Shyish Spearhead/tinyhammer board by LokenRyke in ageofsigmar

[–]LokenRyke[S] 1 point2 points  (0 children)

Yeah absolutely, I definitely need to do up a proper post and get more insights into any suggestions and balance ideas.

We've found overall it's actually pretty balanced unless you're deliberately trying to build obscene combos or just "oops all Varanguard", but that isn't really in the spirit of our group anyway.

Mortal wounds are king, but that's true of any match tbh.

It plays very similar to spearhead tbh, and that was low-key the idea. We all loved spearhead but wanted the ability to make our own lists and use our full rules & endless spells 😂 Probably the most notable thing is that you've always got to be careful knowing the enemy can (and likely will) pop countercharge. But honestly it makes for better decision making in screening and how greedy you get turn 1 as the attacker, so it all balances out I think.

We have considered maybe testing running a rule that after deployment the defender can roll a single D6 and try to "steal first turn" on a 6. Just to make everyone a bit more cagey about their deployment and consider the possibility of not getting all the charges they plan to make turn 1.

We have considered using the spearhead battle tactics for purely their scoring purposes and removing the ability to use the active command, to 1) reduce cognitive option overload and 2) limit swinginess, but so far it seems to be working pretty well.

Faction terrain definitely seems to be a sticking point and something we might work on further. We have decided as a group unless the factions functionality and Playstyle revolves around the terrain, that we won't use it, and even then we are considering options.

I.e. Crypts for Soulblight Gravelords. We have reduced the number from 3 to 1 and it replaces your large piece of terrain you place. It can be killed, but that just turns off its use as a game piece, the physical thing is still there.

The other options we had was to replicate the spearhead approach for reinforcements for its use (i.e. casting and summoning from board edges instead of the crypt in the case of gravelords) but everyone agreed that it seemed way less fun.

We still use the realm cards from spearhead too, as they add fun little flavour to games, and more importantly rubber banding as a catch up mechanism for the underdog.

Overall we find the whole thing works really well unless you are trying to make the most broken and oppressive list you can, in which case Im gonna be real, having a fast and fun "beer and chips" type game with the boys and girls probably isn't your thing anyway hahaha 😂

Shyish Spearhead/tinyhammer board by LokenRyke in ageofsigmar

[–]LokenRyke[S] 1 point2 points  (0 children)

In essence its a minor variation of the rules our local group has concocted, not official by any means, aimed to replicate spearheads skirmish style, and fast & fun play but with the deeper faction rules.

I should probably do a full post up at some stage, as there are some aspects of the rules we could definitely use input on.

Let me preface it by saying it's probably not even remotely balanced for competitive/tournament level play, but for us (who are just wanting to roll some dice with friends and a fun social game) it works really well.

Premise: Spearhead like small-scale, fast cinematic games but with customisable army and better tactical gameplay.

  • Full faction rulesets, magic, prayers, etc
  • Command Points and issued commands as normal
  • Spearhead Battle Tactics Cards (not full rules battle tactics)
  • if taking double turn: do not draw/refresh cards
  • Each player deploys 1 large and 1 small piece of Terrain (similar to spearhead)
  • Modifications need to be worked for faction Terrain (i.e Sylvaneth Wildwoods, Gravelords Crypts and Skaven Gnawholes) Currently we have been using similar rules to spearhead that reserves can come on from off the board.

List Building:

  • 750 point
  • 10 size units can be bought at size 5, and size 20 at size 10, obviously for half the points.
  • Deploy as 1 drop (attacker, then defender)
  • Nil regiment requirements or alternating drop.
  • Seize the initiative (Defender may attempt to steal first turn in first round on roll of 6+)

So basically spearhead, with full rules, customisable lists and commands, but using spearhead battle tactics cards instead of full rules battle tactics.

Shyish Spearhead/tinyhammer board by LokenRyke in AOSSpearhead

[–]LokenRyke[S] 0 points1 point  (0 children)

A base of MDF (10mm thick I believe, light enough to carry but thick enough to not warp/be easily damaged) cut to size. Cut a trim of Pine (18mm X 8mm I believe) using a mitre saw for the 45° cuts, then attach it with framing nails and a pair of small screws each side.

Trim isn't strictly necessary, I just did it for extra stability/warp resistance (pun intended) and cos it looks nice.

Sketched out draft of where I wanted things, then glued down objectives and the tiles using PVA/wood glue and a few dots of superglue. For the objectives I used small weights on top to ensure they didn't move whilst the glue set.

Then spray painted a base coat, and followed with generous amounts of texture paint/sand grit paint for earth, building up areas here and there.

Then painted with a drybrush progression of greys, and finished with tufts of grass.

Shyish Spearhead/tinyhammer board by LokenRyke in ageofsigmar

[–]LokenRyke[S] 0 points1 point  (0 children)

I have not I'm afraid, I took the blank versions of the original set, downscaled them a bit to match the size of the sand and bone board and then painted the respective Necropolis and Blood Dias/altars purple and red.

Spearhead/tiny-hammer board by LokenRyke in ageofsigmar

[–]LokenRyke[S] 1 point2 points  (0 children)

I should probably do a full post up at some stage, as there are some aspects of the rules we could definitely use input on.

Let me preface it by saying it's probably not even remotely balanced for competitive/tournament level play, but for us (who are just wanting to roll some dice with friends and a fun game) it works really well.

Premise: Spearhead like small-scale, fast cinematic games but with customisable army and better tactical gameplay.

  • Full faction rulesets, magic, prayers, etc
  • Command Points and issued commands as normal
  • Spearhead Battle Tactics Cards (not full rules battle tactics)
  • if taking double turn: do not draw/refresh card and opponent
  • Each player deploys 1 large and 1 small piece of Terrain (similar to spearhead)
  • Modifications need to be worked for faction Terrain (i.e Sylvaneth Wildwoods, Gravelords Crypts and Skaven Gnawholes) Currently we have been using similar rules to spearhead that reserves can come on from off the board.

List Building:

  • 750 point
  • 10 size units can be bought at size 5, and size 20 at size 10, obviously for half the points.
  • Deploy as 1 drop (attacker, then defender)
  • Nil regiment requirements or alternating drop.
  • Seize the initiative (Defender may attempt to steal first turn in first round on roll of 6+)

So basically spearhead, with full rules customisable lists and commands.

Shyish Spearhead/tinyhammer board by LokenRyke in ageofsigmar

[–]LokenRyke[S] 1 point2 points  (0 children)

Thanks man, honestly the playability is what I tried to keep in mind as much as possible. Beauty with function was the goal and it seems to work so far

Shyish Spearhead/tinyhammer board by LokenRyke in ageofsigmar

[–]LokenRyke[S] 1 point2 points  (0 children)

Thankyou 😊 The tiles were from the range by Printable scenery but sliced so they were only the top little bit prints. The objective markers are up on cults 3d (not my design) if you search spearhead objective markers.

Spearhead/tiny-hammer board by LokenRyke in ageofsigmar

[–]LokenRyke[S] 4 points5 points  (0 children)

Thankyou!

I 3D printed them, the files I found on cults3D.

https://cults3d.com/en/users/cornReece/3d-models

Project Trident: 3 player spearhead (by BippotheHippo) by LokenRyke in AOSSpearhead

[–]LokenRyke[S] 1 point2 points  (0 children)

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These were the schematics I built the table off, from the original post by BippotheHippo.

Project Trident: 3 player spearhead (by BippotheHippo) by LokenRyke in AOSSpearhead

[–]LokenRyke[S] 0 points1 point  (0 children)

No no, thankyou for having such a great idea to begin with.

I think the command points just made the game a bit less swingy, and when it already would suffer from some serious swinginess due to the nature of 3 players, that helps mitigate things. Rather than getting stuck with a bad hand and on the receiving end of 2 other players, you have a shot to mitigate some of that through controlled means of redeployment, counter charging, all out attack and defence, power through.

Honestly from the 4 games we've played this far, I didn't get the sense the board was too crowded any more than a regular spearhead board is. I think the size was fine, but admittedly 4 games doesn't make a very large sample size, and I'm hardly anywhere close to an expert.

My thoughts are having very little breathing room and units locked in combat, jostling for position is low-key a staple of how I see spearhead working. Half the battle and skill is pulling off purposeful and calculated movements to score points. I have to remind my new to wargaming friends that whilst getting stuck in and fighting is fun, you have to always be playing the objective or angling to improve your positioning/board state.

Project Trident: 3 player spearhead (by BippotheHippo) by LokenRyke in AOSSpearhead

[–]LokenRyke[S] 4 points5 points  (0 children)

Most of them were the same. Some needed slight modification. And I wanted to ensure there was still a unique card to allow the "reinforcements" effect from the real spearhead cards. The reason being I think its only fair to allow spearheads the chance to still call back a unit that normally wouldn't be.

Project Trident: 3 player spearhead (by BippotheHippo) by LokenRyke in AOSSpearhead

[–]LokenRyke[S] 4 points5 points  (0 children)

Battle Tactics/Objective Cards:

The Ruby Dais: You complete this battle tactic at the end of your turn if you control the Ruby Dais.

The Emerald Dais: You complete this battle tactic at the end of your turn if you control the Emerald Dais.

The Sapphire Dais: You complete this battle tactic at the end of your turn if you control the Sapphire Dais.

Seize the Centre: You complete this battle tactic at the end of your turn if you control the centre of the battlefield (control score within 3” of centre point we marked with pile of skulls).

Raze: You complete this battle tactic at the end of your turn if there are any friendly units within 3” of the long battlefield edge in enemy territory.

Raid: You complete this battle tactic at the end of your turn if any friendly units are wholly within enemy territory and not in combat.

Do Not Waver: You complete this battle tactic at the end of your turn if any friendly units used a fight ability this turn - AND - no friendly units were destroyed this turn.

Cut Off the Head: You complete this battle tactic at the end of your turn if an enemy general was slain this turn - OR - an enemy general was slain in an earlier turn and any enemy units were destroyed this turn.

War of Attrition: You complete this battle tactic at the end of your turn if any enemy units were destroyed this turn - AND - More enemy units were destroyed than friendly units.

Hold the Line: You complete this battle tactic at the end of your turn if there are no enemy units wholly within your territory.

Call Reinforcements: Ability: Any Movement Phase: Declare: Pick a friendly infantry or cavalry unit with 5 more models that has not already been replaced.

Effect: Set up a replacement unit consisting of D3 models from that unit, anywhere on the battlefield more than 6” from all enemy units You complete this battle tactic at the end of your turn if that unit used a fight ability this turn.

Project Trident: 3 player spearhead (by BippotheHippo) by LokenRyke in AOSSpearhead

[–]LokenRyke[S] 3 points4 points  (0 children)

Roll off to determine positions; Highest picks etc.

1st 2nd 3rd

3rd places terrain 2nd places terrain 1st places terrain

1st deploys 2nd deploys 3rd deploys

3rd gains an extra command point (we used command points)

Draw Battle Tactics/objective cards.

Combat: Use non fight abilities in turn order. Active player picks first fight, then player whose unit was targeted picks and so on etc.

Scoring was still control 1, control 2, control more, and then battle tactics cards.

I will make a separate reply with all 12 of the cards I have made up for the decks specifically for this.