My local wargaming buddies have recently decided to give Reign in Hell a try. It's a melee-focused skirmish game, set in Hell (funny that), and features what appears to be a strong campaign system. So we're presently compiling our respective forces, putting our minds to whether there's any terrain we could or should be making to complement the game and, importantly considering our factions.
What are the Reign in Hell Factions? I'm glad to report that they aren't simply your usual Games Workshop Chaos factions (Korne, Nurgle etc). In an effort to aid our decision-making process, I thought I'd describe Reign in Hell's factions - this information is available in the rulebook, but it's spread across a few pages. What you'll read here is my paraphrasing of the same. If you think it sounds interesting, why not head over to Wargame Vault and get yourself a copy of the game?
Leaders
Choose a Type (Warrior (More certainty when attacking), Schemer (can muck around with activations), Zealot (Berserker-buff), one Essence and Relic (special abilities, rule modifiers both in the skirmish and during campaign game).
Lords of Hell
Special Ability: bonus Minion
Leader: de-buff enemy attacks on the Leader
Devote: Lord of the Pit (fast + flyer, high combat, and HP, can cannibalize allies and gets more deadly as racks up kills)
Earth-bound
Special Ability: extra Move allowance
Leader: can interrupt the flow of play and make an extra Move
Devote: Succubus (slow but fly, middle HP, low melee, turn enemies traitor, gets more resilient as allies are killed)
Demented
Special Ability: can cause harm when defending an attack
Leader: can reroll Initiative Dice whilst still alive
Devote: Madness Demon (low Move and Melee, high HP, can 'steal' enemy attacks, and the chance of getting increasingly resilient during the course of the game)
Brokers
Special Ability: chance of gaining extra Soul Dice (XP that can be exchanged in battle)
Leader: begins with a bonus Essence
Devote: Tallyman (slow, low melee, high HP, can benefit when enemies use special abilities, can accelerate experience on kills if allies are slain)
Judges
Special Ability: can negate a single enemy's special attack abilities once per round
Leader: avoid first death in combat (0 HP gets reverted to 1 HP)
Devote: Executioner (slow, middle combat, high HP, can reroll attacks against low HP enemies, killing enemy who have injured your allies results in increased resilience)
The Empty
Special Ability: can attempt to destroy terrain elements and objectives
Leader: can teleport once per game
Devote: Void Demon (middle Move, Attack and HP, regenerate + teleport once per game)
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I'm going with a force made of classic-styled, 'old hammer' chaos warriors - the real Northmen, lots of plate armour, horned helmets, cloaks etc. I might even try my hand at doing some mods for my Leader and Devote... just awaiting the arrival of my minis, then I'm onto painting!
As to how I might organise my Cabal (my force) I am currently thinking of making my Leader a Zealot, giving him Eternal Mind Essence (gets to reroll one Activation/Initiative dice) and some defence buffing relic (like the Shield). As for the Faction, maybe the Demented? given further rerolls in Initiative and a right-hand fiend who's got potential as a counter-attacker?

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