Well, that was predictable, wasn't it?
Being able to see the future is useless if you lack the capacity to learn from the past.
Showing posts with label Craftworld. Show all posts
Showing posts with label Craftworld. Show all posts
Saturday, May 2, 2015
Monday, January 26, 2015
Craftworld Fáil: Princes of War (Part 2)
Nuada's sons each represent a unique play style. Here I'll give a similar breakdown of their rules and cost, both a by-the-book build and a more customized approach for each.
Friday, January 23, 2015
Craftworld Fáil: Princes of War
The High Autarch of Craftworld Fáil has produced three sons in his lifetime. These three often lead the Lia Fáil in Nuada's absence, and are as different from one another as any three eldar can be.
First a little fluff background on each, then in a following article we'll get into designing them for tabletop use.
First a little fluff background on each, then in a following article we'll get into designing them for tabletop use.
Monday, January 19, 2015
The High Autarch Nuada of Craftworld Lia Fáil
Time for some crunch! Sorry for the long lead time into this, but I wanted to get the story down before embarking upon the crunchy stuff. My plan is to run Nuada as a main HQ, a heavy-hitter who is individually unique but also adds a functional edge to the list as a whole.
Feel free to comment on him; he's a work in progress. I plan to have two versions; a codex-compliant version and a custom version for friendly games.
Feel free to comment on him; he's a work in progress. I plan to have two versions; a codex-compliant version and a custom version for friendly games.
Sunday, November 4, 2012
Craftworld Fáil: the Head of the Snake
In my last post, I detailed a basic history of my homebrew craftworld. In this one, I'll get into the nuts and bolts of its military composition and how it shapes up on the table.
Monday, October 29, 2012
Craftworld Fáil
I've wanted to design my own Eldar Craftworld for a while now, ever since the Eye of Terror campaign, actually. Nothing has really stopped me, but I find that my best ideas come from a germ of an idea that I simply let bang around in my head for a while. Being an old hand at world-building (I've been running D&D games for 20 years now), I've discovered that this can be a crucial process for weeding out bad ideas and developing good ones.
If you're not interested in fluff, you can probably skip this article. If you're a fluff monkey, you may get a little inspiration from this or at the very least some entertainment value.
If you're not interested in fluff, you can probably skip this article. If you're a fluff monkey, you may get a little inspiration from this or at the very least some entertainment value.
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