Dashing reads: "...model receives a free action when coming into melee contact with an enemy..."
Combat Master reads: "...A Combat Master enjoys the +1 from Dashing only on his first attack..."
Dashing reads: "...model receives +1 to his Combat if attacks in same turn he comes in contact with enemy..."
Combat Master reads: same as FiFu "...+1 to Combat on first attack only..."
Dashing seems different in FiFu, yet Combat Master...
no of course :-) giving -1 to the enemy is more powerful
Played a match today. The Scenario was Treasure Hunt.
Some questions came up while playing. If you don't mind, please fill me in on the answers. Thanks!
1) I'm sure we mentioned it somewhere, but do models with the Big or Huge trait get a +1 C modifier to hit a Wall? What about the Wall, do they get a +1 C to hit smaller models?
2) If a Wall is placed directly into contact with a model, are they engaged in Combat and can't move away?
3) As question #2, do models have Free...
Gang rule: Perfect for hordes of goblins, kobolds, ratmen, etc. Or like a hive mentality with insect-men or zombies that flock to living meat.
One of the things we'd love to get out of these boards, are a group of gamers who have an interest in designing games, writing rule-sets etc.
We've got several ideas for tabletop games that are in mid to advanced stages, but not close to being finished, and we'd love to find people who want to do more than just help 'balance' games or help 'tweak' a rule idea.
If you're interested in getting involved at a higher level, we'd love to hear from you. Also, if you've got a game idea yourself, but...
Apologies that it's taken so long to reply.
I've got a card game in development, I don't want to post too much about it in public just yet because it's quite an original concept.
The current state of play is that I require an additional series of artwork to be completed prior to the game being production worthy. I have the artists and colourists all lined up to complete the artwork, and will shortly be doing a kickstarter campaign to try and raise the funds I need to get the remaining...
This is a simple experience system requiring almost no book-keeping or point-juggling.
To determine who won a scenario, use the scenario's victory conditions. On a tie or a marginal victory, nothing happens. On a decisive victory, the winning warband may increase the abilities of ONE of his surviving models. Dead models are replaced by equivalent models of the same point values. Of course, any upgrades killed models might have received in the campaign are lost. You may give one...
Sure, I will do that. Also free PDFs may help us advertise the rules to people who missed the Kickstarter.
Hade a lot of fun so far testing out different combinations of fungi but one team worked very well and i think it is veary balanced .
Greater matanagar 144
5 oaken spear mercenary archers 135
5 zombie fungus 120
If anyone makes a better team under 400pts for the rotten harts please let me know.looking for good team combos to realy push the rules this weekend .next looking at spellcasters in a big way
Next week after my tests at a con I will upload more profiles and the warbands I used. The current one has a couple of low level matanagars and a spellcaster.
I do not think I will have space in the book for this but I will do a sample ready to run free PDF later for all factions.
Might i surgest if useing a group of 10 archers to hit a large target u could roll one attack at higher combat value
Or a mass bash rule when 10 hand to hand attack a single target
I know its not nice to gang up on single fungi but this is war
Some fungi folk are more humanoid and have mouths, while others are more monstrous. Their bodies adapt to copy what they see in humanoids moving through their forest. Sometimes, this "doppelganger" ability is crude, or takes years to grow them into a recognizable shape, in other cases (like the Amazon and Queen Fungus) it is faster and more successful. This is why some use tools/weapon, and some do not.
The mouthless ones are entirely silent. It...
Exactly! this is why I prefer to write many 48 page books instead of a 128 page one. More freedom for the players so it becomes THEIR world.
Something I noticed for the first time the other day is the bit in the Coward description which says "If a Leader is Coward, the first time he fails any Morale roll, all the Warband routs (Undead models excluded)".
Does "routs" here mean "disappears from the table" (as if a morale test has been failed on three dice)? If so, I think the rule might be somewhat overpowering. As an example, an orc leader with Q3, C3, Leader, Coward is only four points cheaper than a...
Perhaps the warband only routs if the Leader flees the table or fails all three morale rolls?
I scattered some questions through different threads, and wanted to make sure they don't get lost.
Does the backfire for Blast only prevent magic _this_ turn, as direct result of failures? Or does it mean no magic next turn?
Could you explain encumbrance for armor / shields again?
What does it mean that Long Reach can turn any combat result into a recoil? Any winning combat result (make them recoil instead of die)? That seems OK, only useful when you want to move someone. Any losing combat...
Morale rolls at 4 or worse means that roughly one third of your warband will rout every time one of your model is killed by a Savage creature. this if you are playing on a standard table and the battle takes place in a limited area. If the figures are more spread out that will be a little fewer figures fleeing, but then you will lose the advantage of moving in groups etc.
Since the beta rules do not have the pictures for the Reach trait (and I'm not currently looking at it, at work now), I was wondering if you could clarify it a bit more.
1). Does the model with Reach need to be in base contact with a friendly model to grant them an outnumbering C bonus?
2). When the model with Reach is activated and chooses to attack, do they need to be in base contact with the enemy model or can they attack from behind a friendly model?
that was the original rule, that was pretty simple - but then some players lamented "hey how can the outnumbered foe even hit the guy behind if he has a shorter reach?"
Say I have an archer with the Fire Into Melee trait. If I do indeed fire at an enemy in melee contact with only one opposing model, does the shot get an outnumbering bonus?
As a follow-up, if I shoot at an enemy in base contact with two or more opposing models, does the shot get the outnumbering bonus?
We did a play-test match where this came up. With how weak shooting is and the, generally speaking, lower C scores of ranged models we felt that perhaps the shooter should gain outnumbering...
No outnumbering never applies to ranged attacks fired into a melee.
Archers can bunch together and do a concentrated fire, and that gives the target -1 per every shooter beyond the first. That's a group action. NOt in the current FiFu rules but it's in standard SOBH. I will add a whole group moves section to FiFu.
Can models with the Hero trait activate for "free" during a reaction? Since the Hero trait grants one automatic action when attempting to activate (and a reaction is an attempt at activation) does this mean that models with the Hero trait can react automatically as a reaction to a single failed activation roll?
It makes sense, but we were unsure if the Hero trait only takes effect (for activation purposes) only during the controlling player's turn.
Not automatically, no. I think that makes Heroes too useful. He can roll to react like anyone else.
Please, clarify a bit more about Walls. The description of the Spell Tag for Wall says: "Walls have a C score based on the power of the spell. The C score is used only defensively – the wall rolls a die and adds its C score, but it cannot damage the attacker."
I'm assuming that is not for all the types of Walls. From what I'm reading here, Wall of Fire and Wall of Water and Wall of Worms can attack if models move through them. Are there other Walls that can damage the attacker?
Still working on them, but here is what I have made so far.
Fireball: the C of the spell is changed to Power +1. Power +2 proved too powerful and disruptive. It's still good, with a Power 3 fireball hitting a lot of potential targets over 3 x L range, in a 1x S radius.
Also: Backfire on fireball. Caster takes a C2 attack. The backfire rule as listed made no sense.
From my recent game, I had a couple models with over-sized weapons, so I said they were Heavy Weapons cause I wanted to try out the new rules from Fightin' Fungi.
At first I was bummed that I needed to do a Power Attack AND THEN roll a natural 6 for it to be a factor. My thinking was that I would seldomly get opportunities for a Power Attack, let alone roll a 6 after it. But here I go....CHOP SLICE DEAD!
Sure enough, I got to do two Power Attacks during the game and I rolled 6 for both....
Initially, I was a bit sceptical of the weapon and armour rules. For example, I don't have a huge amount of truck with the notion that a two-handed weapon is necessarily deadlier than a short sword (for all that the Dacian falx was deadly, it was the gladius and scutum combination that carried the day). But I think the various Hammering Blow, Heavy Weapon and Huge Weapon rules are really nice in a fantasy context.
A few months ago, I got hold of some GW gnoblars to use as kobolds in SOBH....
The model is able to throw spore bombs over 4 x Long distance. The player nominates an impact point where he wants his attack to land and makes a Q roll. On a 1, the attack scatters AND the thrower runs out of ammunition (no more artillery shots can be fired for the remainder of the game). On a failure, the attack scatters and the opponent may reposition the impact point of the spore bomb up to 1 x Short away from the intended impact point. On a success, the spore bomb lands...
I definitely want to read the Tales of Sun-Kissed Vale. I've been craving some new fantasy ideas. A whole civilization of mushroom men rocks!
With my recent game, I had a couple models with the Squishy trait. They were 'jellyfish-men' (House Hadross from Wrath of Kings), so it made sense for them to be squishy with their tentacles and bone-less heads.
Squishy saved them several times. Considering they can't take Armored traits, Squishy made up for it with the bonus save. Of course, it helps when you roll a natural 6 and I guess I was lucky this time around. But definitely using Squishy for these guys in the future, well worth it.
Its also the same route you were going with playtest Armor Version 3. Essentially an 'armor saving throw'. Which makes sense with gelatinous cubes and jellfish-men and other 'squishy' creatures.
I had a Spellcaster with only one spell, just trying it out. That was Lightning.
I don't have the rules in front of me at the moment, but played it that if a successful ranged attack (so a Recoil, Knock Down, etc.) then you can roll to range attack an adjacent enemy model.
Question 1: does the adjacent enemy model need to be in base contact or perhaps a base width distance or so?
Question 2: when shooting Lightning at a Big model, do you get the +1 C for range attacking a Big model?...
I really need to do some more spell testing in my next battle report. In the past, magic-users in SoBH felt a little underwhelming and typically I would just use the points on other type characters. Now they feel more relevant.
In this thread, I will keep options and ideas on how to make the game simpler, especially for first time players or those playing with younger children. At the end of testing, I will collect all the info and suggestions in a free PDF.
OPTION 1. DO AWAY WITH REACTIONS
Reactions are a new thing in Song games, and old time players seem to like them a lot (I have already used them in Osprey's Of Gods and Mortals and they were well received). If you take them away, you have the old Song of Blades...
Very neat idea Andrea. Especially if you make these 'starter set' warbands based around a theme or story from Tales of the Sun-Kissed Vale.
I've currently made up a couple warbands, making them 400 points each (200 pts max allocated to Personalities). All 3 of the warbands I made had 6 models each. I was wondering if you had any plans on detailing ways to 'scale up' the size of a typical game in the rulebook, or if you could just post some tips or recommendations on the forum.
I was thinking of the way 'Of Gods and Mortals' worked, with perhaps a couple Personalities then some Groups of lesser characters with similar profiles. So...
At the time I was trying to maximize Personalities to the 200 pt max in a 400 pt warband. Magic spells eat up a lot of the points. And I used C to beef up stats until the Armor traits are figured out. It definitely made the model count really low. Since then I've re-tooled my lists.
Now I am averaging ~120 to ~150 pts total in Personalities, while keeping 1 or 2 traits max for each of my 'grunt-type' models and specialty models have approximately 3 - 4 traits. Now the model count in warbands...
Revised Armor and shield system from Fightin' Fungi/Advanced SOBH
I will playtest these next Saturday and let you know. This is VERSION ONE
Most characters are assumed to wear some sort of protection if they have C2 or C3. This is implied in the number value and does not need any other game effect.
There are TWO additional levels of armor. ARMOR...
I added that the Hammering Blow must win for the +2 to apply, otherwise it would also have the effect of protecting the user which is not the case.