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 [Supplement] Border Town Burning - Full Supplement Out Now!!

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cianty
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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Sun 17 Oct 2010 - 10:57

mweaver wrote:
Just down-loaded it - thanks!

I hope you like it. I remember you stating you haven't had a look at it before, did you? Smile

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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Sun 17 Oct 2010 - 12:14

That is correct - I had downloaded the previous one, but since we haven't started a new campaign in awhile, I hadn't actually looked at it in any detail. As soon as the Halloween party is over (or, more specifically, the massive house-cleaning that is a prelude to the party) I am hoping to give it a read.
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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Sun 17 Oct 2010 - 13:06

Cool. I look forward to your thoughts then.

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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Mon 18 Oct 2010 - 8:46

I once again tip my hat to you cianty and co.

Many thanks.
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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Mon 18 Oct 2010 - 9:42

Looking at it now... good work!

I was thinking about Exploration and Seeker Ability, Tarot Cards, Vision, maps, etc... the +1 or -1 on an exploration roll die.

Can you change a 6 into a 7 or a 1 into a 0.

If that were possible then could there be things you'd get for multiple Zeros or sevens on exploration?

So let's say you are playing Reiklanders, you have a Kelsiv Ranger and a set of Tarot cards, during the exploration roll you get 1,1, 3, 5 you could use the Seeker ability and the Tarot cards to convert the 1,1, into 0,0. Then you would look-up 0,0 on the list and maybe it would allow you unlock a special scenario, of find something or someone. The down side is that your total would be much lower, but it could still be pretty cool if you get something cool or worth wile out of it.
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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Mon 18 Oct 2010 - 10:11

@toemasss: Thank you! I hope you enjoy the supplement!

@Rudeboy: I don't think this is covered in the rules right now. Technically you can obviously modifiy to 0 or 7 and I don't know if this is actually explicitly forbidden in the rules as they are. Common sense could say: You are modifying the side of the dice so it's like turning the physical object, thus you'd have to stay in the [1,6] interval. I am not necessarily a fan of that argumentation. Especially because I totally embrace the possibilites this opens up as you describe. Yes, multiple 0s is the perfect result to indicate that you found absolutely no treasures but something very meaningful for the course of the campaign and your objective in particular. I really like that idea a lot. In fact I just made a note - this concept is very likely to appear in MIM. thumbsup

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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Mon 18 Oct 2010 - 12:05

BTB is also mirrored on the Tabletop Geeks download page as well. Smile
http://tabletopgeeks.com/downloads/

Thanks cianty!
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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Wed 29 Dec 2010 - 4:05

I'd like to know what happens if the Black Dwarf sorcerer dies, do I get to buy a new one or do I lose all casting forever?

Thanks.
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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Sun 2 Jan 2011 - 12:26

I think there is a general rule that allows warbands who lose a leader capable of casting spells to re-buy that model if it dies. These warbands (e.g. Sisters of Sigmar, Chaos Dwarfs) are an excepetion to the normal rule that you cannot re-buy a dead leader.

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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Mon 31 Oct 2011 - 10:24

Just downloaded and had a real quick read of the supplement. I like! Well Done to Cianty and the rest of his team for putting together this wonderful addition to the game.

I'm heading down to London this weekend coming for a weekend of gaming, when I return I shall be looking to put together some BtB scenery and warbands. I have enough in my collection to probably get me started!


Thanks again

Cheers
Andy
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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Tue 1 Nov 2011 - 2:14

Thanks, Andy! Glad you like it! Be sure to post some photos of your warbands and scenery! bounce

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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Wed 23 Nov 2011 - 14:39

Hey guys, this seemed to be an appropriate place to put this. I didn't find any of the campaign objectives agreeable to a Norse warband (non-chaotic), so I took the liberty of writing one up myself based on the examples provided in BTB. I was hoping to get some feedback, like how balanced it strikes you compared to the other objectives and what you would change. I'm pretty new to the WHFB lore but quite familiar with other GW products, so tell me if I have any glaring errors in my fluff text!

Here is a link to the Google-doc version:

https://docs.google.com/document/d/1T8uKmpWWr9KyNlgANOGQXcO1clZB0SJ3sTNp5O28CN0/edit

I know not much new stuff is being done with BTB since the Liber has been started, but keep up the good work! BTB is by far the best fan-made supplement I have ever seen, for any game!
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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Thu 18 Oct 2012 - 13:31

cianty wrote:

@Rudeboy: I don't think this is covered in the rules right now. Technically you can obviously modifiy to 0 or 7 and I don't know if this is actually explicitly forbidden in the rules as they are. Common sense could say: You are modifying the side of the dice so it's like turning the physical object, thus you'd have to stay in the [1,6] interval. I am not necessarily a fan of that argumentation. Especially because I totally embrace the possibilites this opens up as you describe. Yes, multiple 0s is the perfect result to indicate that you found absolutely no treasures but something very meaningful for the course of the campaign and your objective in particular. I really like that idea a lot. In fact I just made a note - this concept is very likely to appear in MIM. thumbsup
I like this idea too... what is MIM?
By the way. Love the BTB setting, thank you much for your hard work and dedication in making this.


On the note of death of a spell caster leader.

Errata wrote:

Page 117, Death of a Leader
Add the following paragraph at the end of this section:
“If the leader of a Sisters of Sigmar, Possessed or Carnival of Chaos warband dies then their successor will be entitled to learn to use magic in their stead. The new leader may choose a prayer/spell from the appropriate list, instead of rolling on the Advance table, the first time they are eligible for an advance. After this they are considered to be a wizard/use prayers as appropriate for their warband and use the advance table as normal.”
I would take this to also mean all other spell caster leaders.
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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Sat 20 Oct 2012 - 4:45

Hi Pervavita,

MiM stands for "Mutiny in Marienburg" the follow-up project to BTB that you can read about on the libermalefic blog.

I agree with your comment about extending the erratum to all spell-casting/prayer-capable warband leaders. That erratum was obviously written with the official warbands in mind, but the idea applies to all warbands.

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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Wed 24 Oct 2012 - 1:40


We just started a BtB campaign, discovering stuff as we go along.

A question: what happens when I take an Obsidian twohanded weapon and I have Strongman. Does Strongman negate the double strike last. If so, it's no use in taking I guess if going for obsidian weapons.
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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Wed 24 Oct 2012 - 2:40

Quote :
Strongman. The warrior is capable of great feats of strength. He may use a double-handed weapon without the usual penalty of always striking last. Work out order of battle as you would with other weapons.

RAW you cannot use Strongman to negate the strike last of Obsidian weapons. Therefore an obsidian double-handed weapon would give +3 Strength bonus (ouch) but will always strike last even with the Strongman skill.
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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Wed 31 Oct 2012 - 10:17

Ok I think I have found a problem in the rules.

Scenario 13: siege!
Quote :

ending the game
The Scion of Chaos warbands and their allies win the game, if they manage to set all of the houses inside the border town on fire They must either agree to share the victory (and agree upon who receives the artefact) or go on fighting
Also you can win by routing all other forces.

Weather Rules: (p. 67)
Unless I missunderstand them you must roll for weather Rules at the start of the battle and they last for the whole battle.
Quote :
Before the battle, roll once on the chart below to determine the weather conditions. The result lasts the whole battle.
this means you can roll a Blizard or Tempest... This leads me to Page 70... Fire

Quote :
Note that during a Tempest or Blizzard nothing can be set on fire and the –2 modifier is applied after one of them set in and lasts for the rest of the battle
This means that in one of the key battles the attackers are at a serious disadvantage as one of there main winning conditions are removed.

Was this intended or was it an oversite?

Also on Fire in the above quote; does it mean the -2 mod applies to the following battle?

And last just looking at this I found two rules in the Fire section that counter eachother.

The chart for Modifiers has a "-2" for after Tempest and Hale Storm and durring a Blizard.
The paragraph following it states that Fires can not be set durring Tempest or Blizards.
Where this counters it's self is that one says no fire in Blizards and the other a -2... I am assuming that the omition of Hale Strom in the other part is simply that it is implied with Tempest or was a typo using the wrong word.

Thx again for an awsome rule set by the way Wink


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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Thu 1 Nov 2012 - 6:26

You are right. The RAW force a weather effect to be in place for the entire battle in BTB and some of those weather effects prevent fire. You may need to introduce a house rule for that scenario to (my preference) have the weather change to back normal if a 6+ is rolled at the start of every round after the first or else to ignore weather effects for that scenario.

I think that the fire rules in BTB have some minor problems around weather (my issue with BTB fire and weather rules was with the gale weather effect as BTB has no rules for fire spreading). As a result, I did my own research a year or so ago and wrote a compilation article for fire in Mordheim that took the work done by BTB and consolidated as many other rules that affect fire (the biggest deviation from BTB was incorporating the rules from the Let the Damned Burn article).

https://docs.google.com/open?id=0B6hZG8hQqDwrckFPNGQ3U1E5M1E

I need to update the article to make boats have the same fire rules as buildings as per werekin's suggestion (http://boringmordheimforum.forumieren.com/t6572-fire-rules-for-boats) and I still have not found / thought of any suitable rules for setting vehicles (e.g. wagons, coaches, etc) on fire. However, I believe that this article is otherwise comprehensive in its coverage of fire rules.
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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Thu 1 Nov 2012 - 9:39

I would say house rule it so that said bad weather isn't in effect. Why? they are chosing when to attack the city and would say "hey we got a blizard here... lets wait till it clears and then attack."
So in effect the roll of those weather conditions I would say you use the -2 mod as if they had just passed.
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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Thu 1 Nov 2012 - 14:52

Are you suggesting rolling on the weather table and then house ruling that the weather event has just passed? Hence if you rolled tempest it would be necessary to apply the -2 penalty otherwise no penalty? That would work well.
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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Thu 1 Nov 2012 - 15:06

ya thats what I'm meaning.
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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Fri 2 Nov 2012 - 11:17

Another thing I'm seeing that I got a question about.
As you can tell I like my women half dressed and fearce (Amazons); in BTB they can chose only one option for there objective (Dambed shall Burn!). Not a problem at all.
My question is with power level 20: Feral Revolt.
This allows D3+1 Wild Animal (War Hounds) to join the warband (same for Lizard Men)... These are free and take you above the max warband size.
Now my question is this:
Do you re roll for this at the start of each battle or are these a pre set never changing until they die add on to the warband?
I ask this as if you compare it to it's Power of the Church option you can get 0-3 Warrior Priest for dirt cheap and if one dies you can replace him/them and gain exp. Granted you pay for the warrior Prist but you also can replace them where if it's a one time boost with Feral Revolt it seams a lot stronger (Power of the Church).

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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Fri 2 Nov 2012 - 16:38

The rules for anyone not familiar...

Quote :
20 Feral Revolt: D3+1 wild animal’s join the warband. These beasts are treated as War Dogs but do not count towards the maximum number of models in the warband.

Quote :
20 Power of the Church: The Grand Theogonist has taken notice of the warband’s successful endeavours. Willing to support his worthy servants he sends a group of Warrior Priests to join the warband. The warband may now hire 0-3 Warrior Priest of Sigmar Hired Swords (see Town Cryer 28, page 20) for a hire fee and upkeep cost of 10 gold crowns.

The rules make most sense to roll per battle. If you rolled once forever then it would suck to be stuck with only 1 for the entire remaining campaign. If you roll once every time the previous batch of feral animals all die off then again you could get stuck with 1 for a battle or two waiting for it to die. Neither of these are very good options. If on the other hand it is before every battle then this gives the warband 1 to 4 free, expandable units for each battle. You cannot depend on it to help you but it is a nice, random boost.
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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Mon 5 Nov 2012 - 9:08

Thats what makes sense but I wanted to make sure.
thx
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PostSubject: Re: [Supplement] Border Town Burning - Full Supplement Out Now!!   Wed 7 Nov 2012 - 13:11

The first post has links to gallaries... The Merchant Caravan has only to one but in a search I found a few others with at least wagons (my intended target for my search). Could a few of those be added as insperation?
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