5 model wide lance formation horde plz!! Just so i can field units of the full 15 knights instead of smaller units. Not that i couldn't before but i think id get more use out of 15 that way![]()
5 model wide lance formation horde plz!! Just so i can field units of the full 15 knights instead of smaller units. Not that i couldn't before but i think id get more use out of 15 that way![]()
I generally play using the following house rules adapted from 3rd edition, to bring weapons with reach into line with the Initiative order striking rule.
Spears (on foot and mounted) grant +1 Initiative
Lances (when mounted and charging) grant +2 Initiative.
We also play that to claim a victory you must beat the opponent by more than 10% of the total points value of your army, rather than 100 points. So to win at 2500 pts you must score at least 251 VP's.
Mat Ward Fact #64001- Mat Ward has been described as willowy with elven features.
Get rid of the rule that wizards can't know the same spells. Substitute a rule that wizards on the same side can't use the same spell in the same turn.
Say that everyone comes with a basic handweapon they can choose to use.
Rules to stuff more powder into cannons/mortars/etc. Gives you a bit of extra range but at a risk of blowing up.
Sometimes a post is so rotten I have to respond like dr.Cox -- My Dwarven painting log -- My Lizardmen painting log -- My Scurrying Skaven painting log -- My nurgle beastmen painting log --My Tau cadre painting log -- My knights of the white wolf -- My Ork painting log
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People's Ethical Treatment of Animals - they run a campaign of naked famous women saying they would rather be naked than wear fur. They also have campaigned on leather in the past, but they were on a losing streak there.
You could replace them with a Vegan Skirmish Conger Line in Heavy Hemp? That should protect that endangered species of Lizardmen.
I have a rules idea again:
Charge no longer causes you to strike first! Wait folks dont lynch me i'll explain. i was sitting thinking on how to fix the high elves and realised that dark elves and wood elfs should also have speed of asuryan, and once i had three armies ignoring a core mechanic i relaised that hey maybee this core mechanic isnt the best solution at all.
So the new charge is like this: Charge adds +1 to your combat resolution first round of close combat (i could increase that to +2), charge gives the charging unit +1I first round of close combat. (could be +2I instead, would need playtesting). this way the charging unit would still strike first in most instances while fast foes such as elfs wouldnt need special rules to avoid getting hit first by a charge it'd be apperaent because of the involved units initiative. Simply this would leave us with fewer special rules which is always desirable.
This would however hamper units with high M value like the, already weakend in this edition, cavalery. Because of this i'm changing the rules for lances and spears used by cavalery.
New Lances: +2S when charging, always strikes first when charging. While this may seem overpowered, its not its just the same as today. The ASF have just been moved from charging to lances.
New mounted spears: +1S when charging, always strike first when charging. Same as above.
I'm not perfectly satisified i'd like it to be ASF instead of the +1I, not ASF and +1I. But the rules quickly become more cumbersome that way.
Here comes the big change however, i want to change spears on foot, if lances and spears mounted strike first because of their logn weapons so should spears on foot. Within certain limitations though, i have the idea clear in my mind but i think that the wording could use some work if anyone feels like rewriting these rules in a better way feel free.
Spears on foot: Fight in an additional rank (no change here), A unit armed with spears on foot always strikes first if charged in the front if it didnt move in its last movement phase (could change it to march).
Like i said the wording needs some work. It may seem a bit Op at first but once you relaise that it cant force anyone to charge it (well aside from frenzy and a few spells) it quickly becomes less usefull. Moving a spear unit also becomes a more difficult decision because it leaves you vunarable to the front. The best way to deal with a spear unit becoems shooting it, and if your army cant shoot then you either have really heavy infantery (Chaos) which will shrug of the spear attacks anyway, or are unbreaable and can raise more troops to replace the ones you just lost. and in second turn of clsoe combat the spears no longer strike first.
One of the main reasons is to make spears an anti cavalery weapon. A unit with decent initiative and spears can strike at the same time (or before) the cavalery posibly killing a few of them (three ranks of attacks after all, four if elfs), which will make a diffrence since cavalery is generally quite few in numbers. This is also why i'd prefer ASF to replace +1I for mounted spars and lances cause otherwise they'll strike forst against foot spears anyway merit of their high I on the charge.
Edit: maybe it could be added to charge: any unit that for whatever reason ASF does not get the I bonus.
Edit 2: then again ASF on the chargeand the I bonus would mean cavalery would generally have higher I and ASF than their enemy meaning rerolls to hit, giving them a much needed buff.
Maybee i could have a clause in the spears of foot rules that says "This ASF supceades ASF given by any non magical effects."
Last edited by TheDungen; 06-05-2012 at 11:03.
Her... charge doesn't make you strike first already?
My rule on that: a unit that charges doubles its initiative on the turn it charges.
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What do you mena Urgat? they already removed it in 8th? i'll admit i havent read the rulebook cover to cover but i think i'd have noticed that.
Double mean 6I on the charge for the standard staline. Thats too high, only characters wille ver strike before charging units then. I like +1 that means they'll strike before most infantery but will have to roll of against elves and skaven and such.
Anyone yet think of maybe changing a core mechanic like the way turns work? How about you activate a unit, do all that unit's actiaons and then then it's your opponent's go to activate a unit. Much more chess-like.
You can achieve more through the application of kindness and a big stick than through kindness alone.
I considered it a few times, but it just ends up not working. If you have an army with lots of units, such as skaven, wood elves, lizardmen with lots of skinks, andsoforth, it will takes dozens of turns before you can use your entire army, whereas a compact army can do whatever it wants.
It facilitates deathstarring too. One player is using an army, so uses 1 unit at a time, while the other guy has an "army" consisting of 100 chosen, 2 warshrines and some core, and he just doesn't move his shrines or core, but moves the chosen 100 times in a row, thereby utilising a lot more points than you with each move, while you feverishly attempt to do stuff, moving 1 unit at a time.
Sometimes a post is so rotten I have to respond like dr.Cox -- My Dwarven painting log -- My Lizardmen painting log -- My Scurrying Skaven painting log -- My nurgle beastmen painting log --My Tau cadre painting log -- My knights of the white wolf -- My Ork painting log
---> Newest: 13-5-2013; Lizardmen, tournament pictures, Won best painted army! ---> New: 7-4-2013; The friendly riptide saves a firewarrior
You could activate units like in inquisitor based on their I value, and then only being alowed to activate one unit each turn, but i see it slowign down the game pace significantly so i prefer it the way it is.
Trouble with activation is that the game itself needs to be built up around it. Otherwise it becomes a game of reactions, which isn't my bag, and can potentially lead to time bending weirdness like a single unit being charged. And charged. And charged. And charged again in a single turn.
It worked well in old, old Epic, where before anything happened, you issued faced down orders to your units, which then dictated what order stuff happened in. Charges moved first, then Advance movement, First Fire, then Advance Fire, finally with Close Combat being worked out.
Without the initial tactical commitment to a course of action, I find activation makes for a relatively dull game.
Here's the thing. If one uses a 2 handed weapon, charging in could seriously give you a faster attack (ie hitting first), using a shield could let you solidly impact an enemy and knock them over, charging w javelins might let you throw them and not really engage, maybe disrupting their formation.
Charging an enemy gives the charging unit an advantage historically. The impetus of the charge, depending on the weapon allowed for different options. The problem is currently that people don't think +1 CR is enough of a bonus to represent that, so they're looking for other solutions. Personally, I think the 1 CR is a little light, but d3 would be too much. Maybe if you're larger than your opponent (or maybe if you're a horde) you should get d3. I'm not sure. But the current charge bonus isn't enough.
The Pilum was used to get rid of enemy shields, it would penetrate the shield then bend making it very hard to extract and unbalanced so that it became harder to use and it would be tossed to the side. Maybe have units with Javelins reduce the armor of people using shields when they are charged and use a Stand and Shoot order.
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