Switch Theme:

Mierce Miniatures Darklands Ongoing News and Rumors Thread! Darklands Rulebook ships on April 18!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in se
Executing Exarch






I have three questions for you guys before I decide on an eventual order...

1. Is there anywhere I can get a good look at all the miniatures for Darklands without having to click-click-click through the Mierce website? Say in long blog post form or similar?

2. Is there a place to find some good advice on army lists? I have no idea what to buy aside from the starter hosts.

3. What exactly am I able to buy with my Metal Age Kickstarter access? When I go to their store I see all their previous Kickstarters listed as well. Does this mean I can order stuff from them as well? Do I get a discount on those? What about normal store items?

Thanks a ton you guys!

This message was edited 1 time. Last update was at 2015/09/04 11:29:57


 
   
Made in gb
Rampaging Reaver Titan Princeps






 Mymearan wrote:
I have three questions for you guys before I decide on an eventual order...

1. Is there anywhere I can get a good look at all the miniatures for Darklands without having to click-click-click through the Mierce website? Say in long blog post form or similar?

2. Is there a place to find some good advice on army lists? I have no idea what to buy aside from the starter hosts.

3. What exactly am I able to buy with my Metal Age Kickstarter access? When I go to their store I see all their previous Kickstarters listed as well. Does this mean I can order stuff from them as well? Do I get a discount on those? What about normal store items?

Thanks a ton you guys!


This blog contains nearly everything made

What Kindreds are you collecting? For general army guidance, you will need to note the ubiquity limits and what you can take. But a typical force would be:

1 Warlord/General
2-3 Warchiefs (Including sorcerer)
2-3 Infantry units
1-2 Monstrous Infantry units
1-2 Monstrous beasts

That should see you to 1000-1500 gold

This message was edited 2 times. Last update was at 2015/09/04 11:34:22


 
   
Made in gb
Fresh-Faced New User




Have you pledged on the previous kickstarters? I have only been in on this one and its the only one that shows when I log into the store so that may be an error?

There was a 20% discount available to kickstarter backers on existing stuff but that is now over, and the wave 9 metal age stuff will be taken down on Monday
   
Made in gb
Decrepit Dakkanaut




UK

With the cashback from your metal age pledge you can basically buy anything from the mierce website

There was a 20% discount off the normal items on the website but I think that was only for a month so the prices will be as listed now

If you can see the previous KS catagories you can shop from them... Rob is normally happy to open these up to new KS backers if they ask (so if you asked in the comments he may have done this for you already)

if you're after starter hosts from Metal Age (and that's where the big discounts are) make sure you get your order in before Monday, the 7th of September at midnight (GMT) as that's when they get removed.

As to what to get for army lists the first thing I'd do is get the 750 gold upgrade to whatever starter(s) you've got a full sized unit of 5 monstrous infantry

I'd then think about 1 or 2 big monstrous beasts (or units of beasts like the Toracx in the Formoraic starter),

the ones on this KS are going to be the best value, but you might prefer ones from the pre-existing minis line up as they'll be ready to ship when the metals are, and the as yet to be sculpted stuff probably won't so you'll either have to wait for them or pay for an extra shipping wave

after that it's probably more infantry or monstrous infantry or both


 
   
Made in us
[DCM]
.







Did the updated rules get released today too?
   
Made in ca
Dakka Veteran




There's a LOT that's now scheduled for October shipping (all the rest of New Kindreds, all the rest of FE2, all the rest of MM). Considering how the rate of sculpting seems to have slowed, are we really expecting all of that to be done for that revised schedule?
   
Made in se
Executing Exarch






zedmeister wrote:
 Mymearan wrote:
I have three questions for you guys before I decide on an eventual order...

1. Is there anywhere I can get a good look at all the miniatures for Darklands without having to click-click-click through the Mierce website? Say in long blog post form or similar?

2. Is there a place to find some good advice on army lists? I have no idea what to buy aside from the starter hosts.

3. What exactly am I able to buy with my Metal Age Kickstarter access? When I go to their store I see all their previous Kickstarters listed as well. Does this mean I can order stuff from them as well? Do I get a discount on those? What about normal store items?

Thanks a ton you guys!


This blog contains nearly everything made

What Kindreds are you collecting? For general army guidance, you will need to note the ubiquity limits and what you can take. But a typical force would be:

1 Warlord/General
2-3 Warchiefs (Including sorcerer)
2-3 Infantry units
1-2 Monstrous Infantry units
1-2 Monstrous beasts

That should see you to 1000-1500 gold


Definitely Ysians, then either Jutes or Norse... Although I might change my mind after checking that blog if you have some tips on typical army lists for those Kindred that would be much appreciated. Thanks a lot!

cromagz wrote:Have you pledged on the previous kickstarters? I have only been in on this one and its the only one that shows when I log into the store so that may be an error?

There was a 20% discount available to kickstarter backers on existing stuff but that is now over, and the wave 9 metal age stuff will be taken down on Monday


OrlandotheTechnicoloured wrote:With the cashback from your metal age pledge you can basically buy anything from the mierce website

There was a 20% discount off the normal items on the website but I think that was only for a month so the prices will be as listed now

If you can see the previous KS catagories you can shop from them... Rob is normally happy to open these up to new KS backers if they ask (so if you asked in the comments he may have done this for you already)

if you're after starter hosts from Metal Age (and that's where the big discounts are) make sure you get your order in before Monday, the 7th of September at midnight (GMT) as that's when they get removed.

As to what to get for army lists the first thing I'd do is get the 750 gold upgrade to whatever starter(s) you've got a full sized unit of 5 monstrous infantry

I'd then think about 1 or 2 big monstrous beasts (or units of beasts like the Toracx in the Formoraic starter),

the ones on this KS are going to be the best value, but you might prefer ones from the pre-existing minis line up as they'll be ready to ship when the metals are, and the as yet to be sculpted stuff probably won't so you'll either have to wait for them or pay for an extra shipping wave

after that it's probably more infantry or monstrous infantry or both



I've not pledged before, but I did make a $1 pledge and thus had to ask them to unlock the pledge manager manually, so I suppose they opened up everything then!

Thanks for the advice, 750 gold upgrade sounds like a good idea to start with. I'm guessing It wouldn't be a big loss to stop there, and buy more some other time? Seeing as the metal starters are where the big savings are, not the big resin beasts.


This message was edited 1 time. Last update was at 2015/09/04 14:09:33


 
   
Made in gb
Rampaging Reaver Titan Princeps






 Alpharius wrote:
Did the updated rules get released today too?


Aye!. Though he did say the PDF needs formatting work, but these are the rules.

Really really like the terrain and weather rules. Very atmospheric
   
Made in gb
Decrepit Dakkanaut




UK

decker_cky wrote:
There's a LOT that's now scheduled for October shipping (all the rest of New Kindreds, all the rest of FE2, all the rest of MM). Considering how the rate of sculpting seems to have slowed, are we really expecting all of that to be done for that revised schedule?


It's very hard to tell,

there has been a fair degree of hold up because of Tim's operation, as he needs to master original sculpts before they go back for turning into alternates, and I suspect he's also been mastering some of the weapons/shields etc for some of the professional units so they look the best they can, eg scroc, the armored abhoorents, ax crom, the men of the mustaches

now he's back to (almost) normal all this can happen and stalled sculptors can go back to work

we're also leaving the summer holiday (I've seen at least a couple of Mierce sculptors talking about holidays on facebook etc) and convention season so some who were not sculpting will be getting back to work

after that it's down to what time slots mierce have got booked, whether anthing is in front of them them and how fast the sculptors work


my guess is we'll se a bit of slippage, but no nearly as much as you'd expect

This message was edited 1 time. Last update was at 2015/09/04 14:37:58


 
   
Made in gb
Rampaging Reaver Titan Princeps






Ok the rules have added some really nice new things. You can destroy terrain such as burn down woods or corrupt them, freeze rivers, collapse buildings, get struck by lightning and add in snow banks making shooting hard, fog and wind to ground flyers, nightfighting where Ysians have a big advantage (I think). Loads of new actions such as "Grab and..." as well as devourers (ugh) and I really want to get playing!

Edit, for example, check this weather rule for Torrential Rain:

Windy; Douses Fire; Settles (if it continues to rain, conditions and ground get worse!); sighted 3D10” (limited sight range); rough ground (hard to move over); no volley shoot (bows can't shoot); flyers are grounded

This message was edited 2 times. Last update was at 2015/09/04 14:54:52


 
   
Made in us
Dakka Veteran




 Mymearan wrote:
I've not pledged before, but I did make a $1 pledge and thus had to ask them to unlock the pledge manager manually, so I suppose they opened up everything then!

Thanks for the advice, 750 gold upgrade sounds like a good idea to start with. I'm guessing It wouldn't be a big loss to stop there, and buy more some other time? Seeing as the metal starters are where the big savings are, not the big resin beasts.




Depending on your faction, I'd consider doubling up on the starter before buying the 750 gold upgrade. The trolls for example, stand out as a surprisingly expensive upgrade compared to a second starter (which will come with a discount) which includes 2 more trolls and 10 more infantry, ignoring doubled characters.
   
Made in us
Longtime Dakkanaut




Houston, TX

decker_cky wrote:
 Mymearan wrote:
I've not pledged before, but I did make a $1 pledge and thus had to ask them to unlock the pledge manager manually, so I suppose they opened up everything then!

Thanks for the advice, 750 gold upgrade sounds like a good idea to start with. I'm guessing It wouldn't be a big loss to stop there, and buy more some other time? Seeing as the metal starters are where the big savings are, not the big resin beasts.




Depending on your faction, I'd consider doubling up on the starter before buying the 750 gold upgrade. The trolls for example, stand out as a surprisingly expensive upgrade compared to a second starter (which will come with a discount) which includes 2 more trolls and 10 more infantry, ignoring doubled characters.


That's a good point, particularly given that the Norse currently only have 1 human infantry unit, so you are more likely to double up on them. The Ysians have axe drunes, bow drunes, and hounds and melisunes (though the latter not currently in metal).
   
Made in gb
Decrepit Dakkanaut




UK

Rules, get yer rules here, fresh and hot from the press


Update #122 Sep 6 2015

Darklands: First Edition Rules

Darklands is a tabletop skirmish wargame in which you command the hosts of man and beast that your ancestors once did for glory, power or simple survival!

To play Darklands with our fantastic range of miniatures, you need the rules - and whilst the full Darklands: First Edition rulebook will not be printed until later on in 2015, you can play the game right now with the rules presented here as a download or from our Rules and Musters Downloads page - which is constantly being updated.

As well as the Darklands: First Edition rules, you'll also need the Savage Hordes download which combines the Muster Rules (which show you how to build a host) and the various Kindred Musters (which give you all the warrior profiles for every single miniature we have produced or will produce).



Last updated - 4th September 2015

The Darklands: First Edition rules are (just about) here!

We have been working very hard to put the Darklands: First Edition of the rules together for you as a PDF download, and whilst this has taken a bit longer than we'd hoped they're now (almost) ready for public consumption. Note that these downloadable rules do not yet have any lovely illustrations or many example graphics, which will be of great use to a newcomer to Darklands; they will appear in the full rules.

Now, we've not quite had enough time to get everything sorted for today - there's a few actions (Dive, Swoop, Drop, Bind and Unbind) and reactions (Engagement and Counter-Engage) to revise yet - but we hope to have everything rules-wise by Monday.

Darklands: First Edition download

You can download the rules that are available now in one document:
•Darklands: First Edition - Full Rules

We've been a little lazy and simply merged the individual .pdf files you'll find elsewhere on this update, so the page numbers don't work - but at least you don't have to mess around...

Note, too, that these downloadable sections of the rules do not yet have any lovely illustrations or example graphics, which will be of great use to a newcomer to Darklands. We aim to have at least one set of example graphics for each action or reaction!

Hunt down grammatical errors!

In the meantime, feel free to hunt down typos, incorrectly numbered headers, passages that don't make sense or any other grammatical errors and e-mail us at kickstarter@mierce-miniatures.com. The more people that scour the rulebook for these errors, the more we'll find!

Printing the rules

Once all of the rules are sorted, we will begin converting it all into print format with some nice graphics and images, and it will look similar in style to the Darklands: QuickStarter rules.

We do hope to have completed this task by the end of September and have it at the printers sometime in October, with a print date of "before Christmas", we hope!

Okay... now that you have the full rules, let's go through them and explain a little bit about each section...



This will be a general overview of Darklands and the wargame itself. It's not written yet, and probably won't be until we near the print stage. We also need some nice photographs!
• Darklands: First Edition - 1: Darklands, the Game - coming soon

These aren't strictly necessary up front, but they will be done at some point soon.



Last updated: 4th September 2015

The "The Darklands Host" section will contain everything you need to know about hosts, commands, warriors, profiles and equipment!
• Darklands: First Edition - 2: The Darklands Host - NEW!

The various subsections of The Darklands Host are explained below.
• 2.1: Hosts - describes what a Darklands host is, and what it is made of.
• 2.2: Commands - explains what a command is, and the various types of command.
• 2.3: Units - the units subsection is important because it describes the composition of units - unit leaders, unit command warriors and unit warriors - as well as unit structure, unit states (vigour, heart, form, mobility and strength) and how bound units work.
• 2.4: Warriors - even more important than units are the individual warriors within them. Warriors are described by their privilege (their importance), class (their type, such as an infantry warrior) and acuity (how well they can fight), as well as their traits and abilities (the special things they can do on the battlefield).
• 2.5: Mounted Warriors - mounts and riders form mounted warriors and these are described here.
• 2.6: War Engines - even though it is the dark ages, some esoteric kindreds can field war engines. How they work is explained in this subsection.
• 2.7: Warrior Profiles - a warrior's profile governs almost everything about what that warrior can do upon the field of battle and explains such things as a warrior's details, his attributes and his equipment - weapons, armour, artefacts and invocations.

We don't expect to change anything except grammatical errors from this section, so this is pretty much how it will be in the rulebook.



Last updated: 4th September 2015

The "The Battlefield" section covers everything that shapes a Darklands battlefield and what can be done on it, so such things as the battlefield itself, battle scenarios, terrain, weather, time and positioning - as well as movement and sight - are covered.
• Darklands: First Edition - 3: The Battlefield - updated

We do hope you like the example diagrams, too - they're a taster for what's ahead in the printed rules.

The various subsections of The Battlefield are explained below.
• 3.1: The Field - this subsection explains what a battlefield is, its various components and how big they are for a game of Darklands.
• 3.2: Battle Scenarios - only one battle scenario is given, a generic one for every kindred to use.
• 3.3: Terrain - the terrain features on the battlefield are described and explained here, as well as rules to generate terrain for your Darklands battlefield and where it goes.
• 3.4: Weather - sometimes the weather can have a great effect on the battlefield, and weather rules are described here.
• 3.5: Time - the time a battle begins can be important for many kindreds!
• 3.6: Positioning - this subsection governs how a host is positioned upon the battlefield, and gives generals rules on the various positioning fields they can use.
• 3.7: Sight - the sight of a warrior is extremely important. If he can't see, he can't fight - and so lines of sight and other rules to do with seeing the enemy are described here.
• 3.8: Movement - arrows and magic can perform wonders, but in the end it is hand to hand fighting that counts. To fight, however, warriors have to move around the battlefield, and this subsection describes how to do just that!

We don't expect to change anything except grammatical errors from this section, so this is pretty much how it will be in the rulebook.



Last updated: 4th September 2015

This section is the meat of Darklands; if you can understand "The Battle" and play this correctly, everything else falls into place!
• Darklands: First Edition - 4: The Battle - updated

The various subsections of The Battle are explained below.
• 4.1: Joining Battle - this subsection governs the period after hosts are positioned and before the battle begins. Orders are issued to units and commands and Incite actions are performed by generals to inspire their troops or daunt the enemy, among other things!
• 4.2: The Battle Hour - the bloody tornado of the slaughter ahead, this subsection decides which general gains the initiative, ensures players know when and how to activate their units as well as how to retain or force the initiative, and covers the end of the battle hour where continuous effects are applied and both time and the weather could change but, more importantly, decides who has won the field...
• 4.3: Ending the Battle - when both hosts have had a good go at each other, it's time to see whose butcher's bill is greater!

We don't expect to change anything except grammatical errors from this section, so this is pretty much how it will be in the rulebook.



The "Orders" section will explicitly tell you how orders work and what they do, as well as which actions can be performed under which orders!
• Darklands: First Edition - 5: Orders - NEW!

We don't expect to change anything except grammatical errors from this section, so this is pretty much how it will be in the rulebook.



The "Actions"section tells you how actions work and interact with each other, and how they can be performed by an activated unit.
• Darklands: First Edition - 6: Actions - NEW!

The various actions a unit can perform are listed below, split into their action groups.

MOVEMENT ACTIONS

Here's the Movement actions to get your warriors Moving around the battlefield!
• Darklands: First Edition - 6.02: Walk action - updated
• Darklands: First Edition - 6.03: Run action - updated
• Darklands: First Edition - 6.04: March action - updated
• Darklands: First Edition - 6.05: Fly action - updated
• Darklands: First Edition - 6.06: Soar action - updated
• Darklands: First Edition - 6.07: Land action - updated
• Darklands: First Edition - 6.08: Burrow action - NEW! - this action allows units with the "Burrower" ability to Burrow underground and flank the enemy by tunnelling underneath them...
• Darklands: First Edition - 6.09: Reform action - updated

ENGAGEMENT ACTIONS

Getting into combat to actually Attack the enemy is pretty important. If you can't get there, you can't hit 'em!

As there are now a few ways to get into combat - and not just by Charging - it was necessary to formulate a set of rules that covered how a unit actually Moves into the enemy. Rather than include the same engagement rules in a Charge action or a Trample action, the Engagement action does so for them. Whilst units still Charge into an enemy, or Walk and Run into them, the Engagement action controls what units can be engaged, how the Engaging unit moves and when Engagement reactions are brought to bear, among lots of other things!

So, when you want to Charge an enemy, ensure you understand both the Engagement action and the Charge action (which is now much simpler). Similarly, if you want to Trample an enemy, you'll need the Engagement action and the Trample action. It may sound a little complicated, but once you understand the Engagement action the rest will be easy.
• Darklands: First Edition - 6.10: Engagement action - updated
• Darklands: First Edition - 6.11: Engage and... action - NEW! - this action allows units to Engage and perform another action whilst Engaging, such as a Shoot action, an Invoke action or even an Inspire action!
• Darklands: First Edition - 6.12: Charge action - updated
• Darklands: First Edition - 6.13: Trample action - updated
• Darklands: First Edition - 6.14: Slam action - coming soon - updated
• Darklands: First Edition - 6.15: Ambush action - updated - this action allows Flanking units and Scout units to Ambush an enemy unit when they Emerge - even though they can't see them, they can Charge them!
• Darklands: First Edition - 6.17: Dive action - coming soon
• Darklands: First Edition - 6.18: Swoop action - coming soon
• Darklands: First Edition - 6.19: Retreat action - updated - used by highly-trained warriors to disengage from combat

The Dive and Swoop actions should be with you on Monday.

ATTACK ACTIONS

Probably the most important action of all is the Attack action, along with its more energetic sibling, the Attack Move action. We've tidied them both up and made sure they are updated for the loss of stamina, and we've also added a larger Parry Chart, as the addition of some massive monsters kind of made the old one a little rubbish!
• Darklands: First Edition - 6.20: Attack action - updated
• Darklands: First Edition - 6.21: Attack Move action - updated
• Darklands: First Edition - 6.22: Challenge action - updated
• Darklands: First Edition - 6.23: Stomp action - updated
• Darklands: First Edition - 6.24: Grab action - updated - you can now Grab objects from terrain and even dead warriors lying around and Throw them at the enemy!

SHOOT ACTIONS

The lovely Shoot actions allow you to... well, Shoot the enemy, although Shooting does cover a number of different distance attacks and not just bow shots!
• Darklands: First Edition - 6.30: Shoot action - updated
• Darklands: First Edition - 6.31: Attack Shoot action - updated
• Darklands: First Edition - 6.32: Volley Shoot action - updated
• Darklands: First Edition - 6.33: Shoot and Drag action - updated
• Darklands: First Edition - 6.34: Spray action - updated
• Darklands: First Edition - 6.35: Throw action - updated
• Darklands: First Edition - 6.36: Gaze action - updated
• Darklands: First Edition - 6.37: Drop action - coming soon

We should have the final Shoot action, Drop, next week.

INVOKE ACTIONS

Invoke actions enable sorcerers to blast the enemy with sorcery or maybe tickle them a bit with some sorcerous effects, both via invocations.
• Darklands: First Edition - 6.40: Invoke action - updated
• Darklands: First Edition - 6.41: Attack Invoke action - updated
• Darklands: First Edition - 6.45: Recover action - updated

COMMAND ACTIONS

The various command actions and effortless actions serve to motivate your units and sometimes de-motivate your enemies, and also get your units out of a tricky situation
• Darklands: First Edition - 6.50: New Order action - NEW! - enables generals to change the order of a unit or command
• Darklands: First Edition - 6.51: Inspire action - updated
• Darklands: First Edition - 6.52: Roar action - updated
• Darklands: First Edition - 6.53: Daunt action - updated
• Darklands: First Edition - 6.54: Augur action - updated
• Darklands: First Edition - 6.55: Rally action - updated
• Darklands: First Edition - 6.56: Flank action - NEW! - this action ensures units under a FLANK order can enter the battlefield behind the enemy
• Darklands: First Edition - 6.57: Emerge action - NEW! - this action enables Scout units and Burrowers to Emerge onto the battlefield from terrain or from underground respectively
• Darklands: First Edition - 6.58: Goad action - NEW! - this action enables Goaders to incite their charges into Attacking the enemy
• Darklands: First Edition - 6.59: Brace action - NEW! - this action enables units to defend their ground more easily
• Darklands: First Edition - 6.60: Join action - updated - nobles can Join a unit with this action
• Darklands: First Edition - 6.61: Leave action - updated - nobles (and sometimes other warriors) can Leave a unit with this action
• Darklands: First Edition - 6.62: Bind action - coming soon
• Darklands: First Edition - 6.63: Unbind action - coming soon
• Darklands: First Edition - 6.64: Shieldwall action - NEW! - this action enables units with shields and the "Shieldwall" ability to form a shieldwall, giving them great protection
• Darklands: First Edition - 6.66: Disentangle action - updated - entangled units can free themselves with this action
• Darklands: First Edition - 6.68: Wake action - NEW! - unconscious units can Wake using this action
• Darklands: First Edition - 6.69: Rise action - NEW! - prone units use this action to get up from the ground

We should have the Bind action and Unbind action to complete the command actions next week.



Reactions mostly occur as a result of other actions and are sometimes not in the control of a player, especially the reactions of poorly-trained units!
• Darklands: First Edition - 7: Reactions - coming soon

This section should be up next week. The various reactions a unit can perform are listed below, split into the reaction groups.

MOVEMENT REACTIONS

There's a couple of Movement reactions to speak of...
• Darklands: First Edition - 7.01: Displacement reaction - updated
• Darklands: First Edition - 7.02: Dodge reaction - updated - used by nobles to dodge being crushed by an enemy!

ENGAGEMENT REACTIONS

It follows that - when a player declares an Engagement against you - you need to know what your unit will be doing in response. Most of the time you'll just Hold, of course, but there are many other Engagement reactions... including the new Hold and Shoot, Hold and Invoke and Withdraw, as well as the devastating Counter-Engagement reaction (although thankfully, that's mostly only for Feral and Fanatical units...!)
• Darklands: First Edition - 7.10: Engagement reactions - coming soon
• Darklands: First Edition - 7.11: Counter-Charge reaction - coming soon
• Darklands: First Edition - 7.12: Restrain reaction - updated - to enable failed Engagers to restrain themselves from moving forwards
• Darklands: First Edition - 7.13: Divert reaction - updated - to enable failed Engagers to redirect their Engagement into a fresh enemy
• Darklands: First Edition - 7.14: Withdraw reaction - updated - to enable units to retreat from an Engagement

ATTACK REACTIONS

The Attack reactions sort out exactly what happens to the victorious and defeated units at the end of a combat, as well as other reactions to being Attacked.
• Darklands: First Edition - 7.20: Panic reaction - updated
• Darklands: First Edition - 7.21: Flee reaction - updated
• Darklands: First Edition - 7.22: Frenzy reaction - coming soon
• Darklands: First Edition - 7.23: Rampage reaction - coming soon
• Darklands: First Edition - 7.24: Reflex Attack reaction - updated
• Darklands: First Edition - 7.25: Stand reaction - updated
• Darklands: First Edition - 7.26: Chase reaction - updated
• Darklands: First Edition - 7.27: Breakthrough reaction - updated

The Frenzy and Rampage reactions need a little bit of attention to bring them into line with frenzied changes and that should happen next week.

INVOKE REACTIONS

Here's the Invoke reactions to try and get rid of enemy sorcery!
• Darklands: First Edition - 7.40: Earth reaction - updated
• Darklands: First Edition - 7.41: Absorb reaction - updated
• Darklands: First Edition - 7.42: Channel reaction - updated

That's it for the First Edition rules... there'll be an update early next week!



Now, as mentioned above, we have something new for you all - and that is the Darklands: Savage Hordes download, which combines the Muster Rules and various Kindred Musters into one document.

We can neither confirm nor deny that Savage Hordes will be produced in book form in 2016...

Darklands: Savage Hordes download

You can download Savage Hordes in one document:
• Darklands: Savage Hordes - NEW!

We've been a little lazy and simply merged the individual .pdf files for the muster rules and kindred musters you'll find elsewhere individually on this update, but the eventual "proper" document will look rather better!



The Darklands Muster Rules govern how you build a host for Darklands from the various Kindred Musters and will always be "living" rules - i.e., they will be updated when necessary and always available for download.

The updated PDF version of the Darklands Muster Rules can be downloaded by clicking on the link below.
• Darklands: First Edition - Muster Rules v2.6 - updated

We've been hard at work updating the muster rules to reflect all of the latest changes, and we hope they'll make sense to you all!



A Kindred Muster, what we call an army list, gives you the blocks to build a host of a particular kindred or realm for Darklands. It includes all of the different unit types available to you as a general wishing to create an army, in the shape of warrior profiles.

The kindred musters given below include all of the warriors unlocked by our projects so you can check exactly what you're getting for your gold in game terms. Again, the Kindred Musters will always be "living" rules - i.e., they will be updated when necessary and always available for download.

Bear in mind, however, that any new profiles are only partially playtested - expect changes and feel free to give us feedback. Check them out for some awesome new warriors, however!

You can see what we have updated on the downloads page of course, but here's your kindred by kindred list anyway:
• Albainn Muster - v1.13 - updated 4th of September
• Angelcynn Muster - v1.18 - updated 4th of September
• Atalantes Muster - v1.05 - updated 4th of September
• Brythoniaid Muster - v1.13 - updated 4th of September
• Byzantii Muster - v1.09 - updated 4th of September
• Érainn Muster - v1.06 - updated 4th of September
• Fomoraic Muster - v1.16 - updated 4th of September
• Infernii Muster - v1.07 - updated 4th of September
• Jutes Muster - v1.05 - updated 4th of September
• Khthones Muster - v1.11 - updated 4th of September
• Norse Muster - v1.13 - updated 4th of September
• Vras Muster - v1.10 - updated 4th of September
• Ysians Muster - v1.15 - updated 4th of September
•Sell-Swords Muster - v1.06 - coming soon

Keep watching this space for further updates over the coming weeks.


looks like Dakka is no longer transferring the links properly, so go to the KS update to download the downloady thing https://www.kickstarter.com/projects/mierceminiatures/darklands-first-edition/posts/1275980

This message was edited 1 time. Last update was at 2015/09/06 11:21:43


 
   
Made in gb
Rampaging Reaver Titan Princeps






Quick reminder's just gone out - Wave 8 removed on Monday (metal age stuff has just been removed)

Also, this little gem was included in the notice:


Eoric's Pack, Werwulf Unit
   
Made in us
[DCM]
.







They turned out better than initially shown/expected!
   
Made in us
Huge Hierodule




United States

Their heads are a tad large, in my honest opinion. But the sculpts are nice!

Hydra Dominatus: My Alpha Legion Blog

Liber Daemonicum: My Daemons of Chaos Blog


Alpharius wrote:Darth Bob's is borderline psychotic and probably means... something...

 
   
Made in us
Longtime Dakkanaut




Houston, TX

I think the heads look much better. The tails are too long and prehensile for wolf tails, but can be fixed easily. Snip them and a little green stuff and you're golden.
   
Made in us
[DCM]
.







Dammit!

Yes, the heads *do* look a bit too large...

Anyway, I'm really glad I went for these guys:

   
Made in us
Haughty Harad Serpent Rider





Richmond, VA

Methinks the heads look large because of the fur and elongated snout. Without the fur and snout, you can imagine the head to be the proper size... I kinda like 'em actually.

And hell yeah that Krokodar unit, I'm tempted to buy one even though I have zero reason to own it (well, other than, it's Mierce, and you should own everything Mierce makes)

"...and special thanks to Judgedoug!" - Alessio Cavatore "Now you've gone too far Doug! ... Too far... " - Rick Priestley "I've decided that I'd rather not have you as a member of TMP." - Editor, The Miniatures Page "I'd rather put my testicles through a mangle than spend any time gaming with you." - Richard, TooFatLardies "We need a Doug Craig in every store." - Warlord Games "Thank you for being here, Judge Doug!" - Adam Troke 
   
Made in us
Experienced Saurus Scar-Veteran





California the Southern

Finally can complete the Krokodar unit! Hurray!

Khthon seem to be my most complete army with the arrival of those guys.

Can't wait for Srok and the big giant croc we get from the New Kindred campaign.

So long Privateer Blindwater sculpts!

Poorly lit photos of my ever- growing collection of completely unrelated models!

http://www.dakkadakka.com/dakkaforum/posts/list/0/627383.page#7436324.html
Watch and listen to me ramble about these minis before ruining them with paint!
https://www.youtube.com/channel/UCmCB2mWIxhYF8Q36d2Am_2A 
   
Made in us
Dakka Veteran




 highlord tamburlaine wrote:
Finally can complete the Krokodar unit! Hurray!

Khthon seem to be my most complete army with the arrival of those guys.


Really? They're actually the race with the most obvious holes. With no infantry, and several sub-races with 1-2 characters they're probably the least complete of the original factions.
   
Made in us
Thermo-Optical Tuareg





California

 zedmeister wrote:
Quick reminder's just gone out - Wave 8 removed on Monday (metal age stuff has just been removed)

Also, this little gem was included in the notice:


Eoric's Pack, Werwulf Unit


The heads are a little too big on most of them. The guy in the front and the howler look okay, but the others have melon heads. They do look better with their tails, but those have issues as well. Namely, canines don't have tails like that. Canine tails are fairly rigid, either they are held straight, or tbey curl. They don't undulate like a snake's, which is what most of them are doing.
   
Made in gb
Noise Marine Terminator with Sonic Blaster





Melbourne

decker_cky wrote:
 highlord tamburlaine wrote:
Finally can complete the Krokodar unit! Hurray!

Khthon seem to be my most complete army with the arrival of those guys.


Really? They're actually the race with the most obvious holes. With no infantry, and several sub-races with 1-2 characters they're probably the least complete of the original factions.


Ys is the most developed narrowly ahead of Fomor IMO. Special character and the scout drones give it the edge.

Ex-Mantic Rules Committees: Kings of War, Warpath
"The Emperor is obviously not a dictator, he's a couch."
Starbuck: "Why can't we use the starboard launch bays?"
Engineer: "Because it's a gift shop!" 
   
Made in nl
Zealous Knight







decker_cky wrote:
 highlord tamburlaine wrote:
Finally can complete the Krokodar unit! Hurray!

Khthon seem to be my most complete army with the arrival of those guys.


Really? They're actually the race with the most obvious holes. With no infantry, and several sub-races with 1-2 characters they're probably the least complete of the original factions.


I think he just meant most complete in his personal collection...
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

 highlord tamburlaine wrote:
Can't wait for Srok and the big giant croc we get from the New Kindred campaign.

So long Privateer Blindwater sculpts!

Speaking of Blindwater uses Ramos just finished my sacral vault on top of Kaairioc-cro!



I think this model really lends itself to having something on top of it - something to keep in mind for a possible "Monstrous Mounts" use by Mierce in the future!


Also, you can see the 3 current Savrar sculpts on the front left and right of the group shot below:

Spoiler:


I think the Savrar unit they've shown art for a few times would be a real winner! And I definitely would have used Srok (or Frenzied Srok) if it had released in time for this project

What other big giant croc are you referring to from New Kindreds, highlord?

I would say that the gators Alpharius posted above, while absolutely awesome, are way too big to use as Posse! It's a bit hard to figure out the sizes sometimes - hopefully the above pic helps with the Savrar. They're actually a hair small for Posse, but work fine I think.

This message was edited 6 times. Last update was at 2015/09/09 20:17:42


 
   
Made in us
Experienced Saurus Scar-Veteran





California the Southern

I did mean to say the Khthon are one of my most fleshed out hosts. Leaders, heroes, a few monstrous infantry types... I've got options. Maybe not piles of fodder like some factions, but lots of big stuff to stomp out the little guys with at least.

That is an awesome vault there though!

Here's the other giant croc that's coming:
Spoiler:


Couldn't find a smaller piece with just him though. Hopefully Roberto is on call to do that one as well.


Poorly lit photos of my ever- growing collection of completely unrelated models!

http://www.dakkadakka.com/dakkaforum/posts/list/0/627383.page#7436324.html
Watch and listen to me ramble about these minis before ruining them with paint!
https://www.youtube.com/channel/UCmCB2mWIxhYF8Q36d2Am_2A 
   
Made in us
Longtime Dakkanaut




Houston, TX

That is a boss army man! I recognize a few Deepwars minis, but where is the snapping turtle guy from?
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

That's a Whati from Kaha Miniatures. Their website isn't working for me atm but they were extremely responsive via Facebook when I reached out to them there! So that link is actually to their Facebook page, and I think that's actually how I placed my order, too (had them send me a Paypal invoice).

It fits in really nicely with Mierce models, imo . One of the few companies whose animal-type sculpts measure up to Mierce's from what I've seen so far.

This message was edited 1 time. Last update was at 2015/09/09 21:34:18


 
   
Made in us
Shrieking Traitor Sentinel Pilot




Burbank, CA

 RiTides wrote:
That's a Whati from Kaha Miniatures. Their website isn't working for me atm but they were extremely responsive via Facebook when I reached out to them there! So that link is actually to their Facebook page, and I think that's actually how I placed my order, too (had them send me a Paypal invoice).

It fits in really nicely with Mierce models, imo . One of the few companies whose animal-type sculpts measure up to Mierce's from what I've seen so far.



Wow! Kaha has some great figures! I'll have to put them on a list of future purchases.

I'm not sure why everyone is so quick to put up pictures of the new Darklands stuff, and not the banebeasts items as well? It is a just a 'Mierce' thread, and not dedicated to darklands specifically.

But here's what they have coming in wave 8!

Plague demon.






And the Dark elf dragon rider. I'm looking forward to this, as I have a nice collection of old GW dragons & beasties. I will also have an armored version of Parawn as well!






, , , , , , ,

 
   
Made in us
Experienced Saurus Scar-Veteran





California the Southern

My poor Parawn had a rough time with both casting and shipping. He lost a lot of his little spikey bits in the process sadly.

Man, I wish the 'draigs had human sized infantry for Brythoniaid so I didn't have to be bothered having giant awesome dragon- men hanging out with wussy mustachioed religious newborns.

Wonder if I could figure out a way to run nothing but Brythoniaid scalies...

Poorly lit photos of my ever- growing collection of completely unrelated models!

http://www.dakkadakka.com/dakkaforum/posts/list/0/627383.page#7436324.html
Watch and listen to me ramble about these minis before ruining them with paint!
https://www.youtube.com/channel/UCmCB2mWIxhYF8Q36d2Am_2A 
   
 
Forum Index » News & Rumors
Go to: