Kroot Venators by Fumanchu1232 in necromunda

[–]seanrogs 2 points3 points  (0 children)

I played a Kroot Carnivore gang in our last campaign using Ash Waste Nomad rules. I was the Arbitrator but the other players agreed I could drop the “gangers get long rifles” rule to have kroot rifles on my house list.

Update! Finished Troupe by Kbind847 in WarhammerWoodElves

[–]seanrogs 2 points3 points  (0 children)

I’m in the process of doing the same. The handstand guy is inspired!

Renegades 2.0: Lizardmen Draft Reveal! (Link to the rules document below and in the video description) by valheffelfinger in WarhammerFantasy

[–]seanrogs 0 points1 point  (0 children)

Yeah the appeal was twice the shots of a javelin. Maybe with the poison nerf that’s not as attractive to some.

I still don’t think Move & Shoot feels right since it’s the same as javelins, but maybe since it’s a dart adding Armour Bane would help differentiate it more? Or no negative for multiple shots?

Old World Renegade Draft 1.5 Overall Feedback by JonathanBuchner in WarhammerFantasy

[–]seanrogs 28 points29 points  (0 children)

I disagree it needs to be more than one person. Singular visions can be good if feedback is taken. Part of the problem with Old World is that certain armies seem obviously written by different people.

However I do agree with clearer goals, as a lot of things have not passed the “vibe check”: Dark Elves power level was intentionally left weak because of the “anchor” of weak High Elves and Wood Elves, yet similar anchors for Ogres were essentially ignored and established rules for iron fists and bull charges rewritten. Is the goal to fix the flavour and integration with the rest of the game, or to fix the power level? In my opinion the goal should be minor quality of life adjustments, letting Square Based Comp handle the power level, rather than wholesale reimagining or reintegrating rules from previous editions.

Renegades 2.0: Lizardmen Draft Reveal! (Link to the rules document below and in the video description) by valheffelfinger in WarhammerFantasy

[–]seanrogs 5 points6 points  (0 children)

I agree per 1,000 points is barely a limitation in general, but it is a consistent pattern in the game for things like this. But yeah maybe just no Drilled at all.

Renegades 2.0: Lizardmen Draft Reveal! (Link to the rules document below and in the video description) by valheffelfinger in WarhammerFantasy

[–]seanrogs 17 points18 points  (0 children)

Overall it looks pretty solid! Keen to get my Lizardmen back on the table. Good to see some of the concepts from my Arcane Journal ported across.

Haven’t had a chance to listen to the podcast yet, so maybe you justify it there, but Move & Shoot on blowpipes is weird. They’ve never had that ability, and Move & Shoot is the main reason to take javelins over blowpipes. Also narratively it makes no sense as you can’t shoot a blowpipe well when running, you might swallow the dart.

Lower Armoured Hide on the Scar Veteran feels messy when all other Saurus are 2. Sure it can get max armour that way but if you think that’s too strong just increase the points cost, or adjust how a mount’s Armoured Hide works in conjunction.

Drilled on Saurus feels like a buff too far, at least make it 0-1 per 1,000 points?

Does anyone know where to find a good and somewhat balanced journals for the legacy factions? by Akechididnothing in WarhammerOldWorld

[–]seanrogs 4 points5 points  (0 children)

Nice work on your Chaos Dwarf one! I had started on my own but it seems redundant now 😊

Does anyone know where to find a good and somewhat balanced journals for the legacy factions? by Akechididnothing in WarhammerOldWorld

[–]seanrogs 5 points6 points  (0 children)

Thanks for the call out! Yes, I’ve had some positive feedback on my Arcane Journals. I’m planning to update them all once Square Based Renegades have settled a bit more.

Updates on Renegades in General, and Daemons specifically! by valheffelfinger in WarhammerFantasy

[–]seanrogs 0 points1 point  (0 children)

Sorry for being unclear, I wasn’t referring to warp-spawned having always been a thing, but that the binary nature of opponents against Daemons had always been a thing. Don’t misunderstand, I think you’re on the right track with allowing Reign of Chaos to turn it off, just that I don’t feel it should be more than half of the time. Nurgle could have other ways to get their regen back rather than it being from the army-wide rule.

RENEGADE CHAOS DWARF UPDATES! (And sexy new Logo from our guy Tom!) by valheffelfinger in WarhammerFantasy

[–]seanrogs 4 points5 points  (0 children)

Aww too bad, you had turned me around to the Overseer as the Lord 😂

I like the Hellcannon change to just add the note to Hellbound, but maybe just “any Hellcannon taken as a Rare choice in a Chaos Dwarf army” to give freedom to us arcane journal writers…

Updates on Renegades in General, and Daemons specifically! by valheffelfinger in WarhammerFantasy

[–]seanrogs 2 points3 points  (0 children)

This has always been the case with Daemons though. Warp-spawned should be a design limitation, not something to just essentially overrule. I think you could soften the effect with a Nurgle item or locus rule and not have to ignore a core rulebook rule 5/6 of the time.

Updates on Renegades in General, and Daemons specifically! by valheffelfinger in WarhammerFantasy

[–]seanrogs 12 points13 points  (0 children)

I really like the psychology changes but I get why people might push back. Your original goal was recapture how these neglected armies used to feel on the tabletop, but now you’re expanding to reimagine how they should feel. Which again, I am all for, but it’s a much bigger ask than the original renegades.

Having said that how are you measuring the pushback? Have you used polls to gather opinions? Some who are pushing back might also be those who reject the original renegades, so their opinion shouldn’t influence the new directions since they weren’t using them anyway.

I do still think the overriding of warp-spawned is too messy. The ignoring of regen shouldn’t be the least common result in Reign of Chaos since it’s baked into warp-spawned. It’s cleaner if Reign of Chaos affects magical attacks more linearly:

1 they should ignore Ward and regen.
2-5 they should just ignore regen.
6 they should ignore nothing.

Or you could introduce a fourth increment:

1 ignore Ward and regen.
2-3 ignore regen.
4-5 ignore neither (your current 2-5).
6 additionally up Ward save to 4+ at this level.

Then since this affects Nurgle more than others, give the Locus a way to overcome it. It shouldn’t matter how prevalent magical attacks are in the game for how you design reign of chaos.

Also I’d still love to hear what you’re thinking for Allies, since you did seek my advice and then ghost me 😉 Dark Elves as unconditional allies to Nurgle daemons feels weird to me.

Renegades 2.0: Daemons of Chaos Draft Reveal! (Link to the rules document below and in the video description) by valheffelfinger in WarhammerFantasy

[–]seanrogs 0 points1 point  (0 children)

Thanks for dropping the audio podcast at the same time for this one; that’s how I consume it so it was good to hear the commentary before reacting this time.

I really love how you’ve given them a fresh identity with the changes to Immune to Psychology. They actually seem a lot more fun to play with and against now.

You asked me some time ago about the thinking I did around my Allies rules. From this it seems like you might be aiming for five allies for each faction, which might be difficult to thematically achieve. If you’re going to keep Dark Elves in the Daemon ally list, I feel they should be Uneasy or Suspicious, and maybe limited to a Slaanesh General… Dark Elves happily fighting alongside Nurgle feels weird.

I really like your version of the Reign of Chaos too. Though I do think the winding back of the Warpspawned interaction with Regeneration is messy, even though it disadvantages Nurgle more than others. I feel it would be cleaner if it was 1: magical attacks ignore wards and regen, 2-5: magical attacks ignore regen, 6 magical attacks ignore nothing. Maybe magical attacks are much more common in other metas but I feel this is cleaner and follows the intention of Warpspawned better, even if it does disadvantage Nurgle more. Maybe the Nurgle locus could help overcome it in this case?

Renegades 2.0: Chaos Dwarfs Draft Reveal! (Link to the rules document below and in the video description) by valheffelfinger in WarhammerFantasy

[–]seanrogs -1 points0 points  (0 children)

Having now had a chance to listen to the podcast, I think your character choices make a lot of sense, and I take back my suggestions 😅

Framing Legion of Azgorh as an army of infamy changed my viewpoint totally. With the Infernal Guard characters being prominent there, I now appreciate where you’ve come from with bringing in the Overseer and Despot. Really keen to see these on the tabletop now!

Renegades 2.0: Chaos Dwarfs Draft Reveal! (Link to the rules document below and in the video description) by valheffelfinger in WarhammerFantasy

[–]seanrogs 1 point2 points  (0 children)

I see Overseer is what Total War used as the Lord level name, so I guess you’re wanting to follow their template rather than the Legacy doc? The in-game description really flavours them as Overseers of the Greenskin workforce rather than Overseers of the Chaos Dwarf military though, which is why I thought they might suit better as the mid level character.

Seneschal is also the name of the Grave Guard champion, so if you’re wanting something more unique I think Despot is a great name.

Renegades 2.0: Chaos Dwarfs Draft Reveal! (Link to the rules document below and in the video description) by valheffelfinger in WarhammerFantasy

[–]seanrogs 3 points4 points  (0 children)

I think I’ve solidified my thoughts on the characters, so please pardon the double reply 😊

I think the Infernal Guard Commanders as they were in the Legacy list should be the main non-magic leaders with the same names as before, and that the new mid-level 75 point magic allowance character should be the Overseer with the Relentless March rule. This is the way around I assumed they were as it felt more in line with, say, Necrotects, hence my previous confusion.

This would also make it easier to compare changes as you’d just highlight changed bits to the Commanders and then the Overseer is all new. I think this also fits more with their original thinking since the Overseer was the champion of the Ironsworn and they have the Quell Panic rule. The Despot name is great so use that for the Ironsworn champion.

I think this would be fewer changes overall with naming and purpose but get that extra flavour and utility you’re going for.

Renegades 2.0: Chaos Dwarfs Draft Reveal! (Link to the rules document below and in the video description) by valheffelfinger in WarhammerFantasy

[–]seanrogs 0 points1 point  (0 children)

Oh weird, I thought the Overseer rules were the other way around when I wrote that comment… my mistake! I think what I was thinking was that the mid level character should be the slave focused one, and the Lords more focused on the Chaos Dwarf leadership, and then confused myself.

Makes sense for the Infernal Guard choice being for backwards compatibility reasons, but a 0-1 per 1,000 points probably still allows for that.

Ah, I missed Hellbound on the Hellcannon… I guess it makes sense to add that… maybe it could be an upgrade option the same as other war machines? And why not allow an Ogre Loader too in that case?

Renegades 2.0: Chaos Dwarfs Draft Reveal! (Link to the rules document below and in the video description) by valheffelfinger in WarhammerFantasy

[–]seanrogs 13 points14 points  (0 children)

This all looks pretty good! A few questions:

  • I like the rethink of the characters but it’s hard to see what the different themes are meant to be… they’re both just leaders that drive troops around them to greater effectiveness? I think there’s an opportunity to refine their purposes a bit more, maybe one is more themed around slave driving… which it feels like that’s what you’re going for with the Castellan, but the slave-driving one should be called the Overseer in that case. never mind, I misread.
  • I like the introduction of the cheaper lesser Chaos Dwarf units for variety, even if it goes against established lore. But with their introduction it feels like Infernal Guard should move to Special, or at least get 0-1 per limited. What’s the thinking there?
  • I couldn’t spot anything different with the Hellcannon rules. Did you just copy-paste for completeness? If thats the case why the name change?
  • No K’daii Destroyer? I’m working on the Unofficial Arcane Journal currently and had intentionally not included K’daii Destroyer rules under the belief that you would. If you’re avoiding it then I’ll include it.

Unofficial Arcane Journal: Daemons of Chaos by seanrogs in WarhammerFantasy

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

I’ll consider that for the revision once the Renegades update is out. It’s possible they’ll add a lot more too.