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Post by tileag on Sept 26, 2023 0:14:02 GMT
The NPC realms have been present from the start of the campaign - all mapped and assumed to be functioning realms. Most had backgrounds and information worked up, some with more detail than others, and as and when it was needed, I would list their forces, based on that background, their size, and my own figure collection. I have to ensure that two forces never require the same figures in a tabletop game. To add an element of chance, I usually roll a dice to determine whether a force is average strength for that size of realm, bigger or smaller. Unless the already written up background indicited a certain kind of force, in which case I just make the force as the notes suggest it should be. Many 'standard' Tilean realms were assumed to have a standing army of some foot, horse, artillery and officers. Maybe one regiment of each. This would then be expanded it the realm was threatened and felt like putting up a fight. Or was joining an alliance effort and thus was required to provide a marching force. Once the force has been listed, I then keep those records in my files, and modify according to campaign events - reinforcements, recruitment drives due to threats, and casualstis, etc. And I keep trying to churn out more 'generic' militia style models to allow leeway with such matters. Some NPC forces, like the Arabyan 'Sons of the Desert' and the Greenskin Corsairs, and Khurnag's Waagh, existed because I had the armies already so why not use them. Others, like the Brabanzon, grew out of a smaller existing force with me painting up more to make them what they were. Many players use my armies in the campaign (eg. Sartosans, Pavonans, Dwarfs, Skaven) and others use my armies as their own in-game armies grow beyond their collection (like the Vampire Duchess and the Ogres). Sometimes I have to come up with whole armies due to the story - like the Disciplinati di Morr, which grew from a regiment of Morrite Flagellants to a whole army. Later their fate required me to add several more new regiments to another army! Sometimes I even have to paint my own versions of player's characters and soldiers, so that I can do stories about them. And often I suddenly have to expand an existing army (player or NPC) with new models and regiments in the correct livery (like Remas). It's all quite complicated. That's awesome! Thanks for the explanation
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Post by padre on Oct 2, 2023 15:32:28 GMT
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Post by padre on Oct 14, 2023 22:40:42 GMT
Part 77 of Tilea's Troubles is here. One of two prequels to a bat rep. Politics and personalities - the commanders of five armies in a big tent!
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Post by tileag on Oct 15, 2023 5:11:40 GMT
Part 77 of Tilea's Troubles is here. One of two prequels to a bat rep. Politics and personalities - the commanders of five armies in a big tent! Hell yea
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Post by tileag on Oct 21, 2023 19:10:55 GMT
The NPC realms have been present from the start of the campaign - all mapped and assumed to be functioning realms. Most had backgrounds and information worked up, some with more detail than others, and as and when it was needed, I would list their forces, based on that background, their size, and my own figure collection. I have to ensure that two forces never require the same figures in a tabletop game. To add an element of chance, I usually roll a dice to determine whether a force is average strength for that size of realm, bigger or smaller. Unless the already written up background indicited a certain kind of force, in which case I just make the force as the notes suggest it should be. Many 'standard' Tilean realms were assumed to have a standing army of some foot, horse, artillery and officers. Maybe one regiment of each. This would then be expanded it the realm was threatened and felt like putting up a fight. Or was joining an alliance effort and thus was required to provide a marching force. Once the force has been listed, I then keep those records in my files, and modify according to campaign events - reinforcements, recruitment drives due to threats, and casualstis, etc. And I keep trying to churn out more 'generic' militia style models to allow leeway with such matters. Some NPC forces, like the Arabyan 'Sons of the Desert' and the Greenskin Corsairs, and Khurnag's Waagh, existed because I had the armies already so why not use them. Others, like the Brabanzon, grew out of a smaller existing force with me painting up more to make them what they were. Many players use my armies in the campaign (eg. Sartosans, Pavonans, Dwarfs, Skaven) and others use my armies as their own in-game armies grow beyond their collection (like the Vampire Duchess and the Ogres). Sometimes I have to come up with whole armies due to the story - like the Disciplinati di Morr, which grew from a regiment of Morrite Flagellants to a whole army. Later their fate required me to add several more new regiments to another army! Sometimes I even have to paint my own versions of player's characters and soldiers, so that I can do stories about them. And often I suddenly have to expand an existing army (player or NPC) with new models and regiments in the correct livery (like Remas). It's all quite complicated. That's awesome! Thanks for the explanation So couple of more questions if you woupd be so kind 1)do you track supply points with NPC armies? 2)standing forces of settlements/cities, do you let them expand? What is the upkeep cost of them if you do? Thanks
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Post by padre on Oct 21, 2023 22:39:42 GMT
1)do you track supply points with NPC armies?
Not really. I use GM 'common sense' to make sure that the NPC armies are not over the top, and also make sure that whatever they have, my figure collection can cover their forces. One or two have expanded in strength due to some threat, and their subsequent expansion has been restricted not by Supply Points but by my modelling and painting speed and budget! Poweful NPCs are basically designed around an existing painted army. I mean, if I have the army, why not use it? They add depth and variety to the world, and a challenge to the players. If an NPC realm is diminished, I start to reduce the army, as if the upkeep payments are being failed. TBH, as GM, if I had to monitor the player's supply points and upkeep and army lists, AND all the NPCs' too, the admin would grind the campaign almost to a snail's pace, and it is already slow.
2)standing forces of settlements/cities, do you let them expand? What is the upkeep cost of them if you do?
As with many other aspects, I had to come up with rules for enlarging standing forces when a player wanted to do so. I allowed them to expand to double the standard limit and still retain their ability (as local militia and city-guard types) to be sustained without upkeep being required. They are locals doing their duty. Of course, to expand like this, the new units had to be paid for like regular troops (1 supply point buts 200 pts of troops). If players want bigger forces in their settlements, then they have to put 'garrison' forces in, which are just another part of their realm army-list (which has to be balanced and needs upkeep).
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Post by padre on Oct 23, 2023 19:55:51 GMT
Part 78 of Tilea's Troubles is a shortish one. Vampires, skelebobs and the poor, enslaved populace of Trantio.
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Post by tileag on Oct 26, 2023 23:11:17 GMT
Enjoying the video and website as always.
How do you allow for movement? 1 hex move per turn or is it reduced based on things like artillery?
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Post by padre on Nov 15, 2023 20:08:47 GMT
It's between 2 and 4 hexes, sometimes more, according to seasonal rules, roads, artillery and the nature of the troops, among other things. Players have been known to damage their armies by forcing them to march longer and faster!
Part 79 of Tilea's Troubles is an unusual battle, between large armies (including very old and new figures, from many different manufacturers) in a necropolis valley!
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Post by tileag on Nov 15, 2023 23:14:35 GMT
It's between 2 and 4 hexes, sometimes more, according to seasonal rules, roads, artillery and the nature of the troops, among other things. Players have been known to damage their armies by forcing them to march longer and faster! Part 79 of Tilea's Troubles is an unusual battle, between large armies (including very old and new figures, from many different manufacturers) in a necropolis valley! Hell yea padre another episode can't wait! Thanks for explaining the rules as well. Your channel is definitely one of the top ones on my YouTube subscription list.
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Post by padre on Dec 9, 2023 14:57:47 GMT
Tilea’s Troubles part 80 is up! A fiendish, nocturnal assassin is finally faced up to! See …
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Post by tileag on Dec 9, 2023 21:13:23 GMT
Tilea’s Troubles part 80 is up! A fiendish, nocturnal assassin is finally faced up to! See … Excellent as always.
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Post by padre on Dec 17, 2023 20:28:27 GMT
Thank you kind sir. Special Video 6 shows a whole bunch of projects, from the earliest days of Warhammer until today! youtu.be/fPXjiUdwT-A
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Post by tileag on Dec 18, 2023 0:31:11 GMT
Thank you kind sir. Special Video 6 shows a whole bunch of projects, from the earliest days of Warhammer until today! youtu.be/fPXjiUdwT-AGreat video and great undead!
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Post by Luigino on Dec 20, 2023 14:42:13 GMT
Thank you kind sir. Special Video 6 shows a whole bunch of projects, from the earliest days of Warhammer until today! youtu.be/fPXjiUdwT-ALovely as usually Padre. I'm very fond of these specials that show how a collection has grown and developed over 40 (!!!) years. The chariots and the old metal skeletons are definitely my favourite but there's not a single model I wouldn't like playing against on the table. I also seem to have spotted a few pictures from an old battle report (the one about a dwarf castle being swarmed by undeads at night). What ever happened to that one?
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