017 20:54:00 GMT
So if the warbeasts are all about high damage/low boxes with good shooting ARM what are the warlock themes going to be? Midline workers or distant, all-knowing queens?
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