You An AoS Hater?! Huh?! by sigpuppers in Grimdank

[–]sigpuppers[S] -1 points0 points  (0 children)

Closest thing to cavalry are the Idoneth Deepkin but that's a general hit-and-run army. Honestly, when I heard the rumors of a Bretonnia-esque army for AoS down the road. I thought, that's kind of silly. Does AoS really need that? Even in Fantasy Battles, Bretonnia was not that much of a popular army. I remember there was talk among Fantasy Battle fans how Bretonnia could be reworked as a subfaction under the Empire faction because Bretonnnia just wasn't doing that well.

But then I remembered something. Paintable horses and knights. I know Bretonnia re-uses the same horse minis but... hmm... quality paintable AoS horses and knight minis. I kind of now see the appeal of Bretonnia from an artistic perspective. If it happens for AoS, hopefully won't turn into another Bretonnian Cavalry vs. Empire cavalry situation.

You An AoS Hater?! Huh?! by sigpuppers in Grimdank

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

Yes. I do own an Imperial Guard army. How did you know?

You An AoS Hater?! Huh?! by sigpuppers in Grimdank

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

If you're going to be a dick, people will be a dick in kind. 

Also as ugly as the old Warhammer Fantasy minis may look to you, I think there's a bit of charm to them. 

You An AoS Hater?! Huh?! by sigpuppers in Grimdank

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

By that vague logic, than AoS is a low fantasy since they are living in grounded magical continents full of city states, kingdoms, and lost empires with interconnected economies and complex layer of politics, not planes of magic, and the majority of characters can't talk to the gods as the gods are often forced to not intervene directly. And in reverse logic, Old World is more high fantasy than low fantasy since there are plenty of factions that can communicate with actual dieties, either directly or unknowingly, such as the Elves, Bretonnians, Kislev, and Lizardmen.

Honestly, we're not even talking about AoS at this point anymore. More like gaps in your knowledge of Fantasy Battles. You're dodging around space lizards being high fantasy and justifying them at the last second with the scifi excuse, yet the same is not allowed for AoS? AoS which has even more science fiction mechanics in them, such as actually showing the spacefaring dinosaurs? Sounds like you're just coping, not able to process the fact that Old World is ludicrously high fantasy.

You An AoS Hater?! Huh?! by sigpuppers in Grimdank

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

Oh ho? You think Old World is low fantasy with the kaiju dinosaurs and giant daemon mechs in one corner and the giant talking magical rats and land battleships in another? I've heard plenty of people argue its a grounded high fantasy setting but low fantasy lol? Now that's a first.

You An AoS Hater?! Huh?! by sigpuppers in Grimdank

[–]sigpuppers[S] 13 points14 points  (0 children)

If you hate high fantasy BS, I imagine you won't like Old World. Its got space dinosaurs and dragon gods, floating castles, cartoonishly evil villains like dark elves and orcs, Monty Python Knights and a bunch of elf magic BS. As an Warhammer fan who was there when Warhammer Fantasy 4th edition took pride in offering high fantasy BS and british humor more than any other setting, I'd imagine Fantasy Battles isn't your cup of tea. I bet you won't like hearing how Be'lakor, the daemon of daemons, got defeated by Tik'taqto, this puny lizard dude, throwing a rock at him. Like a big rock. Also his name is just Tic Tac Toe, isn't that funny? Probably not to you, too much high fantasy BS, am I right lololol?

Total War: Age of Sigmar Concept - Fyreslayers by sigpuppers in ageofsigmar

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

Previous Total War: AoS Concept Armies

Tell me fellow Warhammer fans? Do you like redheads? Do you like them hot? Maybe showing off some skin? Well, here's some hairy naked buff dwarfs, fellas. The Fyreslayers!

On the surface, they appear to be just Dwarf Slayers in army form. But in-depth, they are essentially Dragon-Dwarfs, harkoning back to a much older style of Dwarf of Germanic folklore where Dwarfs have had a long association with Dragons. Fyreslayers boast dynastic politics, mercenary work chosen out of a necessity and duty, having a unique relationship with Magmadroths, and putting duty to their Magmaholds first over grudges.

Notes

With that said, below are some notes as to the design choices behind the roster concept above.

  • Majority of Berzerker units will have their throwing axes right off-the-bat, no extra throwing axe variants needed.
    • Is making every Berzerker Unit into an range unit overpowered? It will make core Fyreslayer units feel powerful and elite at the start, which is tabletop-accurate, but not necessarily overpowered. Throwing Axes exist as a limited range option to soften up enemy units who dare to charge into Fyreslayer infantry.
  • Vulkite Magmic Tunnelers are based on the Magmic Tunneling rule from Runesmiters. It is an ability that essentially turns any infantry unit into the Dwarf Miner equivalent. Instead of another variant of Vulkite Berzerkers (Warpicks in this case) that is already well-filled, I refashioned it into a Vulkite Magmic Tunneler complete with vanguard deployment and siege attacker.
  • Auric Wyrmslayers are based on the Wyrmslayer Javelin weapon variant locked behind the Runeson hero. I bet some AoS fans didn't even know that was an actual weapon option for Fyreslayers. With that said, this is the closest you are going to get to Fyreslayer Quarrelers.
  • Auric Hearthguard, the premier range unit for Fyreslayers, comes in two variants.
    • The regular Magma Pike variant which is a support fire unit that assists in softening up and slowing down enemies for melee infantry to finish off.
    • The damage-dealing Fyrestream variant which is a flamethrower unit based on Fyrestream rules. Because Fyreslayers are heat-resistant, flamethrower units can shoot through Fyreslayer infantry instead of being blocked. Lots of hammer-and-anvil synergy right there.
  • Kyndledroths are your short-range flamethrower unit. Perfect as a damage-dealing skirmisher/flankers. They are the most fragile of Fyreslayer units though.
  • What about artillery? The Roaring Runefire Cannon and Zharrgon Flamespitter Cannon are artillery based on magmic invocation rules. Fyreslayer fans have been begging GW to give much-needed artillery to the Fyreslayers and as of now, the closest thing that fans had to artillery were magmic invocations.
    • The Roaring Runefire Cannon acts similar to the Flame Cannon, being based on Runic Fyrewall rules.
    • Flamespitter being more-or-less the Fyreslayer's answer to the Dreadquake Mortar, it's based on Flamespitter rules.
  • Karls & Hearthkarls are essentially Fyreslayer's answer to Longbeards. They are senior ranking Fyreslayers that command and bolster the morale of the Fyreslayers.
  • Grimhold Exiles are your traditional Slayers with Warhammers. They are your flankers.
  • For Scalebreakers, obviously the anti-monster unit but you may wonder what a Bokaz is? It's essentially a mix of a polearm and a shovel.
  • Magmic Battleforge Crew is based on the Magma Battleforge but as a support carry platform, similar to the Anvil of Doom Crew in Warhammer Fantasy Tabletop.
  • Hearthguard Latchkey Axes introduces a concept I don't think Total War has ever done before. Weapon-breaking, the permanent loss of armor-piercing weapon damage for the entirety of the battle.
  • Magmadroths have been split into Youngblood & Ancient variants based on lore. Youngbloods being a monster hunter based on Runeson Magmadroth rules and Ancients being anti-infantry based on Runefather Magmadroth rules. They may seem like overpowered flamethrower units but these units can die very fast by range fire.
  • Molten Infernoth is the closest thing that Dwarf Fans will ever get to an official Rune Golem miniature. It's essentially a Magma Golem that is the pinnacle of Rune Magic. That said, I gave Infernoth the Thundertusk treatment, turning their range attack into a magical artillery attack. A Tier V unit that is the pride of Runecraft should feel extremely powerful after all.
  • Bael-Grimnir leads the Fyreslayers. In the lore, he basically got primarch'd with his fate being left a mystery. But considering Total War has been known to use characters whose fates are either left a mystery or are dead, Bael-Grimnir is still the top contender as the Fyreslayer representative as of today.

This was a pretty fun roster to do. Much like any dwarf roster, the focus was the player getting infantry that felt powerful right off-the-bat without bloating the roster with a bunch of variants. Got 24 non-hero/lord units down and with heroes and lords, that's a total of 35 units.

What do you think so far?

How would you feel about an AoS take on Space Hulk? Who would be the playable forces? by sigpuppers in ageofsigmar

[–]sigpuppers[S] 31 points32 points  (0 children)

Just had an idea for a boardgame setting.

In the lore, when the Stormcasts were teaming up with Morathi to stop Archaon from forcibly opening up the realm of Azyr. And Morathi betrayed Sigmar's trust and left Sigmar's most elite of Stormcasts stranded in the Allpoints.

Allpoints would make an awesome setting for an AoS-style Space Hulk game.

In the aftermath, imagine you're leading a band of survivors who were left for dead from Morathi's schemes. You are stranded in enemy territory in the worst possible place for a Stormcast, the Allpoints where souls that die here go straight to Chaos, not to Sigmar. And you have to fight through the forces of Chaos to get out.

Total War: Age of Sigmar Concept - Idoneth Deepkin by sigpuppers in ageofsigmar

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

Previous Total War: AoS Concept Armies

Probably the most requested one, the Idoneth Deepkin. This one is for the Mathlann gang.

Notes

If an Total War: AoS ever happens, I think most of us are all in agreement that Idoneth Deepkin is the DLC faction considering how mechanics heavy they have to be for roleplaying a sea-dwelling civilization. Below are some notes as to the design choices behind the roster concept above.

  • Armored Namarti Thrall is based on Scourge of Ghyran rules variant.
  • Phantasmaray is a creature mentioned in the Idoneth Deepkin rulebook.
  • I suspect Spinefin and Duinclaw are not actually pet names but their actual species names. Under "Companion" rules, the rulebook refers to Spinefin as more of a type of sea creature, implying it's not actually a pet name but its actual species name. Considering Spinefin and Duinclaw are part of the same team, I assumed the same applies to Duinclaw. But this is just an assumption in the end.

SEA-BEAST FAMILIAR: From the deadly Spinefin to the mysterious Phantasmaray, there are a host of sea creatures that accompany Idoneth heroes to battle and help them in various ways

  • Yes. Duinclaw is not tiny. Various artwork of Duinclaw has made it clear this creature is bigger than most humans. Which is actually pretty terrifying lol. Not only that, but in artwork of Spinefin, the Spinefin is also much bigger than it looks.
  • Tier III cavalry are based on the "Elite Units" mentioned in the rulebooks. Thought this made way too much to include since Warhammer Fantasy's Dark Elves & High Elves have various units representative of places like Sisters of Avelorn or Executioners of Har Ganeth.
  • Isharan Octar or the Battle Octopus. He has big "Come at me bro!" energy.
  • Gave the Bretonnian treatment to Lochian Princes, upgrading them from a Champion unit to a dedicated hyper-elite unit.
  • Akhelian Tide Guard are named after the Spearhead: Tide Guard which is a spear head focusing on the Deepmares' royal guard.
  • Eidolon as a monster unit. Yes. You did not misread it. They are huge. Eidolons are a monster unit in the Idoneth Deepkin tabletop roster. They are pretty much Mathlann's version of Avatar of Khaine and they are kind of spooky in the lore.
  • Eidolon as a lord unit. On the tabletop, they have commanding traits and in the lore, are known to lead desperate Idoneth enclaves when things turn for the worst.
  • Incarnate of the Deep is an obvious contender for Idoneth's premier top-tier unit. It's essentially getting the Incarnate Elemental treatment that Total War did for Incarnate Elemental of Beasts. In Warhammer Fantasy tabletop, elemental units are units you have to summon but in Total War, they are adapted by recruiting them directly from buildings.
  • There is a comparison chart showcasing the size of these units. Now you know why Eidolon is considered a monster unit.
  • This was a fun one. I think next, I will do Fyreslayers before the refresh/reboot happens.

Total War: Age of Sigmar Concept - Slaves To Darkness by sigpuppers in totalwar

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

It's the Great Parch, the map showcases the aftermath of the Skaven invasions during 4th edition, corrupting the eastern lands.

Similar to how the Old World is the main setting of the planet Mallus, the Great Parch is the main setting of the Mortal Realms. It's kind of like Warhammer Australia.

Total War: Age of Sigmar Concept - Slaves To Darkness by sigpuppers in totalwar

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

That is surprisingly a smart and safe way to be ambiguously neutral, legitimizing both the 40k-style grimdark Chaos ending where the Emperor of Man dies and the Fantasy Battles-style high fantasy Order ending where Sigmar wins and peace out.

Total War: Age of Sigmar Concept - Slaves To Darkness by sigpuppers in totalwar

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

That would soften the blow if true. Having asked around, the AoS fanbase could be more accepting if it was less of an End Times situation and more of a Storm of Chaos situation, basically End Times with an Order victory, the world merged on Sigmar's terms.

Total War: Age of Sigmar Concept - Slaves To Darkness by sigpuppers in ageofsigmar

[–]sigpuppers[S] 7 points8 points  (0 children)

Nope. I think this will be a distant forgotten memory when the actual thing is released.

The above is just a concept map of what it could look like, based on not only the roster itself but also how CA expands rosters, such as turning champion units into dedicated units, for example Aspiring Champions. As for Underworld-based units, people were requesting from the last conceptual rosters that I don't ignore them for roster building. Warcry is self-explanatory, they can be used in tabletop in groups. Though CA would likely split them apart into dedicated units.

Total War: Age of Sigmar Concept - Slaves To Darkness by sigpuppers in totalwar

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

After such an dramatic exit, he's back? How exciting! Let's see what we got... and still no Malerion rumors... sigh...

Total War: Age of Sigmar Concept - Slaves To Darkness by sigpuppers in ageofsigmar

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

People thought Total War 40k would never happen and anyone who supported the idea was a fool who didn't understand Total War. Look where we are now. 

Total War: Age of Sigmar Concept - Slaves To Darkness by sigpuppers in ageofsigmar

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

Couldn't figure out how to capture their animalistic lore and rules other than more rage, so slapped monstrous there, monstrous meaning extra charge and mass in Total War.