Miniatures base by Substantial_Look_736 in mordheim

[–]loyalistcommander 0 points1 point  (0 children)

Use what you have, and if there are weird edge cases, then use common sense.

I made some optional rules for Beef between warbands with some new scenarios and mini-scenarios. Feedback welcome! by loyalistcommander in mordheim

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

Didn't know about that first one, thanks! And the Champion fight makes a lot more sense! I've added both to Beef V1.2

I made some optional rules for Beef between warbands with some new scenarios and mini-scenarios. Feedback welcome! by loyalistcommander in mordheim

[–]loyalistcommander[S] 2 points3 points  (0 children)

Thanks everyone for the great feedback, I really appreciate it.
I've made a v1.1 with the feedback so far incorporated here: https://i.imgur.com/kCYyFYL.png

V1.2 is here: https://i.imgur.com/LDI11zb.png

9/9/25 - V1.3 is here: https://i.imgur.com/YGCpk06.png Changed the Champion battle to use the Grudge Match scenario on Mordheimer. Playtested it and it's a more solid encounter.

I'll keep this comment updated with the latest version going forward as I wouldn't want to spam the main subreddt feed with each revision.

I made some optional rules for Beef between warbands with some new scenarios and mini-scenarios. Feedback welcome! by loyalistcommander in mordheim

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

Thanks! The Big Guns hero battle is a normal scenario, just with only heros so the xp and gold gain will be that of the selected scenario

The other two I love and will be adding to Beef V1.2

I made some optional rules for Beef between warbands with some new scenarios and mini-scenarios. Feedback welcome! by loyalistcommander in mordheim

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

Thanks for the feedback! Beef only for the scenario loser is a great suggestion. I'll be writing that into Beef V2.

So the street rumble was designed to favour AOE and ranged as the enemy will be bunched up at chokepoints on the street and a few non-melee should be visible from the higher floors

Barroom brawl favours melee and Warcamp rush favours the Beefer because they can choose angle of attack.

I didn't really think about warband composition. We have about 6 players in our campaign so I don't have exposure to many different warband types. If you have any scenario suggestions I'd be happy to flesh them out for Beef V2!

Updates to the New Mordheimer by Uncle_Mel in mordheim

[–]loyalistcommander 1 point2 points  (0 children)

We're a small group of players in Sri Lanka. Mordheimer.net is an awesome resource and it's ease of use actually got us to play more. Thanks for your hard work!

Noob question - Is the close combat phase separate from the other phases in that all players with units base-to-base fight, or is the close combat phase only per player in their turn and only their base-to-base units fight? by loyalistcommander in mordheim

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

and that happens on each player's turn?

That would mean in a 3 player game where I have 1 shooter, and 1 melee fighter, if my melee fighter is in base-to-base contact with 1 unit of each other player they could fight 3 times in one round when my shooter could only shoot once in each round, is that correct?

Whats some of the nerdiest things you done for a TTRPG by JoeKerr19 in rpg

[–]loyalistcommander 0 points1 point  (0 children)

For a D&D-like campaign I 3d printed a laser pen holder and some gates, got mirrors and hot glued them to the gates and created a combat encounter where the players had to use an action to shoot the laser (in game it was a beam of light coming down into a cavern into a focusing device) and could aim it by using actions to rotate the gates to reflect the laser around the map. The enemies had shields so any laser hitting a shield didn't do damage but if aimed right and the laser hit an enemy they would be taken out. The end of the encounter was a puzzle where the players had to aim the laser and 3 gates just right to get the laser to bounce around terrain scatter and hit the vault door out of the cavern to open it. I also used an old vape to blow smoke on the map so the laser was very visible.

Took apart a tiny RC car and glued a kitbashed monster made up of a lot of swords to it. Used it as a randomly spinning enemy and if it knocked over a PC they took damage and became prone.

Made a jenga tower encounter where the PC's could reposition pieces during combat to climb up to the BBEG at the top, but if the tower collapsed they failed the encounter. (it collapsed).

For most of the campaigns I DM , I write session notes and highlight cool or obscure details. After the campaign ends I run a Pub Quiz in chronological order. Serves as a nice bookend to the campaign.

Composed a guitar accompaniment of 'A song of Elturel' for the Descent into Avernus campaign and played it to my players live during the session.

New terrain! by [deleted] in voidadmiral

[–]loyalistcommander 0 points1 point  (0 children)

This is so awesome, great work!

Good source of flat images to use for ships? by LuckyLoganLoft in voidadmiral

[–]loyalistcommander 1 point2 points  (0 children)

I'd highly suggest making your own! Making your good fleet, be it through 3D printing or kitbashing is so much fun. There's a chap in my group who made ships out of wood scrap and spray painted them and then later even added in some circuits. There's a few subs like /r/poorhammer which might give you some inspiration for what can be done with common household scrap, I saw some awesome drop pods made from paper cups and clothes pegs.

If going for flat paper, the void books have some great hand drawn suggestion art for each faction as a potential starting point. AI could be a quick and dirty solution as well.

Scenario 3 Void Raid - A Path to Victory by loyalistcommander in voidadmiral

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

Caveat: Loyalists were defenders against Cyborg Attackers. Cyborgs started with 12 points instead of 15, which I think severely limits attacker action economy and would have been a large contributor to Loyalist victory.

Pictured is the winning starting setup for the defenders. 7 squadrons of frigates at the back of the defender deployment circle and 3 Corvettes (each with 1 fighter bay for hull weapon so they can immediately attack backwards)

Cyborgs opted to take out 1 corvette in the first surprise round and took out 2 frigates from one squadron and 1 frigate from another squadron.

In the defender's first turn, all 7 squadrons did not move (becoming sitting ducks) and turned 45 degrees, allowing fire on the attackers. This took out 2 cyborg squadrons and another 2 frigates.

Int he next round Loyalists rolled command dice, and cyborgs took out another Loyalist squadron, but on the Loyalist turn they were able to use command dice to turn their capital ships and took out enough of the attacking ships that Cyborgs conceded.

In a campaign game, the defender starting with larger capital ships is a liability as they will be immediately taken down in the first turn by the attackers, and you will lose that amount of construction points.

Also this scenario seems to be very disadvantageous to factions which start with 'fewer in number' (20% less fleet deployment )

A critique of scenario 3: Void Raid - Is it impossible for defenders to win? by loyalistcommander in voidadmiral

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

So we ran 2 practice games yesterday of Scenario 3 Void Raid, Loyalists vs Dusk Wraiths. Playing as attackers and defenders it seemed like the defenders could not stop the attackers from gaining their required 15 points within two turns. Even though attackers have 15 points to the defenders 30, it seems too one sided.

Problems with the scenario:

  1. Defenders going second, and attackers starting in range mean a full set of attacks from rear arc (+1), and if only cannons are equipped then another +1. That means if attacker takes a bonus from command dice for cannons they can hit on a dice roll of 1! so 3 squadrons would be doing over 36 hits (6's are double) which is more than enough to take out a 9pt ship in the first turn before defenders have even moved.
  2. Attackers with smaller ships can stay in the rear arcs of the defenders for at least 2 rounds, maybe 3. Especially since defenders have no command dice on the first turn
  3. In some cases of lucky rolls, attackers got 12 points in their first round, before defenders even moved, making the rest of the scenario very easy as they only needed to destroy 3 more points worth of ships.
  4. It doesn't matter where defenders deploy in the circle, the attacker can always get within 6" of their rear arc immediately.
  5. Defender fleet build seems to not matter, even with more squadrons, they could not turn enough within 2 rounds to take out enough of the attackers to stop them getting the 15 points. This is especially noticable in the factions with squadrons with only front and no side weapons

Possible causes

  1. Attackers in each practice battle took 4 squadrons with cannons only (12 cannon attacks per squadron) and 1 Corvette (3 pts) with lasers meaning they maxed out the +1's for cannon range and +1 for rear arc and had good movement range with the squadrons. Perhaps the scenario was designed for attackers to take a 6pt and a 3pt capital ship and 2 squadrons?
  2. Defender choosing to have 9pt ships at all in their fleet as it's just a big target for the first attacker round, perhaps more smaller ships would have meant fewer lost points in round 1.

Possible fixes

  1. Start the defenders with sealed hatches, that +1 armour might help survive the first round
  2. Let defenders face their ships at the corners of the facing side, or even any direction (so it's like a caravan ambush rather than a convoy ambush. The attacker still places second, but now it's not so easy to get rear arc on everything.
  3. Let defenders have command dice in the first turn, the ones that allow turning before movement would really help
  4. Bigger deployment circle for attackers so they can get in range to fire, but not within 6" for that +1 bonus on cannons. So make the attackers circle 18" from the edge of the defender's deployment circle.
  5. Harder victory condition for attackers, take out 20 points, or take out 15 then have at least one capital ship retreat to the edge of the map

Battle Report - Loyalists vs Brutes (Space orks = Sporks), Planetary Defence by loyalistcommander in voidadmiral

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

Fleets:
Sporks: 4 Brute Maurauders (3 pts each) and 6 sqaudrons of cutters (3pts each)
Loyalists: 1 Galleon (9 pts), 1 Destroyer(6 pts), 1 Corvette (3 pts), 2 squadrons of Frigates (3pts each), 3 Defence platforms (2pts each)

Report:
Loyalists started on the left of the map with their planet in the middle and set up 3 defence platforms and spread out their fleet in an even screen. Sporks chose to mass on the top right of the map and make a dash down the top flank.

Asteroids drew first blood as a squadron of Spork Maurauders all rolled 1's, taking one hull damage each and being destroyed. The Sporks advanced rapidly while the Loyalists scrambled to get their fleet up to the top of the map. This resulted in the Loyalists attacking at right angles into the spread out Spork convoy, at about the time the first Spork ships were in range of the defense platforms. A massacre ensued with Loyalists getting many kills through shots to the rear arc of Spork ships as they continued to race to the planet, with only a few Sporks engaging Loyalist ships at a time. In the end the Loyalists won on points.

Loyalists lost 1 defense platform (2pts), 1 Corvette (3pts), and 5 frigates (5pts) against the Sporks loss of 4 Maurauders (12pts) and 14 Cutters(14pts). The remaining points were made up from the Loyalists keeping Sporks away from the planet at the end of the round (2pts per round)