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Thread: Invent a Rule!

  1. #41
    Chapter Master Bodysnatcher's Avatar
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    Re: Invent a Rule!

    In terms of magic keep mostly the same (magic's risky enough as it is) but add the following:

    Irresistable dispel: If an opponent casts with irresistable force you may attempt to dispel. The dispel will be succesful if more 6s are rolled than were in the irresistable cast. E.g. caster rolls 4,5,6,6,6 a succesful dispel would require 4 sixes. The opponent still suffers the miscast regardless of whether or not the spell is cast.
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  2. #42

    Re: Invent a Rule!

    I'll second the people suggesting a buff to spears. If I had my way, I'd keep the double 1 auto-fail, disrupt ranks = disrupt steadfast, spears get +1 strength when charged by Cav, Monsters, etc., and return magic resistance to the 7th edition rule. Do that and we're pretty close to my ideal Warhammer ruleset without doing too much to further complicate the game.

  3. #43

    Re: Invent a Rule!

    Righto,

    1. Miscasts Scale: The idea being, chuck more magic around and you're going to get hit worse. Likewise, the more experienced you are and the longer your white beard hair, the less chance you are going to blow up. Therefore, Table is 'number of dice used to cast the spell' + D6 if level 1 or 2 and + D3 if level 3 or 4.
    Not entirely sure about the hero/ lord difference, but it would be nice to have a 12 result being something like the following:

    S*** has hit the proverbial fan. Magic swirls in a great vortex around the caster, multicoloured infinity warping the very air and daemons laugh as a gateway to the Realm of Chaos is opened.
    The wizard and any unit he is with is removed from play and replaced with a section of Impassable terrain that counts as hard cover for any unit attempting to shoot through it. Furthermore, a Greater Daemon of Chaos has materialised. It will always move towards the closest unit and attempt to charge if it can. In subsequent turns, the daemon dissapates on a 5+
    while 3 or 4 results are:
    A tiny piece of magic swirls out of the wizard's control and earths in a conveniently close living thing. Whilst the magician will always claim this to be an unavoidable risk of using magic, their wide grin afterwards has raised more than a few doubts to the truth of this statement...
    The unit the magician was with takes D6 S5 hits, distributed as shooting.
    and something of equal power to Cascade or Power Drain is at the 8-9 mark.

    makes the whole "six dicing an uber spell" rather risky, yet still gives an incentive to take Level 4's. I'd combine this with either a reinstatement of the double 1 being the miscast OR hero level wizards adding +1 to cast and Lords adding +2

    2. Perhaps a points cap for units. So, no more than x% of your points can be alloted to one unit, unless said unit comprises of a single model. Thinking x could be around 20 - 30%

    3. The Right to Lead. The Army General can be specified as the target of a challenge. If they decline, then Inspiring Presence is lost for the remainder of the player turn.
    Bit more of a fluffy one/ encouragement for fighty lords. Makes sense that you wouldn't follow some nancy into battle (Skaven being the exception )

    4. (army specific) fix slaves.

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  4. #44
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    Re: Invent a Rule!

    Without adjusting points costs and introducing a new simple rule to the game i would suggest that Cavalry & Monstrous Cavalry (not Fast Cavalry) count as having two additional ranks on a turn that they charge non cavalry units. (for all respects, including CR for two extra complete ranks and for cancelling steadfast)
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  5. #45

    Re: Invent a Rule!

    -shields should be giving spear units that also carry handweapons parry save. you are paying points for it and it does not even make sense. the front rank could always drop the spear and draw the hand weapon for close combat.

    -pikes, spears and halberds should receive a bonus against cavarly charging them into the front.

    -heavy cavarly should deal impact hits on a charge too if slamming into steadfast infantry. small units could "evade" the direct hit but big clustered units for sure cannot. for example polish hussar warhorses were trained to run at 20mph during the charge and accelerate to 30mph at the point of impact and their horses alone had a weight of 500 kilo+. with rider and equipment this easily reaches 700kilo and more. can you image a unit of skavenslaves stopping several small cars driving into them? cause it is basically the same. I know RL is bad comparision for a game but imho cavarly charges should be able to put big wholes into infantry lines before they get stuck for the rest of the game because trololo they are steadfast.

    -templates drawn with the cannons rules are not able to damage units that the cannon itself does not see. forests and or similar terrain composed out of several pieces give a cover save against war machines. what is the point of a terrain, when the rules allow me overcome that extend the template behind/into it? BS based shooting is affected by it but non BS not?

    -look out sir for spells that do not allow saves

    -magic resistance still works against spells that do not allow saves. magic resistance is so pointless currently.

    implement all that in the 9th edition and I am happy

  6. #46

    Re: Invent a Rule!

    The general only gets "inspiring presence" if the player makes him/herself an inspiring presence. This is achieved by bombastic speeches, encouragement, glorious overacting, or whatever other kind of encouragement your troops respond to.
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  7. #47
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    Re: Invent a Rule!

    I want my old magic system back thank you, (sure you can make dice individual but i hate seeing 10-12 powerdice in 1500pts or less...

    I dont care what you do with spears as long as my longbeards and rangers can choose to whack the skaven with handweapon and shield instead of being forced to go with the greatweapon(1+ to wound).

    Get my outnumbering back instead of steadfast, oh and lapping round, 100 Night Goblins against 16 elves should not be forced to stay in front...

    My crazy suggestions but then again I did play 3rd edition onvards... Snorky.

  8. #48
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    Re: Invent a Rule!

    1) The way rules itself are written has to be formalised in the way that many games present their rules - cohesive, brief and with clear definitions i.e. without the silly narrative now used.

    2) Thinking of something that will make the game more interesting rather than the embellishments of present rules some have suggested, I 've come up with this -

    Magic Phase - Each side has access to a certain number of Magic dice (Dwarfs have the equivalent known as Runic dice) which can be used to cast or dispel in every magic phase. i.e. Magic dice incorporate both PD and DD and the Magic phase is similar to the combat phase in that both sides can cast and dispel during any magic phase.

    Other modifications to this could be:
    a) +X to cast for level X wizard
    b) Irresisitible and miscasts limited to level 4 (or 3 and above only)
    c) The number of magic dice is 7+ dice/s roll
    d) Excess magic dice can be stored to 'create'( and 'destroy'?) magic items - Dwarfs create Runic items - both within acceptable limits of course.

    This creates more skill while reducing the chance element and expands the realm of the magic phase to encompass magic items.
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  9. #49
    Chapter Master Urgat's Avatar
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    Re: Invent a Rule!

    Quote Originally Posted by Flash Felix View Post
    G'day,

    "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.
    very fast answer because that topic is OT and has been beaten to death dozens of times already: first, I should have said "not any more efficient than anything else" rather than "pretty useless". Your average spear is your size, you hold it at mid-length, which gives you a reach barely more important than any other weapon. And war horses would charge in the spear wall, because they've been trained for that, just like the horses I used to ride to ride would jump above a wall when they had no idea what was behind. If they didn't, knights would have never existed in the first place. Cavalry which relies on charge to do actual damage do have lances, and if they've been used that way for so long, it's because it was damn efficient, and spears have been around way earlier than cavalry charges. That will be all on the subject from me.


    Back on topic, I'd also want MR to work on every spell, and skirmishers back the way they were.
    Last edited by Urgat; 20-04-2012 at 15:09.

  10. #50

    Re: Invent a Rule!

    A general may only benefit from the Inspiring Presence special rule if he does not possess wizard levels. Wizard levels gained through magic items or upgrades purchased from the relevant army book are an exception. Additionally, Slann, Vampires, Tree-Spirits and Daemons are exempt from this rule.

    Give us a reason to use mundane generals again, within lore reasons!

  11. #51
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    Re: Invent a Rule!

    Quote Originally Posted by Clockwork View Post
    A general may only benefit from the Inspiring Presence special rule if he does not possess wizard levels. Wizard levels gained through magic items or upgrades purchased from the relevant army book are an exception. Additionally, Slann, Vampires, Tree-Spirits and Daemons are exempt from this rule.

    Give us a reason to use mundane generals again, within lore reasons!
    This rule is actually kind of stupid.

  12. #52

    Re: Invent a Rule!

    Ok. Why, exactly?

  13. #53

    Re: Invent a Rule!

    Quote Originally Posted by Avian View Post
    Terrain setup must be randomly generated.
    That doesn't need a rule, just common sense and politeness.

    I'd change the pursuit rules so that a single model cannot wipe out 50 fleeing others. We already do this.

    Flank/rear charges with units with at least 1 rank cause the defending unit to make a LD test. If failed, the unit cannot be steadfast for that turn. Cavalry, Monsters Monstrous Infantry and Cavalry cause a -1 modifier.

    Steadfast units that fail their break test but pass on the reroll, and are not being attacked in flank or rear, fall back 1" for every point the test was failed by. The attacking unit moves up into base, counts as charging in the next combat phase.

    Batteries for war machines

    Brigades rules for games of 3000+

    Every additional 6 rolled after the first two for IF causes a -1 on the miscast roll. Or it negates rerolls on the miscast table.

    MR gives an Inv save to spells.
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  14. #54
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    Re: Invent a Rule!

    For example why should high elf or dark elf mages not be able to lead a army. Those and ALL chaos mages are very able leaders

  15. #55

    Re: Invent a Rule!

    Quote Originally Posted by Awilla the Hun View Post
    The general only gets "inspiring presence" if the player makes him/herself an inspiring presence. This is achieved by bombastic speeches, encouragement, glorious overacting, or whatever other kind of encouragement your troops respond to.
    Love it
    Quote Originally Posted by Clockwork View Post
    Ok. Why, exactly?
    Maybe just go with a Wizards Ld can never be affected by the Banner of discipline? That way no LD boosts to a wizard general.

    Oh, bring back armour encumberance penalties.
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    Quote Originally Posted by Osbad View Post
    Anyone calling the LotR system's balance inferior to the other 2 core games' is just spouting absolute rubbish and clearly doesn't know what they are talking about.
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  16. #56

    Re: Invent a Rule!

    Quote Originally Posted by Clockwork View Post
    A general may only benefit from the Inspiring Presence special rule if he does not possess wizard levels. Wizard levels gained through magic items or upgrades purchased from the relevant army book are an exception. Additionally, Slann, Vampires, Tree-Spirits and Daemons are exempt from this rule.

    Give us a reason to use mundane generals again, within lore reasons!

    What? Malekith, the Witch King of Naggaroth and true Son of Aenarion, having ruled the sinister and bloodthirsty Druchii for 5000 years with an Iron Grip is not able to Inspire Courage in his troops on the battlefield?


    Honestly, I see what you want to accomplish with this rule, but it will not work in this way...

    D...

  17. #57
    Chapter Master theunwantedbeing's Avatar
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    Re: Invent a Rule!

    Quote Originally Posted by Dreadlordpaul View Post
    For example why should high elf or dark elf mages not be able to lead a army. Those and ALL chaos mages are very able leaders
    The issue here isn't that you called his rule stupid (although it was out of order to do that).

    The issue is that you didn't:
    1. explain why in the same post
    2. call any other suggestion stupid

    Here's a marginal alteration Clockwork
    Make Inspiring Presence a special rule that certain characters gain as standard (which would be fighter lords mostly)
    The general gets it as standard of course, however taking a fighter lord also gives it
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  18. #58
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    Quote Originally Posted by Clockwork View Post
    Ok. Why, exactly?
    Add high elf, dark elf, skaven (grey seers), all the chaos books, and tomb kings; then it could make sense fluff wise but otherwise it make no sense from a fluff perspective.


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  19. #59
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    Re: Invent a Rule!

    for orcs and goblins if the general dies then each unit should take a leadership test whne he dies and also at the begining of each turn to see if they keep there nurve. but while the general is alive the army gets a bonus. it would fit the fluff better me thinks
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  20. #60
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    Re: Invent a Rule!

    Charge reaction: Shoot on the run. A unit of infantry armed with ranged weapons can choose to stand and shoot and flee with an aditional -1 to hit and a -1 to distance for the flight.

    Polearms: a unit armed with polearms chooses to either use them as spears or halberds at the start of each combat.

    Cannon scatter: after choosing where the cannonball lands roll a scatter die and a D3 to determine where the shot ends up, then bounce it in the original direction the ammount of the artilery die as per usual.

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