History TabletopGame / IronKingdoms

12th Dec '17 6:29:51 AM HTD
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* ACommanderIsYou:
** Cygnar: Technical/Ranger: Cygnar is almost exclusively a ranged army, with everything having some level of ranged capability. Consequently, a lot of their abilities and spells are tailored to buffing that to ridiculous levels. Unfortunately Cygnar units often have issues with survivability. Cygnaran warjacks tend to be middling, well-rounded, while warcasters are generally support-based/
** Khador: Generalist/Brute: Khador has warcasters and units for every style, every role, but it specialises in aggression, with some of the best frontline warcasters in the game (Orsus Zoktavir being a prime example). Khador's warjacks are big, stompy, slow and fairly expensive, however their warcasters can make them much quicker. Khador can be built for speed, resilience, shooting or magic.
** Protectorate of Menoth: Elitist/Brute/Technical: The Protectorate relies very heavily on synergy: combining elements of an army to be more powerful than their stat lines might suggest—and denial. The basic idea is that their units all work much better as a group than individually. Protectorate warjacks are rather lackluster if examined in a vacuum, but make up for this by fielding hands-down the best support units in the game. No one stacks buffs and de-buffs as well as the Protectorate, and their powerful support spells and abilities can make even the humblest fanatic strikingly effective - so long as you can keep your support units alive.
** Cryx: Spammer/Technical: You can expect a typical Cryx army to be numerous, fragile and fast: lots of light infantry and warjacks with high SPD that can ignore terrain but will die as soon as you hit them. Cryx warcasters usually do more casting, something emphasised by the fact that Cryx has access to a lot of arc nodes which allows to extend the range of its spells and cover much more of the battlefield without putting its casters too close to the front lines. Unlike other armies, Cryx does not tend to buff their own troops, instead they will debuff the enemy.
** Retribution of Scyrah: Elitist/Unit Specialist: The Retribution is a faction of versatile, high-quality units. On one hand, it has the Mage Hunters and Battle Mages—generally easy to remove if you can engage them but with many special rules that can turn the tide of a battle. On the other hand, there are the Dawnguard and Houseguard—generally more durable, slower, and more focused in a single role.
** Convergence of Cyriss: Generalist/Technical: Each unit is very adaptable, but there are simply not many. The most important thing when running a Convergence army is to keep in mind that there are definite synergies in the army and, if you ignore them, you are just running around with sub-par models. On the other hand, if you can make it work, your opponent will be hard-pressed to find weaknesses. This is also reflected in the building of your force, which is a lot more difficult than with other factions. The Convergence of Cyriss also requires much more finesse and attention to order of activation than most other factions.
** Trollbloods: Elite/Brute: Trolls are big, slow and hard to kill due to their abundance of regeneration and healing. Enemy heavies will lament not being able to trample over your battle line. And they have all kinds of abilities that make them bigger and tougher.
** Circle Orboros: Guerrilla/Ranger: The Circle army is fast and maneuverable, but many of its models do not hit terribly hard and most cannot take a lot of damage. It often plays as one might expect a hunter to behave: setting traps and ambushes, manoeuvring opponents to vulnerable positions, and controlling where the battle will happen. If you can get your opponent to spring one of your traps, you will likely win. The Circle has a lot of synergy, a few powerhouses, decent range, and unpredictability, with a teleportation theme and convoluted assassionation runs.
** Skorne: Brute/Technical: Skorne are the slowest, tankiest army in Hordes. They have several retaliation effects, can take a hit and strike back. For this reason they excel at attrition. And they are in particular known for their support, especially Beast Handlers turning melee warbeasts into wrecking machines and providing fury management.
** Legion of Everblight: Elitist/Ranger: The Legion of Everblight, with a combination of fast speed and low durability, must hit first, outmanoeuvre the enemy and pick them apart while controlling their losses carefully. Legion warbeasts are, apart from the lesser warbeasts, some of the most powerful and cost the most points of all the Hordes factions. With Eyeless Sight (universal among Legion warbeasts), Legion armies can effectively ignore many common advantages that other factions struggle to deal with or, in some cases, rely upon to defend themselves entirely.
** Grymkin: Technical: The Grymkin playstyle is based around punishing the opponent for certain actions and reaping corpses to power their abilities. They have the worst ranged abilities of any faction.
** Mercenaries and Minions: Balanced/Generalist: They do a little bit of everything, with the intention of filling in any missing pieces in a player's army.
*** Hammer Strike: Elitist/Brute: They tend to have expensive troops, slow speed, moderate ranges, and high armour values. For example, lists which have cheap infantry might consider Horgenhold Forge Guard an elite unit to be screened by more expendable elements, whereas in the Hammer Strike theme, the Forge Guard are the cheapest infantry around.
*** Talion Charter: Ranger/Technical: The pirate infantry are a little... vanilla, but they've got access to a lot of buffs in various ways. They tend to be squishy, fast and struggle with high armour values.
*** Operating Theater: Spammer/Brute/Gimmick: Most of your drudges and monstrosities are cheap and awful, but when assisted by an Agitator drudges have the effective MAT and armour cracking ability of an elite unit like Stormblades. Otherwise you need to keep your unit leaders safe. Losing a Mind Slaver, Mind Bender, Overlord or Agitator is crippling; everything else is disposable. This means that a Cephalyx list is basically a massive wave of tough infantry that gets destroyed by enemies with good spot-removal abilities.
*** Blindwater Congregation: Elitist/Unit Specialist/Brute: The Blindwater Congregation specialises in confronting the enemy with a core of very resilient and powerul Gatormen, while the Bog Trogs and Croaks flank and ambush the unwary. They have tough troops who won't go down easily, debuff-heavy warlocks, and terrain manipulation (with swamps).
*** Thornfall Alliance: Balanced/Brute: The Thornfall Alliance covers all the major bases even if its advance deploying infantry is a little lacklustre. Thornfall armies have access to hard-hitting warbeasts that dish out a lot of attacks, and each battlegroup can easily contain six or more beasts.



* FantasyCounterpartCulture: Khards are unapologetically the Immoren equivalent of Russians, Umbreans are Romanians, Skirov and Kossites are Eastern Europeans with a mix of Scandinavians, Caspians are basically Americans with British accents, Midlunders are Northern British, Thurians are Irish, Tordorans are a blend of Spain, Italy, and Portugal, Ryn are French with Welsh naming, Idrians are Bedouins, Radiz are Romani, the trollkin are a mix of Scots and Native Americans, the Tharn are pre-Roman Celts, the skorne are Japanese (when it comes to their armor, iconography and language) with a few signs of Persian Empire, the Morridanes, Arjun and gatormen are stereotypically Louisianian (complete with [[RaginCajun Cajun accents]] and [[HollywoodVoodoo bokors]] in the case of the gatormen) and the Orgoth are infernal-worshipping Vikings. According to WordOfGod, the Bolotov are based on the Sámi and (to a lesser extent) the Picts and Ainu, the Yhari-Umbreans are the Alans with some Mongol and Eastern European influences, and the Olgar are the Polynesians.

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* FantasyCounterpartCulture: Khards are unapologetically the Immoren equivalent of Russians, Umbreans are Romanians, Skirov and Kossites are Eastern Europeans with a mix of Scandinavians, Kossites are Siberians, Caspians are basically Americans with British accents, Midlunders are Northern British, English, Thurians are Irish, Tordorans are a blend of Spain, Italy, and Portugal, Ryn are French with Welsh naming, Idrians are Bedouins, Radiz are Romani, the trollkin are a mix of Scots and Native Americans, the Tharn are pre-Roman Celts, the skorne are Japanese (when it comes to their armor, iconography and language) with a few signs of Persian Empire, the Morridanes, Arjun and gatormen are stereotypically Louisianian (complete with [[RaginCajun Cajun accents]] and [[HollywoodVoodoo bokors]] in the case of the gatormen) and the Orgoth are infernal-worshipping Vikings. According to WordOfGod, the Bolotov are based on the Sámi and (to a lesser extent) the Picts and Ainu, the Yhari-Umbreans are the Alans with some Mongol and Eastern European influences, and the Olgar are the Polynesians.



** The Menites are more of an InterfaithSmoothie; they worship the creator of humanity, Menoth, exclusively, and are the religion that Morrowans grew out of, making their religion an obvious counterpart to Judaism (complete with being a persecuted minority in strongly-Morrowan Cygnar). They also have elements of the more sinister side of Catholicism (their Scrutator priest-judges are heavily inspired by the Inquisition, and they really like burning heretics), and in the Protectorate, they have elements of Islam (they even recently converted the Idrians, the setting's resident [[FantasyCounterpartCulture Arab equivalents]]) and possibly Mormonism (forming a new nation in the desert after the rise of a new prophet and violent conflict with America-equivalent Cygnar).

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** The Menites are more of an InterfaithSmoothie; they worship the creator of humanity, Menoth, exclusively, and are the religion that Morrowans grew out of, making their religion an obvious counterpart to Judaism (complete with being a persecuted minority in strongly-Morrowan Cygnar). They also have elements of the more sinister side of Catholicism (their Scrutator scrutator priest-judges are heavily inspired by the Inquisition, and they really like burning heretics), and in the Protectorate, they have elements of Islam (they even recently converted the Idrians, the setting's resident [[FantasyCounterpartCulture Arab equivalents]]) and possibly Mormonism (forming a new nation in the desert after the rise of a new prophet and violent conflict with America-equivalent Cygnar).



** For a non-human equivalent, there's Greygore Boomhowler, one of the most notorious trollkin Fell Callers, a mercenary who dedicates himself to wenching his way across the world and who has had countless lovers of all races. Despite the fact that, as a trollkin (basically looking like an orc with elements of frog), he really couldn't be considered too handsome by most people. Greygore's appetite is not unusual; Bragg himself, the first Fell Caller, was such a prolific lover that it's said that all Fell Callers are blood-descendents of his. Meanwhile, stereotype holds that all Fell Callers do their best to spread their seed as far as possible -- even the relatively few female Fell Callers are just as lusty and eager to spawn. It's not necessarily TRUE (see Grissel Bloodsong, for one), but the very visible nature of the ones who do drowns out the SilentMajority.

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** For a non-human equivalent, there's Greygore Boomhowler, one of the most notorious trollkin Fell Callers, a mercenary who dedicates himself to wenching his way across the world and who has had countless lovers of all races. Despite the fact that, as a trollkin (basically looking like an orc with elements of frog), he really couldn't be considered too handsome by most people. Greygore's appetite is not unusual; unusual: Bragg himself, the first Fell Caller, was such a prolific lover that it's said that all Fell Callers are blood-descendents of his. Meanwhile, stereotype holds that all Fell Callers do their best to spread their seed as far as possible -- even the relatively few female Fell Callers are just as lusty and eager to spawn. It's not necessarily TRUE (see Grissel Bloodsong, for one), but the very visible nature of the ones who do drowns out the SilentMajority.



* MagicKnight: Many warcasters and warlocks qualify as this, as do some other non-warcaster/lock named characters. Naturally, combining a spellcasting career with a melee-focused career will get you a character like this in the RPG. Combining Stone Sorcerer with a career like Knight or Man-At-Arms makes for a very durable tank-style character.

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* MagicKnight: Many warcasters and warlocks qualify as this, as do some other non-warcaster/lock named characters. Naturally, combining a spellcasting career the Gifted archetype with a melee-focused career will get you a character like this in the RPG. Combining Stone Sorcerer with a career like Knight or Man-At-Arms makes for a very durable tank-style character.



* MutuallyExclusivePartyMembers: Represented by the Animosity rule, which prevents certain models from being taken in the same army. Specifically, Alexia Ciannor and Thamarites don't work with Morrowans; Viktor Pendrake, Lynus Wesselbaum and Edrea Lloryrr don't like Saxon Orrik.



* PlotArmor: During Mark I and II, no one who has an in-game model have been killed. Any character who appeared to die, or actually did, either narrowly survived or came back to life somehow. Becoming a new "epic" version to show that they've changed. In Mark III, this safety net will be removed, averting this trope.

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* PlotArmor: During Mark I and II, no one who has an in-game model have been killed. Any character who appeared to die, or actually did, either narrowly survived or came back to life somehow. Becoming somehow, becoming a new "epic" version to show that they've changed. In Mark III, this safety net will be has been removed, averting this trope.



* WritersCannotDoMath: It has been noted that by casualty statistics everyone in Cygnar has died already... twice.
** Did we mention it holds about half the of total human population (about 20 million humans, with Cygnar holding 9)?

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* WritersCannotDoMath: It has been noted that by casualty statistics everyone in Cygnar has died already... twice.
**
twice. Did we mention it holds about half the of total human population (about 20 million humans, with Cygnar holding 9)?
14th Oct '17 2:02:31 PM SAMAS
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* ExactWords: Julian agreed to a treaty with Kardor that saw the other country withdraw from the Thornwood in exchange for Cygnar publicly recognizing their hold over Llael... as long as there were no other living memebers of the Llaelese royal family remaining. As soon as they were gone, he betrothed himself to the last living Llaelese heir.
14th Oct '17 1:55:40 PM SAMAS
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* ''Cygnar'', the largest and most technologically advanced of the Iron Kingdoms, and considered (by its inhabitants, anyway) to be [[TheFederation the most lawful and just]] of them as well.

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* ''Cygnar'', the largest and most technologically advanced of the Iron Kingdoms, and considered (by its inhabitants, anyway) to be [[TheFederation the most lawful and just]] of them as well. The country recently had a(nother) change in leadership, after King Leto abdicated the throne to his own nephew Julius, the arguable rightful heir.



* ''Llael'', a [[TheKingdom small but rich nation]] whose alchemists hold the monopoly on blasting powder, situated between Khador and Cygnar. With little else in the way of mineral wealth or military might, a woefully inefficient government, and no actual ruler, it came as no surprise to anyone when Khador took half of it over. Then the Protectorate took half of what was left in their Northern Crusade.

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* ''Llael'', a [[TheKingdom small but rich nation]] whose alchemists hold the monopoly on blasting powder, situated between Khador and Cygnar. With little else in the way of mineral wealth or military might, a woefully inefficient government, and no actual ruler, it came as no surprise to anyone when Khador took half of it over. Then the Protectorate took half of what was left in their Northern Crusade. Cygnar is moving back to the kingdom, after the marriage between King Julius and Llael's last living member of the Llaese Royal Family.
18th Sep '17 2:11:34 AM Luppercus
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* FantasyCounterpartReligion:
** The Church of Morrow is this setting [[CrystalDragonJesus analogue for Christianity]].
** The Thamarite cults are a weird blend of theistic and [=LaVeyan=] Satanism, with a vaguely-Objectivist moral philosophy, emphasis on magic, and worship of the Morrowans' Satan equivalent (and Morrow's twin sister).
** The Menites are more of an InterfaithSmoothie; they worship the creator of humanity, Menoth, exclusively, and are the religion that Morrowans grew out of, making their religion an obvious counterpart to Judaism (complete with being a persecuted minority in strongly-Morrowan Cygnar). They also have elements of the more sinister side of Catholicism (their Scrutator priest-judges are heavily inspired by the Inquisition, and they really like burning heretics), and in the Protectorate, they have elements of Islam (they even recently converted the Idrians, the setting's resident [[FantasyCounterpartCulture Arab equivalents]]) and possibly Mormonism (forming a new nation in the desert after the rise of a new prophet and violent conflict with America-equivalent Cygnar).
13th Sep '17 1:29:13 PM crazysamaritan
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* BackToBackBadasses: Khador's Great Bears of Gallowswood are a trio that fight in this manner.

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* BackToBackBadasses: BackToBackBadasses:
**
Khador's Great Bears of Gallowswood are a trio that fight in this manner.



* BaconAddiction: Certain Thornfall Alliance units have the special ability "Bacon!" which heals friendly units in base-to-base contact when they die.
20th Apr '17 2:35:24 PM CountDorku
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* AllCrimesAreEqual: The urban RPG supplement has a list of fourteen crimes; the Protectorate of Menoth judiciary can sentence you to death by burning for no less than eleven of them, including "improper speech".


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* DisproportionateRetribution: In the RPG, Menoth's legal system is incredibly brutal. Public drunkenness? Torture! Petty theft? Wracking! No less than ''eleven'' crimes on a list of fourteen have death by burning as a possible punishment, including burglary, smuggling, tax evasion, counterfeiting, and ''improper speech''.
20th Mar '17 5:28:34 AM SAMAS
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* ''Llael'', a [[TheKingdom small but rich nation]] whose alchemists hold the monopoly on blasting powder, situated between Khador and Cygnar. With little else in the way of mineral wealth or military might, a woefully inefficient government, and no actual ruler, it came as no surprise to anyone when Khador took it over.

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* ''Llael'', a [[TheKingdom small but rich nation]] whose alchemists hold the monopoly on blasting powder, situated between Khador and Cygnar. With little else in the way of mineral wealth or military might, a woefully inefficient government, and no actual ruler, it came as no surprise to anyone when Khador took half of it over.over. Then the Protectorate took half of what was left in their Northern Crusade.
20th Feb '17 4:56:37 PM KrimsonNekros
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* FanService: The Convention exclusive models, [[http://privateerpress.com/files/imagecache/product_image/products/92007_DruidGoneWilderWEB.jpg Druid Gone Wilder]], [[http://privateerpress.com/files/imagecache/product_image/products/92016_BlindwaterBrewWitchDoctor_WEB.jpg Blindwater Brew Witch Doctor]], and [[http://privateerpress.com/files/imagecache/product_image/products/92006_Bombardier_Bombshell2WEB.jpg Bombadier Bombshell]] among others.
11th Feb '17 8:35:03 AM HTD
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* FantasyCounterpartCulture: Khards are unapologetically the Immoren equivalent of Russians, Umbreans are Romanians, Skirov and Kossites are Eastern Europeans with a mix of Scandinavians, Caspians are basically Americans with British accents, Midlunders are Northern British, Thurians are Irish, Tordorans are a blend of Spain, Italy, and Portugal, Ryn are French with Welsh naming, Idrians are Bedouins, the trollkin are a mix of Scots and Native Americans, the Tharn are pre-Roman Celts, the skorne are Japanese (when it comes to their armor, iconography and language) with a few signs of Persian Empire, the gatormen are stereotypically Louisianian (complete with [[RaginCajun Cajun accents]] and [[HollywoodVoodoo bokors]]) and the Orgoth are infernal-worshipping Vikings.

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* FantasyCounterpartCulture: Khards are unapologetically the Immoren equivalent of Russians, Umbreans are Romanians, Skirov and Kossites are Eastern Europeans with a mix of Scandinavians, Caspians are basically Americans with British accents, Midlunders are Northern British, Thurians are Irish, Tordorans are a blend of Spain, Italy, and Portugal, Ryn are French with Welsh naming, Idrians are Bedouins, Radiz are Romani, the trollkin are a mix of Scots and Native Americans, the Tharn are pre-Roman Celts, the skorne are Japanese (when it comes to their armor, iconography and language) with a few signs of Persian Empire, the Morridanes, Arjun and gatormen are stereotypically Louisianian (complete with [[RaginCajun Cajun accents]] and [[HollywoodVoodoo bokors]]) bokors]] in the case of the gatormen) and the Orgoth are infernal-worshipping Vikings.Vikings. According to WordOfGod, the Bolotov are based on the Sámi and (to a lesser extent) the Picts and Ainu, the Yhari-Umbreans are the Alans with some Mongol and Eastern European influences, and the Olgar are the Polynesians.



* MiniMecha: Most non-Colossal steamjacks are humanoid walkers that range from two to four metres tall.



* OurDragonsAreDifferent: At the EldritchAbomination level; a dragon's true form is just a sentient crystal called an athanc, but this crystal possesses nigh-RealityWarper powers. And they're freaking huge.

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* OurDragonsAreDifferent: At the EldritchAbomination level; a dragon's true form is just a sentient crystal called an athanc, but this crystal possesses nigh-RealityWarper powers. And they're freaking huge. There are also the various species of drakes, which are natural animals with relatively large size and resemblance to dragons though still far smaller than them.



* OurGhoulsAreDifferent: Genzouls, degenerate undead skorne cannibals often found in desolate wilderness regions. They are afflicted with karovoul, a ravening hunger that causes a compulsion for cannibalism.

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* OurGhoulsAreDifferent: OurGhoulsAreCreepier: Genzouls, degenerate undead skorne cannibals often found in desolate wilderness regions. They are afflicted with karovoul, a ravening hunger that causes a compulsion for cannibalism.
8th Feb '17 12:45:37 AM HTD
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* TheButcher: That of Khardov, Orsus Zoktavir.

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* TheButcher: That of Khardov, Orsus Zoktavir.Zoktavir, the BUTCHER OF KHARDOV.



* ElvesVsDwarves: Fairly common amongst the various factions, most explicitly between the steampunk-inspired WARMACHINE factions and the Primal Powers of HORDES. Amusingly enough, averted by the setting's ''actual'' elves and dwarves: the elves hate humans, while the dwarves don't feel particularly strongly one way or the other.

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* ElvesVsDwarves: ElvesVersusDwarves: Fairly common amongst the various factions, most explicitly between the steampunk-inspired WARMACHINE factions and the Primal Powers of HORDES. Amusingly enough, averted by the setting's ''actual'' elves and dwarves: the elves hate humans, humans and skorne, while the dwarves don't feel particularly strongly one way or the other.



* FantasyCounterpartCulture: Khards are unapologetically the Immoren equivalent of Russians, Umbreans are Romanians, Skirov and Kossites are Eastern Europeans with a mix of Scandinavians, Caspians are basically Americans with British accents, Midlunders are Northern British, Thurians are Irish, Tordorans are a blend of Spain, Italy, and Portugal, Ryn are French with Welsh naming, Idrians are Bedouins, the trollkin are a mix of Scots and Native Americans, the Tharn are Celts, the skorne are Japanese (when it comes to their armor, iconography and language) with a few signs of Persian Empire, the gatormen are stereotypically Louisianian (complete with [[RaginCajun Cajun accents]] and [[HollywoodVoodoo bokors]]) and the Orgoth are infernal-worshipping Vikings.

to:

* FantasyCounterpartCulture: Khards are unapologetically the Immoren equivalent of Russians, Umbreans are Romanians, Skirov and Kossites are Eastern Europeans with a mix of Scandinavians, Caspians are basically Americans with British accents, Midlunders are Northern British, Thurians are Irish, Tordorans are a blend of Spain, Italy, and Portugal, Ryn are French with Welsh naming, Idrians are Bedouins, the trollkin are a mix of Scots and Native Americans, the Tharn are pre-Roman Celts, the skorne are Japanese (when it comes to their armor, iconography and language) with a few signs of Persian Empire, the gatormen are stereotypically Louisianian (complete with [[RaginCajun Cajun accents]] and [[HollywoodVoodoo bokors]]) and the Orgoth are infernal-worshipping Vikings.
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