Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Wednesday, April 23

+ inload: Bloodsong goes public +

+ Bloodsong complete + 

+ Free Adeptus Titanicus expansion with rules for Eldar Titans and Ork Gargants +

+ No time to waste? Just need the Google Drive link? +
+ Manifold access, my Princeps: [+noosphericexloadlink embedded+] +

+ Command new forces; engage new enemies! +

+++

+ Changes and updates +

... and now that everyone who just wants the free Bloodsong expansion has blithely closed this noospheric node, those that remain suckling on the datafeed can enjoy the inner secrets of the project.

Way back in 2018, shortly after the release of the new Adeptus Titanicus, I (rather fatefully) wrote:

I'll preface this by saying that these rules are only intended to tide players over until we get some official rules.

Well, seven years have passed, and not so much as a squeak from Games Workshop on any official rules for Eldar and Orks, so since 2023 I've been tinkering away on creating a full print-ready expansion for the game so xenos enthusiasts and those looking for a new Open Play challenge can get involved. 

The result is Bloodsong, which has gone through nine 'alpha' iterations, being playtested and tweaked in a small pool in various back rooms and on the + Death of a Rubricist + Facebook group (thanks for all feedback thus far!). It's now complete to the point that it's ready for more broad distribution, with everything from custom Command Terminals and Weapon Cards to instructions for how to print the 50pp booklet to the right size. Perhaps most importantly, it explains how to use the supplement with the official rules to create all-Eldar or all-Ork forces.

For anyone who's already been using the supplement, this new public version includes the following improvements:

  • Practical additions: 8 Maniple equivalents – 4 each for Eldar and Orks.
  • Extensive improvement and refinement of the Ork section, polishing it to match the Eldar. Clarification of suggested base sizes and conversion ideas for Gargants.
  • Mega Gargant rules clarifications.
  • Useability improvements: a table of contents, 'How to use this book' and development notes throughout.
  • Single page formatting (view it on Acrobat in two-page view with cover page)
  • Terminology tweaks – the Wraithtension table had started to annoy me, so it's now the Wraith Matrix table, which feels a bit more 'Eldar' to me.
+++

+ Find new enemies and allies for your Imperial and Traitor Titans for Open Play Titanicus! +

+ What's next? +

Next, I hope, is for the supplement to get more feedback from other gaming groups, which will help to tweak and adjust the points values to make for more fun and exciting games, and highlight any glaring clangers I've made.

Besides the nuts and bolts of the mechanics, my next priority is improving the look of the layout by adding some artwork and more background material: example Titan/Gargant pictures for the maniple equivalents, nicely styled in-action battle pictures, and some design flourishes to make it as professional as possible – I've been aiming to make it as user-friendly, polished and attractive as I can.

If you can help – either by supplying pictures of your own models, or suggesting artists I can ask, please do let me know in the comments, either here on the blog, or on the Facebook group – or through the Google Drive link:

+++

+ Tell me more! +

Glutton for punishment, eh? Want to know more about the process and past development? By using the [+insphere contentsieve+] at the top right of the page, you can search for Titanicus and read through all the various changes and designer's notes – here's a good start, if you fancy looking at the philosophy and process behind the project [+noosphericinloadlink embedded+].

+++

Tuesday, April 1

+ inload: Eldar Titans and Ork Gargants in Adeptus Titanicus +

+ Bloodsong designer's notes +


+ An inload to put some thoughts in order on the next stages of the Bloodsong supplement, which introduces Eldar and Orks to Adeptus Titanicus and Legions Imperialis – and a request for any playtesting feedback to be popped up on the Facebook group [+noosphericexloadlink embedded+]. +


Eldar/Ork rules for Epic-scale games are the thing most likely to make datascribes join the +Death of a Rubricist+ Facebook group, so I wanted to give a bit of an update, outline the process for the supplement – and hopefully garner some feedback and (best of all) playtesting notes.

Why's this? Well, with the best will in the world, it's never the best idea for the writer to be the one testing things – I might know what I mean by phrasing things a certain way, but that's useless if it's not clear to anyone else. Likewise testing in isolation can result in swingy and non-representative results – so more reports from the wider community are essential to helping this progress and becoming more refined.

If you're able to contribute constructive criticism, please do! There's a 'Xenos AT rules' chat up on the Facebook group [viz-ref link above], which has already been very useful in helping tweak things – thanks to Sean, Rowan, Chris, Thomas and Paul, who've provided some invaluable feedback.

+++

+ State of play +

The Bloodsong supplement has been ticking over since 2023 – you can follow the development from this initial inload [+noosphericinloadlink embedded+]. It contains rules for Eldar Titan Clans (Aeldari warhost) and Ork Gargant Bigmobs in Adeptus Titanicus., as well as a workable but incomplete Ork list for Legions Imperialis.

The current version is available from the Facebook group here:


If you're inloading this from the future, then please check the version number to make sure you've got the latest revision. If you've come across a hard copy, the version number is printed on page 1 for clarity – and you'll also spot the version number on the weapon cards and terminals, too, to make sure you're playing with the most up-to-date material.

+++

+ Where are we? +

I'm going to focus more on the Titanicus side of things for the moment – while I enjoy Legions Imperialis, there's less interest in that side of the supplement. I therefore plan to hive off the LI ork list (and any future Eldar one) into a separate document, so Bloodsong v1.0 will be an AT-only supplement – and one, I hope, that's fully ready to use.

+ Shade and Spectre-type Phantoms – I've tried to cleave closely to established background, and the use of the very old terms here is to make things more hobbyist-friendly. +

The fundamentals of the two lists, Aeldari Warhost and Ork Gargant Bigmob, are in place. There are rules for creating your Battlegroup equivalents, and terminals and weapons for the following:
  • Eldar Phantom Spectre Titan
  • Eldar Phantom Shade Titan
  • Eldar Warlock Titan
  • Eldar Revenant Titan
... and for the orks:
  • Ork Gargant
  • Ork Great Gargant
  • Ork Mega Gargant
For the moment, I'm sticking to developing these basics. Mekboy Gargants, Stompas, Eldar Knights etc. are potential future additions, but I want to get the core forces pinned down for each before expanding further. 

We've now got a fairly decent playtesting pool complete for the Eldar, and I'm happier with how they're working – but every battle throws up new ideas, so always open to further tweaking. 

My gut feeling at the moment is that the ork weapons need a bit of reining in, but I'd like some playtesting results before tweaking them. I want to avoid the old trope of ork weapons, where in addition to being unreliable, they're also just straight worse than the Imperial equivalents – they should instead be more subject to variance (i.e. a bit more swingy than the Imperial guns – better when you have good luck, but worse when you don't!)

+++

+ What's next? +

The immediate next stage is to looking at creating a handful of Maniple and Legio equivalents, and a dozen or so Strategems for both Orks and Eldar, so you should end up with a modest amount of variety that allows you to lean into particular thematic gaming styles, and expand things beyond Open Play to Matched Play and Narrative Play styles.

+ The basis for a potential Conclave (Maniple) – a Phantom and two Revenants. +

+++

+ How can I help? +

You generous soul! As noted above, the most valuable contribution is feedback based on playtesting – while I'm happy to listen to theory and discuss things, nothing comes close to just trying things out and sharing them. 

Secondly, if you've got (or know of) any cool painted models of Gargants or Eldar Titans, please do show 'em off; I'd love to include some nice pictures to give the supplement a bit of polish. All images will, of course, be fully credited in the style of your choice.




Monday, June 3

+ inload: Testing out the ork rules for Legions Imperialis +

+ Trash da burg! +

+ Not the most aesthetically appealing inload today, but since it's the first modelling I've done in a while, I thought I'd pop up some pict-captures of the progress of my Epic orks – currently grisaille as well as grizzly. +

+ Noosphericexloadlinks for these models can be found in an earlier inload [+noosphericinloadlink embedded+], if you're interested in picking some up. I'm pleased to report that my fears that they were too big to fit the bases was largely unfounded, as you'll see here. +

+ Planning the stands I wanted to build took a little double-checking. The new model sizes of Legions Imperialis (LI) are considerably larger than old Epic scale, and so its becoming common for people to 'stretch' specialists (like Terminators) by having four models to the base. I prefer to have five models to a base where possible, but try to balance that against bases looking over-crowded. +

+ Here, the worst offenders were the Mega nobz. Absolutely no chance in hell of getting three of those on a base and looking decent (and bear in mind I'm using 2p pieces, which are flat sided and so have a little more play than the official bases), so I took cues from the Solar Auxilia ogryns and based them 2 to a base, as you can see above. +

+ You'll also note that the base in the middle has one mega nob, a banna wava and a painboy – this is the warlord stand. The Nobz and specialists aren't quite as massive as the Meganobz, but still looked over-crowded in fives. I therefore opted to have three to a base – which has the pleasing knock-on advantage of making them more clearly distinguishable for the other player; very important at tabletop distance. +

+ One of the reasons that I err towards five for a base is that things start look a bit thin on the ground, and for orks a massed rabble is really key. I have plans to come back to add some gretchin servants/runners/ammo carriers to the Nobz and Meganobz, but will do this on an individual base basis. +

+++

+ Da boyz +

+ I opted to split the boyz with sluggas and choppas into a separate group from those with shootas. While I personally prefer a little more abstraction, LI leans into granularity – much like its forebear, Space Marine 2nd edition (SM2). It's therefore useful to be able to distinguish the fierce assault troops from the uh... even more fierce assault troops. +

+ Shootas, Sluggas – and a Weirdboy. No-one brave enough to share his base! +


+ The stands can, of course, be mixed back together to create a more mixed formation, so this strikes me as a good safety net. If playtesting proves that distinguishing small arms (as with GW's official Space Marine army list, which provides the cues) is just too exhausting for a mass army like orks, then they can be folded back into a catch-all armament. +

+ The 30 of each type in the Rok Minis pack includes heavy weapons and Nobz. I ended up not including the Nobz with the boyz stands, and instead split them off as described above. I thought it would be too visually confusing to have some Nobz in their own stands, and some mixed in with Boyz. +

+ I did, however, include the heavy weapons here in order to have six stands of five. You could split them off to have two stands of heavy weapons instead.+

+++

+ Flash gitz/Lootas +

+ Flash gitz are one of those odd troop types that have oscillated between being 'orks with special weapons', 'Freeboota pirates', and 'Nobz who like shooting' in various games and editions. This has left them in a bit of an odd position – do I treat them as boyz with heavy weapons – the Devastator equivalents to the Boyz' Tacticals – or as Nobz, with the accompanying Boss rule and increased stats? +


+ In the current playtest rules Bloodsong v0.6, I've run with 'Boyz with special weapons', distinguishing them from Lootas, who are 'Boyz with long-range weapons'. However, this seems a bit redundant, so I'd be interested to hear what you think. Should Flash Gitz become more like Nobz, or stay like Boyz? Should this change be purely in terms of stats and points, or should they also get the 'Boss' rule? +

+ Whether these end up as Lootas or Flash Gitz (or something else) Model-wise, these ones are the size of Nobz, and so they're three to a base. I ended up using a couple of Boyz with the bigger heavy weapons (leftover from the Shootas/Sluggas) to ensure the numbers were right. +

+++

+ Stormboyz +

+ The identity of these orks has likewise changed since SM2. Unlike Flash Gitz, the change from 'oddly-disciplined yoofs' to 'rokkit-pack-equipped assault troops' was much more absolute and unchanging. +


+ I'm pulling the basis for the stats from SM2 for the most part, and in this iteration of Epic, Stormboyz were still foot-slogging. Nevertheless, I think the rokkit-pack-equipped version will be both more readily identifiable by the majority of LI players, and offer more tactical opportunity for the ork player. +

+ I outline the aims of the project here, and part of that is wanting to ensure that the rules I'm writing allow people to use their orks as they see fit – and, perhaps more importantly, allow the use of as many existing models as possible. +

+ I've therefore included the option for Rokkit packs rather than making it compulsory. Players can thus still use the old plastic Stormboy models as Stormboyz, or opt to simply count them as more Boyz. +

+ These were the figures I was most concerned about fitting five to a base, but they actually fit quite nicely, as the smoky exhaust fumes enable them to overlap the edge in places. +

+++

+ Assembling a Waaagh! +

+ So, with all the models assembled and the rules drafted, let's see what sort of army you can actually make with Rok Mini's box – and how far off I was! +


Formation: Goff Warhorde
HQ Detachments:
  • Warboss – [50pts]
  • Nobz Mob (2) – [30pts]
  • Nobz Mob (2) – [30pts]
  • Meganobz Mob (2) – [50pts]
  • Meganobz Mob (2) – [50pts]
Core Detachments:
  • Boyz (6) – [50pts]
    • Boyz (+2) – 10pts
  • Boyz (6) – [40pts]
  • Boyz (6)– [40pts]
Support Detachments: 
  • Lootas Mob (4) – [30pts]
Vanguard Detachments:
  • Stormboy Korps (4) – [100pts]
    • Detachment size (2)
    • Kaptin
    • Rokkit Packs
  • Speedsta Mob – [155pts]
    • 5 Buggies with Big shootas – 50pts
    • 3 Buggies with Rokkit launchas – 30pts
    • 3 Wartraks with Skorchas – 45pts

Battle Tank Detachments:
  • Braincrushas (3) – [165pts]
    • Increase Detachment size by 1
Transport Detachments:
  • Battlewagon (6) –  [180pts]
    • All upgrades to Gunwagons
  • Battlewagon (3) –  [45pts]

Total: 975pts 

+++

+ Rather top-heavy – I think I need to consider where Meganobz should fit; and whether there's something clever I can do with Nobz as retinue upgrades for the Warboss, rather than as independent entities. Or perhaps the Formation should allow [X] Nobz Mobs to be selected – perhaps 1 additional per Boyz mob or something. That would also help curb spamming Biker Nobz/Meganob and other unusual types.  As a completely different alternative, maybe a couple of stands of Nobz should simply be part of the Boyz Mobs. Food for thought... +

+ Ignoring that, it looks like the box gets you nigh-on 1,000pts in the current rules (v0.7 which you can find on the Facebook group), and I haven't even used all the models you get, so it seems a good starting point. The only snag is the lack of bikes – currently the Speedsta mobs require at least three bike stands, and I have none. Hopefully playtesting buddies will have access! +

+ Overall, I think this is feel right – at least for a first outing. Because the Nobz now have Attached Deployment, they have to be attached to an another Detachment. This ensures that the ork army ends up with fewer, bigger Detachments for activations, curbing spamming – but (thanks to smaller independent detachments like Stormboyz) not preventing players from gunning for activation advantage. It will, however, not play to the orks' strength. +

+++

Wednesday, January 31

+ inload: Legions Imperial Ork Formations +

+ More on the mini-Waaagh: Formations +

+ This inload is part of a series on rules for Orks in Legions Imperialis. You can read the first here:[+noosphericinloadlink embedded+] +

Woss betta than a mob of orks? A whole shedload of orks!

+ With the infantry Detachments in place, I wanted to start hashing out the the Formations – the notes below are musings, and I'd very much like your input. +

+++

+ General concepts +

  • In comparison with Legions Astartes and Solar Auxilia, Ork Formations should be relatively large and unwieldy.
  • The point above should not be taken to the point that playing as Orks becomes frustrating.
  • Using the 2nd ed Epic: Space Marine (SM2) cards for inspiration is a good place to start, but don't get wedded to the specifics.
  • Formation special rules should highlight the Orky character, but not force the player into one-dimensional stereotypes for each clan.
  • The player should have the option of old-school clan theme or a more all-purpose greenskin tribe.
  • Future-proofing for other factions should be considered (i.e. don't make them too Imperial-focussed).
  • Every decision should serve the fun of the game for all players.

+ A starting point +

Let's start by looking at the Space Marine Company Cards (the equivalent of the Compulsory Detachments of a Formation in LI). Translating this into LI terms, these Company Cards for a Space Marine Battle Company and a Space Marine Tactical Company represents the Compulsory Detachments of the Legio Demi-Company fairly closely. 

   

You've got an HQ Detachment (a single stand) and three Core/Support Detachments in each, plus Transport. Each of those Detachments is six stands strong, rather than the four we have in LI – but of course we can expand those with Upgrades in LI.

The takeaway is that the Space Marine Company cards are pretty similar to LI Formations, so I think working things out in those terms is a fairly good place to start. (For later reference, an Imperial Guard Tactical Company card was 30 infantry stands and 1 HQ stands).

Turning now to orks, the Deathskull Clan are the nearest thing to a 'basic' ork clan, as they're very middle of the road in terms of their composition, and their special rules revolve around being able to use Support Cards – an SM2 mechanic similar to LI's Optional Detachments – rather than altering the composition.

Ignoring the transports, both Space Marines and Orks have nineteen infantry stands. In my initial draft, Ork mobs start at Detachment size 6 (rather than the Marines' 4) and Nobz at Detachment size 2, so the card above would equate to two Nobz Detachments and two Ork Boyz Detachments, plus a single Boyz expansion (+3 stands).

+++

+ First draft +

That sounds about right to me... but having two HQ and two Core seems odd. We could adapt the Detachments as they stand in the list. Nobz could become HQ Detachments of 4-strong; while Boyz become 5-strong Core Detachments. That would then neatly be four Compulsory Detachments: 1 HQ and 3 Core. That's neater, making Nobz into a proper HQ, and also means that Nobz don't need to take a Morale check early on. 

You'd end up with a slightly larger minimum-sized Formation than the Space Marine equivalent – 19 infantry stands for the Orks vs 13 for the Marines, but that doesn't seem particularly problematic. If anything, that leans into the general concepts listed above well.

+ Problems +

The first problem with Option 1 is that the Warboss/Warlord now doesn't fit in very neatly – although that's easily fixed by having an Optional HQ Detachment. 

The second problem is that odd numbers of Ork stands doesn't seem to work very well for transports. Battlewagons are currently Transport (3), so you'd end up with five... Is that a problem? Well, sort of.

Changing Nobz to HQ of 4 stands and Boyz to Core of 5 stands works for Deathskulls, but rolling it out to the other Clans might cause some issues. Let's see...


      

Bad Moons are nice and simple; no different to Deathskulls; and likewise Snakebites are the same, except with additional Boarboyz, which can be resolved by adding a Core Detachment for them in the clan appropriate Formation.

Goffs likewise are much the same, except having twice the amount of Nobz – neat, we can simply have two Compulsory Detachments of four Nobz in this clan Formation.

... but then we run into snags:


 

Evil Suns pose some problems. The Boyz work surprisingly well – essentially having a Transport Detachment of 5 Battlewagons added as another Compulsory, but the Nobz are a problem if the Detachment size goes up to 4.

The Blood Axes are still more awkward, as they used Rhinos (Transport 2) rather than proppa Battlewagons. This is a thorny problem – while very fitting in the previous edition, these days I'd rather Rhinos were an option, rather than compulsory. For the moment, I'll shelve this (but happy to hear any ideas!) 

+ Solution +

Coming back to the matter in hand, I think the best move is to change the default Detachment sizes for Nobz from 2 to 3, and make them an Compulsory HQ Choice. This will resolve the Evil Sunz problem, and also neatly fits into the translation from SM2 to LI: just as the Tactical Company at the start of the discussion (remember that?) translates to a Core Detachment with an Upgrade, the same would be true for Nobz in the other Clans.

The various Clans then all work, with the outliers being resolved without recourse to special rules: Evil Suns fit into their Battlewagon; and Goffs can simply have two Compulsory HQ Detachments.

A nice side effect is that it also makes Nobz more resilient to Morale tests – currently a single stand will force a check, but at 3-strong, you'll need to wipe out more than half, and it's only one stand that will be affected. 

On the boyz, we have options:

  • Option 1:  Change the default Detachment size for Boyz from 6 to 5 and have 3 Compulsory Core Detachments in each Clan Formation. Works for everyone but Blood Axes, and has a nice round feel to it – you can imagine orks counting on their fingers! It does potentially cause some problems with transport sizes.
  • Option 2: Change the default Detachment size from 6 to 4 and have 3 Compulsory Core Detachments in each Clan Formation. Works for everyone (even Blood Axes), but again causes some awkwardness with the Transport (3) nature of the Battlewagon. Also means that there's a lot to track in terms of Morale, and feels 'Bitty'.
  • Option 3: Leave the Detachment size at 6 and have just 2 Compulsory Core Detachments in each Clan Formation. (Assume the 'spare' boyz are upgrades, as for the Space Marines above.)

I'm leaning towards option 3 for simplicity, but keen to hear your ideas.

+++

+ TL;DR – Ork clan detachments first draft for feedback +


The following are rough drafts based on the Company Cards from Epic: Space Marine 2nd edition. 

Bad Moons

  • Compulsory Detachments
    • One HQ – e.g. One Nobz Detachments (3 Models)
    • Two Core – e.g. Two Boyz Detachments (6 Models each)
  • Optional Detachments
    • Two HQ
    • Three Core
    • [TBD]
  • For this clan, Compulsory Detachments must be Nobz (HQ) and Bad Moons Boyz (Core)

Exclusive: None?

More access to: Weirdboy tower? Weirdboyz? Gretchin?


Deathskulls

  • Compulsory Detachments
    • One HQ – e.g. One Nobz Detachments (3 Models)
    • Two Core – e.g. Two Boyz Detachments (6 Models each)
  • Optional Detachments
    • Two HQ
    • Three Core
    • [TBD]
  • For this clan, Compulsory Detachments must be Nobz (HQ) and Deathskulls Boyz (Core)

N.B. Optional Detachments should include option for one other Clan-specific Detachment. Consider phrasing.

Exclusive: None?

More access to: Lootas?


Snakebites

  • Compulsory Detachments
    • One HQ – One Nobz Detachments (3 Models)
    • Two Core – Two Boyz Detachments (6 Models each)
    • One Vanguard – Snortas Mob Detachment (3 Models)
  • Optional Detachments
    • Two HQ
    • Two Core
    • [TBD]
  • For this clan, Compulsory Detachments must be Nobz (HQ) Snakebites Boyz (Core) and Snortas (Vanguard)

N.B. Exclusive: Squiggoths

More access to Snortas/Squighog; Gretchin?


Goffs

  • Compulsory Detachments
    • Two HQ – e.g. Two Nobz Detachments (3 Models each)
    • Three Core – e.g. Two Boyz Detachments (6 Models each)
  • Optional Detachments
    • Two HQ
    • Two Core
    • [TBD]
  • For this clan, Compulsory Detachments must be Nobz (HQ) and Goff Boyz (Core)

N.B. Goffs have to have more Nobz, and have the option to max out at more overall than other Clans.

Exclusive: Lungburstas? Or simply easier access?

More access to Stormboyz? Skarboyz?


Blood Axes

  • Compulsory Detachments
    • One HQ – One Nobz Detachments (3 Models)
    • Two Core – Two Boyz Detachments (6 Models each)
  • Optional Detachments
    • Two HQ
    • Two Core
    • [Looted vehicles?]
    • [TBD]
  • For this clan, Compulsory Detachments must be Nobz (HQ) and Blood Axe Boyz (Core)

(Brainstorm Transport/looted vehicles.)

Exclusive: Rhinos/ Chimeras? Imperial stuff. 

More access to Kommandos? Stormboyz? Perh. Looted wagons become generally available, but Blood Axes can have them as default?


Evil Suns

  • Compulsory Detachments
    • One HQ – e.g. One Nobz Detachments (3 Models)
    • Three Core – e.g. Two Boyz Detachments (6 Models each)
  • Optional Detachments
    • Two HQ
    • Two Core
    • Four Transport
    • [TBD]
  • For this clan, Compulsory Detachments must be Nobz (HQ) and Evil Suns Boyz (Core)

N.B. Dedicated Transport compulsory (check wording for Rhinos and rephrase here). Ensure sufficient Optional Transport Detachments to transport the number of infantry possible. 

Exclusive: Bowelburna? Gobsmasha? Spleenrippa? Or simply easier access?

More access to: Meks, Speed Freeks.

+++

Thursday, January 25

+ inload: Orks in Legions Imperialis +

+ Xenos in Legions Imperialis +

Waaagh! Where's me Epic-scale roolz, Games Workshop?

+ The latest iteration of Epic goes back to the classics, with Space Marine 2nd Edition (SM2) being an obvious reference point, and the action taking part in the Age of Darkness – that is, the Horus Heresy (HH). +

+ That's lovely, but what if you find a different army appealing? This project is my attempt to create playable and fun rules for various factions in Epic. I'll be starting with Orks and Eldar to go with the Bloodsong expansion rules for Adeptus Titanicus, but the project is intended to be open-ended. +

+ Creating new armies for a game – particularly a relatively undeveloped one like Legions Imperialis (LI) – takes a bit of time and effort, so please bear with me. If you're got any input or suggestions (particularly if backed up with playtesting experience) please share it on the +Death of a Rubricist+ Facebook Group. +

This project will be a slightly different take on things, but if you are after a set of rules ready to play right now, I suggest you try out Johan Piledset's Legions Xenos. +

+++

+ Top level stuff +

+ The aims of the project are:
  • To create a fun experience for all players
  • To bring in the character of the relevant faction
  • To allow both existing and new players something to try.
  • To make minimal additions and changes to the core rules.
+ A mob of Ork boyz – the sculpts are from Wake's Emporium +

+ The project will be set in the 41st Millennium, because of availability of background and models. You can, of course, use these rules against the existing HH-era armies. +

+ Mechanically, I'll be taking my cues from SM2, as GW seems to have done for LI. +

+++

+ Get to the good bits +

+ Enough waffling, here are the basic rules. A downloadable pack will be available from the Files section of the +Death of a Rubricist+ Facebook group. +

+ For the moment, here's the Army rules, HQ DetachmentsCore Detachments and Transport Detachments. These are sized to A4 paper, so feel free to print 'em out and share. +





















Needless to say:
For use with Games Workshop PLC's 
Legions Imperialis game.

No challenge is made to Games Workshop's IP. 
Not for commercial distribution.

+++

+ Mustering an army +


+ Army Selection Steps +

  • 1. Declare Allegiance
    • Requires new Allegiance (Orks)
  • 2. Choose Primary Army List
    • Requires new Army List (Waa-Ghazghkull)
  • 3. Assemble Compulsory Formations
    • Need new Formations
  • 4. Complete the Army
+ The creation of a New Allegiance and new Army List provides a mechanism to play. Taking my cue from Epic: Armageddon, the rules are themed around a particular conflict in order to (slightly) rein in the scope. In the case of the orks, this will be the Second War for Armageddon, and the Army List is intended to reflect the sort of armies seen fighting there. +

+++

+ Further reading +


+ This inload cover notes on formations [+noosphericinloadlink embedded+] +
 
+ Next up will be tanks, kans and – depending on time – Gargants. +


Wednesday, January 24

+ inload: a look at the Legions Imperialis rulebook +

+ Epic-scale Delights +


+ In various recent exloads I've written about the models and painting, so I thought I'd take the opportunity to scribble down some thoughts on the rulebook. +

+ For something I was really looking forward to, I can't help feeling a bit... deflated with it. I couldn't put my finger on it at first, but I've since come to the conclusion that it's down to three things:
  • Writing style
  • Bulk versus value
  • Visuals

+ Style +

I think this jumped out at me as I read through and spotted bit I recognised from Space Marine 2nd edition (SM2). The LI rulebook is a big 240 page hardback. The SM2 rulebook is, in contrast, 64 pages. SM2 covers the core rules of the game in 12 pages; LI in 21. +

+ The rules themselves are strikingly similar – so what's causing that huge increase of page count? In the case of the core rules, it's largely taken up with exceptions, clarifications, and examples. I can see the value in this. Tabletop wargaming is a good example of where hard and fast rules meet the fuzzy edges of the real world, so having these helps to get across the intention of the rules. On the other hand, they don't half make it hard to get to the actual meat and potatoes of the game. +

+ It's not helped by the writing style. Compare the way picking a target is described in SM2 (left) and LI (right):

 

+ LI has a very formal style, presumably in the name of clarity and avoiding arguments. The key rules terms (like 'Detachment', 'Engaged & Pinned' etc.) are capitalised and consistent throughout the whole system. It's official-feeling. +

+ In contast, SM2 is looser, shorter, and continually directs the reader to what's in front of them. Stylistically, I find it much more friendly and readable. It lacks the clarity of LI, and is far more open to interpretation. +

+ Which you prefer will be down to taste – and having seen some of the arguments caused by the looseness of GW's old-school rule systems, the modern formal style definitely has that in its favour. +

+ However, I think there's a balance to be struck. LI is noted as being a 'veteran's game', aimed at experienced hobbyists – but if anything, I'd say that should allow the rules writers to assume a bit more of a mature approach to gameplay. +

+ The latest version of 40k struck this balance much better, I feel, with a compact, readable set of core rules which have the key points are clarified and highlighted in bullet-list boxes to get that firmer clarification on intention. +

+ Overall, I didn't feel drawn into the rules. The style makes recreating a galactic civil war feel dry and uninspiring, and in concert with the other points below, made reading about one of the richest sci-fi settings seem boring. +

+ This isn't helped by a 'one-step-back' pseudo-historical style that continually reminds you that this is all happening in the distant past. Great for marketing placement against 40k, but it distances the reader from the action. +

+++

+ Bulk versus impact +

+ The SM2 rulebook is a pamphlet. There's far less detail on the setting (40k, in that case), but what's there is evocative and serves to engage you with the rules. This is the introduction for Space Marine, and it appears immediately after the contents: 


+ The equivalent in LI is on page 28.


+ Reading through, both explain what the book contains, but I think you'll agree that SM2 does a much better job of sounding exciting. +

+ For the sake of fairness, the 27 pages before the LI introduction contain a potted history of the Horus Heresy – but again the pseudo-historical style robs it of any sense of immediacy, danger and excitement. Compare the opening sentences of the two rulebooks:
'Before the tragedy that was the Horus Heresy can be understood, one must first learn what came before, in the tenebrous millennia of strike that brought humanity to the brink of extinction. Such a time occurred thousands of years before the Emperor walked amongst his subjects and imposed his vision upon the stars.'
and:
'Space Marine is the game of epic battles in the far distant future, where mighty warriors clash in an apocalyptic conflict which will decide the fate of the galaxy.'
The first (LI) concisely introduces the unfolding action, while the other (SM2) directs you to read a history. And this isn't a setting thing. The first edition of Space Marine, which is also set in the Horus Heresy, does a much better job of summarising things and getting you set:
'It is a desperate time. Humanity's greatest champion has become its deadliest enemy. Now he leads an army against Terra itself. An army of the ultimate Human warriors - an army of Space Marines.

On the feral world of Davin, Imperial Warmaster Horus was possessed by a creature from the Warp. He has turned against the Imperium of Humanity, and so have the thousands of bio-engineered super-warriors who follow him. War rages across the galaxy in between the loyalists and the rebels.'
+ ...and this is what I mean by bulk versus impact. In fairness, I suspect this is partly a 'me' thing, in that the broad sweep of the Horus Heresy is very familiar, so I don't find the value in the rehashing of material that I've read repeatedly elsewhere. Even taking that into account, however, I'd still argue that the rulebook would have benefitted a great deal from some hard cuts. +

+ Older versions of Epic did not have the advantage of an entire library's worth of novels and supporting background, and I wonder if it was just too tempting to try to cram a lot of exposition into the game rulebook, rather than making a hard decision to give a taste and then lead people on to the supporting material. +

+ Beyond this, there's also the practical side of the army lists clearly being incomplete. I understand the commercial reasons, but with follow-up books that contain new units being inevitable, it would have been nice to at least have get-you-by stats (or even just points so you could plan purchases) for models like bikes, Land Raiders and so forth. As it is, this book, for all its size and weight, is incomplete – and at the premium price GW charges, that's just not on. +

+++

+ Visuals +

+ The SM1 and SM2 rulebooks are black and white; the LI book is full colour – but you might not know it. The design is near-universally grey. It's all very tasteful, but evokes more the dreary grind of eternal war than exciting you about a presumably entertaining game. +

+ Worse than that, however, is that there's a paucity of artworks. Each section has a colour plate of models in a diorama, nicely set off by digital atmosphere. There is a colour plate section for each of the Space Marine Legions and a couple of example Titans, and half a dozen full page or full spread digitally-enhanced model artworks like the ones below. Beyond that, it's hazy greyscale knockbacks of 40k-scale figures. +


+ Having read the Imperial Armour books for 40k/Age of Darkness, it's clear that those are the design inspiration, but it's feels spread so thinly here. With the sole exception of the picture below, there are none of the sweeping battlelines of previous editions:


+ The overall feel is clearly meant to be luxurious; a coffee table book to pick over – but the striking visuals (like the lovely example above) are just too infrequent to get across the appeal of mass battle tabletop warfare: having loads of troops and tanks. +

+++

+ What does the rulebook do well? +

+ I don't like to be overly or unfairly critical, so I do want to highlight what is great about the book. Much of the criticism above is relative. For example, while I like a friendlier, more personal tone to a manual, that won't be to everyone's taste – so I'll stick with more concrete examples here. +

+ Consistency  I think its unarguable that the crisp, precise language of the LI rulebook means that it's much better at eliminating grey areas than the more collegiate style of the previous editions. Note that this is not to say that the rules are necessarily correct, but that the approach taken means that it's possible to fix them. For example, from what I read online there are some unclear areas in the rules (surrounding transports and break points, for example) but the clarity of the language means that these things can easily be fixed as errata. Let's hope GW follow through on it+

+ Terrain and missions  Secondly, the book contains something that I've long valued in tabletop wargaming rules – a proper crack at the 'Third Army', in clearly explained rules for the board, the scenery, and the mission set ups. Given short shrift or quickly glossed over in previous editions, the terrain rules are some of the most innovative developments in an otherwise very faithful adaptation. +

+ Familiarity  For all that my heart is with the abstraction of Epic: 40,000 and the flow of Epic: Armageddon, in terms of a mechanical tightening of the older game, this really succeeds. The underlying engine remains familiar and easily recognisable, but there are lots of refinements and improvements – and knowing the criticisms of the old game, the designers have clearly done their research in closing off loopholes and stamping out the old exploits. +

+ Nice aesthetic  This probably sounds a bit rich, given I've just laid into it for looking grey and dull, and lacking any of the beautiful artwork by Blanche, Kev Walker, Paul Bonner, Colin Howard, Wayne England and the like. However, if I lay aside my expectations, and take it in the context of a world in which it's easy to quickly look up what a plasma gun looks like (for example), it is pretty stylish for a game rulebook, and there's a sense of visual polish  and consistency that is very much lacking in a lot of game manuals. +

+++

+ Striking a balance +

+ Given that this game was explicitly written to appeal to existing Epic gamers like me (see the Commanders of Old and Princeps of New box in the LI introduction page above), I can't help feeling that they've missed the goal a bit. +

+ Having said all that, I don't want to put you off the game. This isn't a review of the mechanics – that'll come after a test game this week – but rather of the rulebook's appeal. It's a new, niche game, and I think the rulebook would have been much better off with a clearer, narrower route into the appeal of small-scale gaming in the Horus Heresy. +

+ For me GW need to work out whether they want their rulebooks to be beautiful objects that you treasure and come back to explore, or practical handbooks, because at the moment rulebooks like that (and 40k) fall into the gap between these poles. +

+ Hopping off my soapbox, then; I am still looking forward to trying out the game. I came into LI with high hopes and medium expectations, and while I wish GW had taken a different approach with the rulebook, it will serve well. I can't help feeling, however, that the impractical nature of a hefty hardback is going to put off as many people as it attracts. +

+++

+ Back to the models +

+ Phew, enough pontificating about rules and bumf, let's get down to the serious business of putting paint on platic – or metal, in this case. +

+ Here are a handful of Dreadnoughts destined for the new Epic: Legions Imperialis (LI). These are Tim Adcock sculpts from 1996, I believe, for the then-new release of Epic: 40,000, the elegantly abstract/stripped of flavour (delete to taste) version of Epic. +

+ The details are notably big and chunky – as much a deliberate design choice as forced on the designers by scale and limitations of metal casting. For me, they've got nostalgic appeal, and it's certainly easier to see what's what at table distance. +

+ I had hoped to finish the painting on these, but it was so chilly last night that the burnt sienna on the bases took more than an hour to dry! +


+ Instead, here are some more piccies of the Second Company, for no other reason than I really like them! +



+ Into the fires of battle! Unto the anvil of war! +