Blog de WarGods_Fr dédié à la gamme de jeu WarGods (Ægyptus dans un premier temps puis Olympus et Hyperborea dans un second) crée par Crocodile Games. Ce blog a pour but de présenter la plupart des sujets de discussion de WarGods_Fr sous forme d'article, les gens peuvent commenter en répondant directement sur le Y!G.
Le Grand Blup propose aussi un forum communautaire ici même (dont vous pouvez suivre le flux RSS ci-dessous).
mercredi 29 juin 2011
Crocodile Games - WarGods of Aegyptus Book - Club Special
Une offre spéciale pour les clubs. 9 livres de règles pour 120$ (aprox. 85€). Même pas 10€ le livre si ça c'est pas une superbe offre.
lundi 27 juin 2011
Nouvelle troupe Basti ?
[Posté par Julien]
Bonjour à tous
J'ai essayé sporadiquement de jouer une armée full Basti, et je me suis rendu compte que ça ne tenait pas trop la route. Question nouveautés, le croco est au point mort (enfin là on peut dire que c'est carrément un sac à main maintenant), alors je me suis dit pourquoi pas essayer de créer ma propre unité d'Asars de Bubastis sur le même modèle que la garde des nécropoles ou des faucons de guerre.
Afin de respecter la philosophie de ce type d'unités, j'aurais voulu avoir votre avis sur l'orientation de cette unité
Si on regarde la garde des nécropoles, elle renforce l'un des trait de l'armée d'anubis qui est la lutte contre les morts vivants.
Si on regarde les faucons de guerre, ce sont des humains avec une discipline améliorée, trait caractéristique des Herus.
Les traits principaux des Bastis sont le manque de discipline, un mouvement élevé et une capacité de tir accrue. Ils se plaisent dans la luxure, sont voleurs et vantards et aiment la richesse
Donc, pour les citoyens de bubastis, je pensais créer la garde du harem. Fluffiquement ça colle trés bien à la culture basti. Par contre au niveau combat, j'aimerais bien leur trouver une petite règle spéciale.
Vous avez des idées , sources d'inspiration etc ?
Merci d'avance.
Julien
Bonjour à tous
J'ai essayé sporadiquement de jouer une armée full Basti, et je me suis rendu compte que ça ne tenait pas trop la route. Question nouveautés, le croco est au point mort (enfin là on peut dire que c'est carrément un sac à main maintenant), alors je me suis dit pourquoi pas essayer de créer ma propre unité d'Asars de Bubastis sur le même modèle que la garde des nécropoles ou des faucons de guerre.
Afin de respecter la philosophie de ce type d'unités, j'aurais voulu avoir votre avis sur l'orientation de cette unité
Si on regarde la garde des nécropoles, elle renforce l'un des trait de l'armée d'anubis qui est la lutte contre les morts vivants.
Si on regarde les faucons de guerre, ce sont des humains avec une discipline améliorée, trait caractéristique des Herus.
Les traits principaux des Bastis sont le manque de discipline, un mouvement élevé et une capacité de tir accrue. Ils se plaisent dans la luxure, sont voleurs et vantards et aiment la richesse
Donc, pour les citoyens de bubastis, je pensais créer la garde du harem. Fluffiquement ça colle trés bien à la culture basti. Par contre au niveau combat, j'aimerais bien leur trouver une petite règle spéciale.
Vous avez des idées , sources d'inspiration etc ?
Merci d'avance.
Julien
Scenario #2 for June 2011, Wanted Alive!
Deuxième scénario du mois. Retrouver un mystérieux étranger sans ce faire manger par les monstres.
Wanted alive! (June Scenario #2) (Scenario written by Joe Gois)
… a form in a hooded cloak turned to the behemoth and ordered in a serpentine voice, "Okeana my dear you have done well thus far, but our journey up from the pits of Tartarus is far from over. Though many of the feeble fleshlings burned at the hands of your minions, one in particular survived. "NOO!" the Overlord barked in a defiant tone, "I watch Unomus drop last on black burn bodies of fire. "Yes, my lovely." The cloaked figure said calmingly, "You did as I asked, but the one we seek was not there. The one we seek was hidden and still hiding. Now, you must go and find me the little prize. Be sure it is still breathing my pretty. I want it alive, I have special plans for it."
Summary
One of the villagers from the previous raid has escaped from the monster's sacrificial fire pit, and is hiding near a cave protected by a hungry monster. The escapee is an important character... a Priest, Spy or Scribe. The forces of Chaos seek to capture the character to use in their upcoming sacrifice, and the forces of Order seek to save the character to help their cause.
Game Set-up
1. 2 caves are placed back to back at the center of the board, each opening facing an opposite short table end. Only 4 other small pieces of scenery are used, such as small trees, rocky outcroppings, or bushes, and these are each placed no closer than 12" to the caves, or any other scenery item. Players alternate placement of these items.
2. Warbands are deployed as normal.
Special Rules:
Hidden in the shadows…
Once a model moves within 5" of a cave and has line of sight into the cave, the player rolls a d10. On a 1-5 a Monster is discovered, see the Lair of the Monster Sub-Plot below. On a 6-10 a Mysterious Stranger Character is discovered, see the chart below. After determining what the the first cave contains, remaining cave has the opposite result: 1-2: Spy 3-4: Asar Priest/Priestess of Amun 5-6: Tethru Scribe 7-8: Priest of Zues 9-10: Priestess of Athena (same stat line as Priestess of Isis)
Get 'em!
Once discovered, the Mysterious Stranger Character is placed at the mouth of the cave facing the short table edge and may be issued a Command Counter by the Order Faction player at the start of the next Turn. Because each side desires to take the Mysterious Stranger Character alive, he cannot be killed. Instead, the Mysterious Stranger Character may be subdued by reducing him to 0 wounds. He must be subdued by a melee attack – missile fire wounds would kill him outright. Once subdued, place the Mysterious Stranger Character prone on his side next to the subduing model, and he may no longer be issued a Command Counter. He will remain prone the rest of the game. A model carrying the subdued Mysterious Stranger Character may not Fast Advance, Charge, fly, or ride in a chariot. Titan Overlords are the exception and may Grab the Mysterious Stranger, allowing them to move as normal (they may never Throw Mysterious Stranger). If the model carrying a Mysterious Stranger Character is killed in melee combat, the Mysterious Stranger Character is immediately transferred to the killer's possession, and placed behind his model. Only Characters, Overlords, and Masters may carry the subdued Mysterious Stranger Character.
Sub-Plot:
Lair of the Monster (to be used as stated above): Once discovered the Monster is placed at the mouth of the cave facing the short table edge and may be issued a Command Counter by both players, or the GM, on the ensuing Command Phase. The monsters unleashed by Pandora's Box have begun to appear, and one has made a home on the battlefield! Use the Lair of the Monster Subplot from the WarGods of Aegyptus rules. Players are encouraged to create their own weird, custom monster using a toy or something from their miniature collection. Take photos and share you little critter with the rest of the forum, by posting it to the "Custom Monsters" folder. Or, if you like one of the Custom Monsters posted there, make one of your own. But be sure to give kudos to the player who created the original one by posting on his thread!
Note: Once discovered the Mysterious Stranger Character is placed at the mouth of the cave facing the short table edge and may be issued a Command Counter by the Order Faction player on the ensuing Command Phase.
Winning the Scenario
The game length is 10 Turns.
Order Victory: The Order player must move the Mysterious Stranger Character off his own table edge, or be in control of the model at the end of Turn 10. It doesn't matter if the Mysterious Stranger Character is subdued or conscious for determining victory.
Chaos Victory: The Chaos player must move the Mysterious Stranger Character off his own table edge or control the model at the end of Turn 10. Draw: If neither of the conditions above are met the game is a draw as both warbands discover the Mysterious Stranger lay dead...
Renown Gains
1. Any warband that shoots at the Mysterious Stranger Character, or model carrying him loses the game, and 3 Renown Points.
2. The winner gains an additional point of Renown. 3. Standard Renown points are also awarded.
Reporting Requirements: Please be sure and include what type of character the Mysterious Stranger Character is.
Libellés :
Campagne Mondiale 2011
Crocodile Games - Message: Scenario #1 for Jun 2011, Ashes of the Dead
Sauver les villageois du bucher. Utilisation des "pions" des starters intéressante.
Ashes of the Dead
Written by Tony Rodgers
Your most trusted Captain hurries to enter your Tent; you can tell by his expression that he carries grave news, "My Lord, your spy has returned and he brings news of the enemy's movements. The Beasts are attacking and destroying all the nearby settlements." "Why do the monsters attack, are they consuming the villagers?"
"No great one, they are burning them alive in large fire pits. Once all of the villagers are destroyed the monsters are collecting their ashes in clay jars and then placing the jars into a large cart."
"Ready the warriors we march for the closest village. We must protect the people of Aegyptus from these foul creatures."
Objectives:
The Chaos faction is attempting to perform a mysterious ritual, which requires the ashes of hundreds of innocents. They have invaded a village and are burning all villagers that they can capture. After all the villagers are dead, the ash from the fire pits is collected and placed into a large Clay Jar. The Jar is then placed into a cart that is full of other Jars. The Chaos players must throw four groups of villages into the Fire Pit and protect the Cart. The Order Warband must rescue the villagers and capture the Cart of Ash before 12 turns.
Game Set-up
1. The village should consist of three small houses (about 4" by 4") placed in the middle of the Chaos Player's long table edge. The Village should be set up within 18" of the center of the Chaos Player's table edge. The Houses should be formed into a closed "C". See Map, buildings are in blue.
2. A Fire Pit is placed 10" in from the center of the Chaos Player's table edge surrounded by the Houses. See Map, Fire Pit is in red.
3. A Corral for the villagers, up to 6" x 6" is placed 8" away from the Fire Pit, outside of the Village. See Map, Corral is in yellow.
4. A Cart is placed 12" away from the Fire Pit, facing away from the Fire Pit, & outside of the village. See Map, Cart is in brown.
5. Take Four groups of four villagers each and place three groups in the Corral and one group in contact with one Chaos Character facing the Fire Pit. This Character must set-up half way between the Corral and Fire Pit. This character is the Chaos Warband's "Executioner". He is the only model allowed to lead villagers to the Fire Pit, and may not move faster than their Base Movement value while leading Villagers. If he is killed or engaged in melee, another "Executioner" is then selected by the Chaos Player. The Chaos Warband may never have more than one "Executioner" at a time.
6. The Chaos Warband may have one unit guarding the wagon or the Corral.
7. All remaining Chaos units and characters must be set-up facing the Fire Pit and within 4" of it. Any of these units begin the game disordered.
8. The Order Warband now deploys within 8" of their long table edge.
Special Rules
1. Villagers may never be attacked. They may only be killed by being thrown into the Fire Pit by the Executioner.
2. Any "Executioner" may take control of a group of 4 villagers by ending his activation in base-to-base contact with the Corral, or a unit of 4 villagers. Models leading villagers may not be targeted by missile attacks unless the model is Colossal. Models leading villagers may never move faster than their base Move Value, regardless of spells/etc. When the Executioner reaches either the Fire Pit or Corral, he does not need to be given a "Pull About" Command Counter to turn around on the following turn – he starts the new turn facing in the correct direction, having collected another group of captives or thrown his current group into flames, whichever is applicable. He knows his routine well, and can perform it without hesitation.
3. The Corral may not be targeted by missile weapons & blocks line of sight to any model other than Colossal models.
4. The Corral may be attacked and destroyed to free the Villagers. The Corral has a Structuring Rating of 5 and 3 wound points.
5. Once the Corral is destroyed any remaining groups of villagers are formed into Mob (they may only form Mob) & facing the direction of the Order Player's choosing. The Order Player may issue command counters to each group of Freed Villagers on the following command phase.
6. Freed Villagers may be given command counters and must head for Order Players table edge. Freed villagers in base to base with a Chaos unit, or character, may not be issued a command counter.
7. Any villagers moved onto the Fire Pit are burned to death immediately.
8. The Fire Pit may be extinguished with Cloudburst, Wind's Howl, and Lord of Storms. The fire in the pit is magical and has an Arcane Rating of 8. The caster must pass an Arcane Test against the Fire Pit. The fire may be started again by any character in base to base contact that passes an Arcane Save.
9. Cart: The cart is a simple wooden wagon pulled by 2 oxen, laden with a heavy load of Clay Jars. They have the same Profile and follow the same rules as a Chariot but with a movement of 4/8, and may not be attacked. Drivers & Passengers may be attacked as normal.
Sub-Plot: Helpful Servants
Hidden within one of the three building is a Helpful Servant that will assist a Order Warband during the rest of the Campaign. Once a character from the Order side enters any of the three buildings, make an Arcane Test against a Arcane Rating of 7. If the test is successful, roll on the Helpful Servant table below. If the test is failed the building contains no Helper and may not be searched again during the game. Each building may be searched only once, but only one of the buildings will have a Helpful Servant. The Helpful Servant may be assigned to any character (but not a Harbinger or Demigod) in the Warband following the game.
Note: If the Order Warband has already played this Scenario, do not use this Subplot again; roll on the Subplot table as normal.
Helpful Servant Table
Roll a d10 and consult this table:
1-2 Bes: May not be attacked and will follow behind the character within 4". The character is granted the use one Defy Fate per game, usable only on his own Tests or Saves.
3-4 Cat Familiar: MOW may channel their spells through the cat and determine Line-of-sight and range from the Cat. The Cat can be targeted and attacked: it has a single wound, no armor, the same Defend Rating as the Sorcerer, and a movement rating of 6".
5-6 Sacred Ibis: Priest with the attached Ibis have a +1 Disc rating if Ibis is within 4". The Ibis can be targeted and attacked: it has a single wound, no armor, the same Defend Rating as the Priest, and a movement rating of 6".
7-8 Baboon Servant: Character gets one extra Attack with an Attack Rating of 3 and DM 1, and enemies attacking the character are -1 to their Attack Rating. The Baboon can be targeted and attacked: it has a single wound, no armor, the same Defend Rating as the Character, and a movement rating of 6".
9-10 Rack of Scrolls: MOW may cast any spell they know once during the game for no spell points.
Note: In future games players must have the appropriate model to gain the benefit of the Helpful Servant discovered above.
Renown Gains
1. Chaos Players gain +3 renown if all villagers are burned, +2 renown if 3 groups of Villages are burned.
2. Chaos Players gain +1 renown if the Order Warband does not control the Cart at the end of the game.
3. Order Players gain +1 renown for each group of villagers saved.
4. Order Players gain +2 renown if the Cart is moved off their table edge.
5. Order player gains +1 renown if in control of cart at the end of game, unless they concede the game.
Winning the Scenario
1. Chaos Player wins the game if three groups of villagers are destroyed.
2. Order player wins the game if two groups of villages are freed and the cart is controlled.
3. Game lasts 13 turns.
Reporting Requirements
1. At the end of the game the player controlling the cart must make an Arc test against the Jars with any surviving character. The Jars have a Arc rating of 6. Please be sure and include if this roll was passed or failed.
2. If the Order Warband finds a Helpful Servant please report what was found.
Libellés :
Campagne Mondiale 2011
Crocodile Games Forum - Stone Colossus
Une superbe peinture de Colosse !!
WarGods Mercenaries
De petite image et nom pour les futurs mercenaires de WarGods. À priori ça vient de tout le monde antédiluvien. Une chinoise, un aztèque, un indien, une grecque. Opinions ?
Jade, The Blind Swordswoman http://www.thewarstore.com/product59402.html
Tezcatli, The Scarlet Jaguar http://www.thewarstore.com/product59403.html
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