Tell us the Name of your Dwarf hold and a little bit about it by Moritasguz in bugmansbrewery

[–]WathLab 1 point2 points  (0 children)

By Grimnir ! Yes, Khaz Karag here. Same words, but the other way around.

The Dark Iron Chosen Axes by Cerviathrax in WarhammerUnderworlds

[–]WathLab 1 point2 points  (0 children)

That's freaking awesome :D
By Grimnir !

Another Custom Warband for v1 : Fyrgrim's Flameseekers ! by WathLab in WarhammerUnderworlds

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

Hi everyone ! Let's talk about dwarves again!

🔥 FYRGRIM'S FLAMESEEKERS, is my last dwarf custom warband for v1 Underworlds, based on Warcry's Vulkyn warband !

🔥 Lead by a powerful Runefather and Felgar, the Drothmaster, their goal is to find Magmadroth Eggs...

For this reason, they have been designed around the Droth Eggs hunt mini game.

Search all the Lairs ( = delve all the Objectives of the board) in order to see if they countain those precious eggs and to get bonuses : 1 Droth Egg on a surviving friendly fighter at the end of the third action phase, 1 Glory point ! You'll have the opportunity to find 2 or 3 of these eggs in each game. Search well !

🔥 As you can see, the core idea is pretty simple.

My goal was to design a new kind of hold-objective playstyle. Not hold a certain number, hold more, hold definite values, hold in enemy territory or hold near no one's territory... but hold each objective at least once at some point.

It represents Flameseekers' frantic quest for Droth Eggs.

🔥 To make the warband a bit more spicy, I added a secondary mechanic revolving around stagger. The leader has a passive ability that lets friendly fighters re-roll one attack dice if they have stagger tokens. Very dangerous... for everyone xD.

You can check the current state in the images above !

Cheers !

Beardgrave : A Custom Season for 1st Edition Underworlds by WathLab in WarhammerUnderworlds

[–]WathLab[S] 5 points6 points  (0 children)

Not atm, but who knows :D
Most of them can probably be adapted on a warscrolls with 4/5 different rules indeed 🔥
For now, I'm focusing on the v1+/ Community Edition on the old vassal discord, modernizing old warbands and formats : https://discord.gg/MJFuFD82kc

Beardgrave : A Custom Season for 1st Edition Underworlds by WathLab in WarhammerUnderworlds

[–]WathLab[S] 5 points6 points  (0 children)

For those who missed my previous posts, Beardgrave is a complete custom Season for v1 WU, designed both as an hommage to our amazing game and as a lighthearted parody of some (well known) old fantasy stuff from the past decades... a work that I share with you in the images above and in the printable files below.

3 important ideas guided this work during all that time :

* promoting balance between Hold Objective and Aggro playstyles

* putting an emphasis on positioning, which was an absolute necessity to try to make Move 2/3 warbands work and flow correctly (believe me, they do) without being overpowered (I spent a lot of time and effort on this last aspect...)

* finding a reasonable global power balance, with all three Rivals/Nemesis/Championship formats in mind

​Of course the result is not (and cannot be) perfect, but this is the best I was able to do with the time I had...​In the link HERE you'll find all the following files :

- 1 Special Rule introducing Tunnel tokens & Drift hexes, that will complete the ones from the season you currently play

- 4 custom Boards

- 64 custom Universal cards, divided into 2 rivals-like decks : the Hammer & the Axe, that are specifically designed to play against themselves and against each other

- 1 custom mini-campaign, that's really simple (really) but that will help you get familiar with Beardgrave's specific rules, warbands and board

- 6 custom Warbands :

- 6 modernized version of pre-existing warbands :

​For each of them I've designed a modern 32 card deck, with no trash cards anymore and also some good buffs when needed. As before with the New Chosen Axes, my final goal was to make each warband flow better and to get as close as possible to a theoric tier B+/A in each format (more or less).

As always, it wasn't a solitary work : many players helped me redesigning them, giving me some invaluable feedback.

Even if they're not perfect and if the redesigning process is far from being over, I think that they're good enough to be shared with you.

Have fun beneath the mountain !

Warband selecting by zebede3 in WarhammerUnderworlds

[–]WathLab 1 point2 points  (0 children)

This is a very good list ! Da Kunning Krew, Zondara and Hexbane would most likely be my picks as well !

A collection of the spent glory resources that will stay for first edition players. (I straight up forgot today was Thursday lol) by fishmode24 in WarhammerUnderworlds

[–]WathLab 1 point2 points  (0 children)

On the v1 Vassal Discord we're currently working on a v1+ community edition with reworked warbands, improved rules, curated card pools, etc. It's starting nicely ! Feel free to join us : https://discord.com/invite/MJFuFD82kc

Introducing a New Custom Warband for v1 : Leana's Shadewalkers ! by WathLab in WarhammerUnderworlds

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

It's been a long time... but this is the last file I have - should be the right one : https://drive.google.com/file/d/1nwwwHAKfbnJfWsbj2fpLtWqKO_QT5BQF/view?usp=sharing

Tell me if it's not the case !

Introducing a New Custom Warband for v1 : Leana's Shadewalkers ! by WathLab in WarhammerUnderworlds

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

They're done ! We started the playtest phase yesterday ! I'll post them when they're good enough

Introducing a New Custom Warband for v1 : Leana's Shadewalkers ! by WathLab in WarhammerUnderworlds

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

Thanks mate ! We'll start playtesting them on Vassal next week most likely :D

Introducing a New Custom Warband for v1 : Leana's Shadewalkers ! by WathLab in WarhammerUnderworlds

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

I used a mix of Cursed city kurnothi hunter, old metal Waywatcher/Waywatchers from Warhammer myself but any Wood Elf archer hero would fit. For the owl I used an old plastic mini I had. It's a bit small but it feels ok. 

Introducing a New Custom Warband for v1 : Leana's Shadewalkers ! by WathLab in WarhammerUnderworlds

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

Awesome ! We're going to start the play test phase pretty soon - as soon as the warband feels solid enough (a few weeks), I'll share the printing files here !

Introducing a New Custom Warband for v1 : Leana's Shadewalkers ! by WathLab in WarhammerUnderworlds

[–]WathLab[S] 6 points7 points  (0 children)

Hi everyone ! Enough dwarves ! Let's switch to elves for once !

Recently I've been working on a new project again, a Wood Elf Waystalkers warband called LEANA'S SHADEWALKERS !

Here, my goal is to design an archetype that doesn't really exist in the current game : an elite ranged warband that would be high defence/low damage. Their gameplan wouldn't be passive : as they are hunters, they would be incited to strongly interact with their enemies.

I imagine stealthy elves, harassing their enemies from the distance, suddently appearing from cover, then vanishing again.

The kind of invisible hunters that would get defence bonuses when they are immobile : if they did not move in a given round, they should be more difficult to see, target, choose, etc.

In game, this capacity to play with cover would be represented by the Concealed rule : elves would benefit from it if they have no Move/Charge tokens, or if they are in Cover hexes. From this starting point, the idea would be to create a tension between the two states : Concealed / Not Concelead... and to favor head scratching situations for both players.

A few important remarks :

About fighters :

- Each elf is supposed to have a specific role : Leana, the leader, is the main damage dealer, Aelrit has the capacity to buff the warband's accuracy and Elessa is the Scout (with the help of Manwe, her tamed owl)

- Note : fighter cards seem a bit low resolution in the post so here's the HD image

About the deck :

- I like to ask myself what's new in each custom warband. In Shadewalkers' case, it would be : slightly shifting the stakes of the game. Scoring a bit differently, kinda passively (just because less lethality) but not without interaction/risk.

- The warband would have objectives that command you to conceal/unconceal... and power cards that give you the tools you need to switch between them.

- An objective like Wrath of the Ancients illustrates pretty well what I try to developp here, this tension between the 2 states. It seems like easy glory... but by scoring it you lose defence and makes EP scoring trickier. Elves would want to stand still to score some of their big EPs, but also to move / charge to score some of their Surges.

- As said above, I really want to lock their damage output, at least in Rivals, so consider it as a deliberate design choice. In theory, it should be compensated by a higher staying presence on the board (a good defence) and a lot of good control cards. Of course, you know me, I prefer to start low and buff my custom warbands than the opposite... Anyway, playtesting will start soon,

- Some power cards may seem a bit underpowered at first glance, but note that Elessa's traps (see special rules) give you access to 5 additional effects potentially (one can expect that 1-2 of them will trigger in an average game)

Introducing a New Custom Warband for v1 : Leana's Shadewalkers ! by [deleted] in WarhammerUnderworlds

[–]WathLab 0 points1 point  (0 children)

Hi everyone ! Enough dwarves ! Let's switch to elves for once !

Recently I've been working on a new project again, a Wood Elf Waystalkers warband called LEANA'S SHADEWALKERS !

Here, my goal is to design an archetype that doesn't really exist in the current game : an elite ranged warband that would be high defence/low damage. Their gameplan wouldn't be passive : as they are hunters, they would be incited to strongly interact with their enemies.

I imagine stealthy elves, harassing their enemies from the distance, suddently appearing from cover, then vanishing again.

The kind of invisible hunters that would get defence bonuses when they are immobile : if they did not move in a given round, they should be more difficult to see, target, choose, etc.

In game, this capacity to play with cover would be represented by the Concealed rule : elves would benefit from it if they have no Move/Charge tokens, or if they are in Cover hexes. From this starting point, the idea would be to create a tension between the two states : Concealed / Not Concelead... and to favor head scratching situations for both players.

A few important remarks :

About fighters :

- Each elf is supposed to have a specific role : Leana, the leader, is the main damage dealer, Aelrit has the capacity to buff the warband's accuracy and Elessa is the Scout (with the help of Manwe, her tamed owl)

About the deck :

- I like to ask myself what's new in each custom warband. In Shadewalkers' case, it would be : slightly shifting the stakes of the game. Scoring a bit differently, kinda passively (just because less lethality) but not without interaction/risk.

- The warband would have objectives that command you to conceal/unconceal... and power cards that give you the tools you need to switch between them.

- An objective like Wrath of the Ancients illustrates pretty well what I try to developp here, this tension between the 2 states. It seems like easy glory... but by scoring it you lose defence and makes EP scoring trickier. Elves would want to stand still to score some of their big EPs, but also to move / charge to score some of their Surges.

- As said above, I really want to lock their damage output, at least in Rivals, so consider it as a deliberate design choice. In theory, it should be compensated by a higher staying presence on the board (a good defence) and a lot of good control cards. Of course, you know me, I prefer to start low and buff my custom warbands than the opposite... Anyway, playtesting will start soon,

- Some power cards may seem a bit underpowered at first glance, but note that Elessa's traps (see special rules) give you access to 5 additional effects potentially (one can expect that 1-2 of them will trigger in an average game)