|
Post by magicjuggler on Sept 22, 2017 18:00:04 GMT
Imperial Magic Pimpmobiles. I guess a generic "War Wagon" for the Imperial Engineering College wasn't trademarkable enough.
|
|
|
Post by Bureaucrat of Chaos on Sept 23, 2017 20:29:37 GMT
Most common in my games is probably various alternative ways of picking placing terrain. Which have not always been for the better, as terrain is important to moderate for example LoS attacks and horde/large unit manouverability.
|
|
|
Post by frozenfood on Sept 24, 2017 6:49:41 GMT
Not common but we don't allow dispel scrolls. We were a bit disappointed with the impact of magic spells at some point and decided to make it harder to stop a spell.
|
|
|
Post by gregwarhamsters on Sept 26, 2017 21:18:48 GMT
Movement
Only 1 character may charge out of a unit per phase.
Units cannot swift reform and garrison a building in the same turn.
If 2 characters have incompatible base sizes to the unit they are joining then they are placed on either side of the unit. A 3rd character with an incompatible base size may not join the unit.
All buildings (Including Fozzriks Folding Fortress, Rock of inevitability etc) may be garrisoned by a MAXIMUM OF 10 WOUNDS per level, (Monstrous creatures are therefore limited to 3 models per)
|
|
|
Post by gregwarhamsters on Sept 26, 2017 21:19:13 GMT
Magic
Magic lore’s must be indicated on the army list in advance
The wizard who miscast cannot get a Look out Sir from damage from a miscast template.
Look out sir tests can be taken against the ‘Big 5’ spells provided there are five rank and file models in the unit. Namely, Dwellers, Purple Sun, Pit of Shades, Final Trans, Dreaded 13th
Magical resistance over rules the ‘no saves of any kind’ rule, however this is only stand-alone magical resistance, ie; a 5++ Ward and MR2 only grants a 5++ save against 'no saves of any kind' spells
|
|
|
Post by Horace on Sept 26, 2017 22:59:15 GMT
We just don't play garrisons full stop Funny how some view magic overpowered and some underpowered
|
|
|
Post by vulcan on Sept 26, 2017 23:23:59 GMT
Defending fortifications was an integral part of ancient, Medieval, and Renaissance warfare; eliminating that seems wrong to me. But hey, it's your game and your group.
Our only house rule was don't be a di... er, jerk. If you're practicing your uberhard list for a tournament, let your opponent know so he can bring a matching list. You won't learn anything from thug-rolling a fluffy army with your tournament list, after all. Not to mention being a polite winner and a gracious loser.
|
|
|
Post by wilsonthenarc on Sept 27, 2017 13:23:57 GMT
If 2 characters have incompatible base sizes to the unit they are joining then they are placed on either side of the unit. A 3rd character with an incompatible base size may not join the unit. This is a simple and elegant house rule. I like it.
|
|
|
Post by Horace on Sept 27, 2017 15:14:56 GMT
If 2 characters have incompatible base sizes to the unit they are joining then they are placed on either side of the unit. A 3rd character with an incompatible base size may not join the unit. This is a simple and elegant house rule. I like it. I would never place a character with an incompatible base size in a unit just because it looks ugly.
|
|
|
Post by frozenfood on Sept 27, 2017 15:17:26 GMT
Black orc, goblins. Nuff said
|
|
|
Post by gregwarhamsters on Sept 28, 2017 21:27:45 GMT
We just don't play garrisons full stop So you don't play buildings at all? Wow, while I don't use them in every battle I'd not stop them all together. I would never place a character with an incompatible base size in a unit just because it looks ugly. That statement wouldn't stop a power gamer. On a side note, until one of the posts on this forum I believed the Fay came on a 40x40 base which I refused to put in a Bret knight unit, as it's listed as 50x50 I then went out and bought one Greg
|
|
|
Post by frozenfood on Sept 29, 2017 6:16:54 GMT
We just don't play garrisons full stop Funny how some view magic overpowered and some underpowered Yup no buildings here too. We sometimes wonder what it would be like to play against you guys. It was only in the last two games that I understand the 'movement phase is like chess' comment I keep reading about. The FrozenFood today would absolutely annihilate the FF of two years ago. One of the reasons I like the game, I keep learning.
|
|
|
Post by Horace on Sept 29, 2017 9:29:33 GMT
I don't find the building rules especially fun to be honest. I don't miss them one bit. They are for maneuvering around.
|
|
|
Post by strutsagget on Oct 1, 2017 9:27:51 GMT
When everyone talks about true line of site is it only forest you change or something else too(and the hill)?
|
|
|
Post by grandmasterwang on Oct 6, 2017 6:01:43 GMT
House rules eh. We often use quite a few, from additional units and armies being allowed.
Terrain placed how we like it sometimes.
Often we ignore core limitations, limit selection via points only.
Simplified magic
No challenge mechanism as per the Warhammer rulebook with gamey shenanigans. Instead the Player can issue a challenge with a certain character to another opposing character.
Adjusted rules/points costs for certain units. For example Jabberslythe we use Jabberslythe Elder/Alpha rules (see Expansion section) at 275 points. High Elves Frost Phoenix we also play as a 275 point pick but using the HE book rules. WOC Daemon Princes are stubborn with Instability rather than unbreakable. Many, many more tweaks etc.
Ridden Monster claim when rider slain. If you kill a character on a monster mount... roll a D6, on a 6 it's glad to be free of its oppressive rider and joins your side. On a 1, it gets mad you killed its rider, +1 attack and unbreakable for rest of game. All other results ignored.
Tomb Kings only start to crumble when all liche priests and royalty has been eliminated.
A few of the houserules we use for our 8th Edition games.
|
|