Right Gents, Here we are again and this is it, this is an updated post on before.
Rob and i have discussed Mordheim, and we want to perhaps build a map based narrative campaign system, perhaps incorporating elements of Necromunda to it.
We were tired of Knowing how Missions were going to pan out before we even played them, Such as Rescue the Prince, The Dwarves pretty much always lost etc etc. Or Elves would win way to easily.
And the we go on to OP gangs as well. Cough Cough Elves. Though Paul Allisons terrible record might mean we have to stop calling them that.
Whilst Rob visited we Played Necromunda, which has many good qualities to it, Such as a Territories based system and that each model is in itself a character... we quite liked this. So with adopting these two ideas it would mean rewriting how gangs are made and recruited.
We also fancied having different Skills added in and new scenarios, So everyone lets get stuck in.
I am currently doing the Skaven Gang and Witch Hunters Gangs, Mat has asked me to do a Clan Pestilence Option for Skaven, so essentially 2 gangs. Unless someone else wants a Clan Pestilence Option im not going to bother as Mat has currently chosen to not engage with the core group.
So now i would like Volunteers, do we want a sub forum sections for posting new missions, updated gangs, Robs doing the territories section and new skills?
Speaking of new gangs, without a plausible Warhammer Fantasy Universe reason to be there, they can fudge off, So Nothing from the Old World and No Bretonnians and no wood elves. Unless the Dark Elves are looking for a giant dildo to please the head Witch Elf, i want a damned good reason they are there!
And if you even did persuade the whole group that the Lizardmen should be allowed in Mordheim, How do you propose to explain the recruitment process, we'll send a letter and a request a new recruit... i imagine that's about a 6 month turn over time.
Rob and i have discussed Mordheim, and we want to perhaps build a map based narrative campaign system, perhaps incorporating elements of Necromunda to it.
We were tired of Knowing how Missions were going to pan out before we even played them, Such as Rescue the Prince, The Dwarves pretty much always lost etc etc. Or Elves would win way to easily.
And the we go on to OP gangs as well. Cough Cough Elves. Though Paul Allisons terrible record might mean we have to stop calling them that.
Whilst Rob visited we Played Necromunda, which has many good qualities to it, Such as a Territories based system and that each model is in itself a character... we quite liked this. So with adopting these two ideas it would mean rewriting how gangs are made and recruited.
We also fancied having different Skills added in and new scenarios, So everyone lets get stuck in.
I am currently doing the Skaven Gang and Witch Hunters Gangs, Mat has asked me to do a Clan Pestilence Option for Skaven, so essentially 2 gangs. Unless someone else wants a Clan Pestilence Option im not going to bother as Mat has currently chosen to not engage with the core group.
So now i would like Volunteers, do we want a sub forum sections for posting new missions, updated gangs, Robs doing the territories section and new skills?
Speaking of new gangs, without a plausible Warhammer Fantasy Universe reason to be there, they can fudge off, So Nothing from the Old World and No Bretonnians and no wood elves. Unless the Dark Elves are looking for a giant dildo to please the head Witch Elf, i want a damned good reason they are there!
And if you even did persuade the whole group that the Lizardmen should be allowed in Mordheim, How do you propose to explain the recruitment process, we'll send a letter and a request a new recruit... i imagine that's about a 6 month turn over time.