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Steadfast isn't the issue skaven slaves are.
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And monsters...and indeed anything apparently suddenly vulnerable to a pointy stick...
+1 on the double 1s causing a miscast.
My three rules (I'm being greedy) are;
1. Spears gain +1S when charged by cavalry/monsters/monstrous whatever. Similar to how they get +1S if charging with cavalry. Energy and momentum works both ways, not just in favour of the cavalryman.
2. Shields grant a parry save. So shield and spear give a parry save, not just HW and shield. This makes sense, as 6++ save beats an extra rank of attacks anyday, yet you're paying normally 2pts for shield and spear against only 1pt for HW and shield. Along with rule 1 above, this might make spear infantry worthwhile, like they were for most of recorded history...... And you can parry with a spear. Hell, you can punch with a shield too, but we won't go into that.....
3. Countercharge. Cavalry units charged in the front may make a countercharge charge reaction. The charging unit rolls dice as normal and moves. If it doesn't make it, then the countercharge unit rolls to charge. If both fail, the countercharge unit remains in place without moving. If contact is made, both units get all charge bonuses. Cavalry never sit still when charged, it's lethal for them (both in reality and in game). So, letting them counter-charge is fluffy and it gives them a bonus they should have always had anyway.
Like the OPs ideas although might take some serious balancing.
Flash Felix aboves ideas are just perfect though
We've been running disruption cancels steadfast as well as double 1s cause miscast and override double 6s. Been fine. Cavalry is still not rolling people up. It just makes you keep your flanks in mind when you move and you can't just blindly surge forward without worry. Keep flankers on your side to stop the 10 ungors you mentioned, or shoot one down so they can't disrupt anymore. You can't have small units disrupt unless you really let them... it takes a lot to disrupt this edition, not just 5 dudes like last edition.
It also indirectly makes people less apt to take blobs of infantry to take advantage of eternal steadfast.
NOTE: my use of the word "powergamer" is not meant as a derrogatory or inflammatory word used in a negative context. It is used to describe a type of player that uses power builds
Monsters count as having 1 rank.
Steadfast does not count when combat reforming after a loss.
Magic Resistance always works
Cannons hitting a ridden monster hits the rider on a 6 and the monster on a 1-5
I'm a goblin player, mudslinging is a form of art for me
As for spears, no, not at all. Pikes were essentially used against cavalry. A normal spear is pretty useless against cavalry, the reach is too short.
Last edited by Urgat; 19-04-2012 at 22:47.
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"A normal spear is pretty useless against cavalry" I have to say I disagree. While a spear is not as good as a pike against cavalry, it does have it's uses.
1. Not all cavalry have lances, so not all cavalry chargers will 'outdistance' the opposing infantry.
2. Even when cavalry do have lances, they will not be able to kill or wound all of the opposing spearmen before the spears hit the horses/riders. In game turns, there are normally 2-4 spears per cav model, in reality it might be 4-6 spearmen per rider (cavalry don't charge in double ranks normally, it's murder on the follow on riders when horses collapse immediately in front of them).
So even if a lance-equipped cavalry unit charges into a spear unit, yes they will inflict casualties, but I'd still expect substantial losses back from the surviving spearmen. A strength boost to spears in that charging round perfectly replicates the effect that a braced spear has when a half-ton of running horseflesh hits it.
This isn't even going into the whole "Horses don't charge into dense hedges of pointy sticks" arguement, as Warhammer doesn't cater for that degree of subtlety.
Count aggregate Ranks in each combat (not just the deepest unit on each side).
Monsters/Chariots count as having "one rank" (no, 10 Goblins should not be Steadfast vs one Bloodthirster)
RiP spells are dispelled at their Boosted Casting value in subsequent turns, if that's the version that was cast.
- One of the main reasons RiP spells are 'meh' is that the nominal Casting Value is all you have to beat in subsequent phases (Transformation of Kadon is the worst example of this that comes to mind).
When recieving a Charging enemy, in the first round of combat, spears count as having a Strength value equal to the Movement-value of the Charging Enemy.
The bit about spears is just something I mention 'cause it's something the rest of you were talking about.
Other than that, I guess I'm just a big sucker for 8th Ed.. *lol*
Exhaustion: After each round of combat, all units in combat must take a toughness test using the most common toughness in the unit, if failed they lose 1 ws and 1 initiative for the remainder of the game, this effect can be stacked multiple times, to a minimum of 1 ws and 1 init.
I've always liked the exhaustion mechanic from the total war games, so I thought I'd make something like that
Armies I play:
Spears would one shot everything in the beastmen army.