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Post by mrbaldrick on Jan 1, 2023 17:46:19 GMT
When we just play at home we have a few, but mostly to fix issues with the army books.
-Centigors count as Fast Cav
-The Anvil of Doom can also strike the Ancestor Runes from Storm of Magic
-All armies are allowed up to 25% monsters from Monstrous Arcanium or Storm of Magic
-Skink Skirmishers can take short bows for free
-Chaos Marauders can take bows for 1pt
-Any monsters without an armour save listed get a 5+ Scaly Skin
-Mount benefits from rider's Ward Save
That's about all I can think of.
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Post by KevinC on Jan 1, 2023 19:24:04 GMT
When we just play at home we have a few, but mostly to fix issues with the army books. -Centigors count as Fast Cav -The Anvil of Doom can also strike the Ancestor Runes from Storm of Magic -All armies are allowed up to 25% monsters from Monstrous Arcanium or Storm of Magic -Skink Skirmishers can take short bows for free -Chaos Marauders can take bows for 1pt -Any monsters without an armour save listed get a 5+ Scaly Skin -Mount benefits from rider's Ward Save That's about all I can think of. -----------These are neat ideas.
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Post by tucker on Jan 2, 2023 2:41:34 GMT
We don't have any hard and fast house rules, but we do have certain habits.
We usually play hills as infinitely high, but this can change based on what seems reasonable with the terrain available. Likewise, we usually limit random or special terrain to two or three pieces, but that also varies with the available terrain.
We usually build armies of middling effectiveness, but I'm fine playing against very powerful things on occasion. If I only face Archaon twice a year I don't mind giving him a proper fight (and probably losing) rather than doing the smart thing and running away.
Generally, whatever game I'm playing, I avoid house rules except in the case of actually broken, nonfunctional rules.
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Post by DiscoQing on Jan 2, 2023 20:39:42 GMT
The Anvil of Doom can also strike the Ancestor Runes from Storm of Magic I like this idea, what casting values do you give them? Was playing around with doing this myself 😊
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Post by mrbaldrick on Jan 3, 2023 0:44:17 GMT
The Anvil of Doom can also strike the Ancestor Runes from Storm of Magic I like this idea, what casting values do you give them? Was playing around with doing this myself 😊 Ancestor Rune of Grimnar 5+ to target 1 unit, 10+ to hit D3 units. Ancestor Rune of Grungni 8+ to target 1 unit, 15+ to taeget D3 units. Ancestor Rune of Valaya 12+ to taeget 1 unit, 18+ to target D3 units The striking rules in Storm of Magic are a little crazy so I thought D3 units for the higher levels would be more balanced. I also did want the casting value be too high since dwarfs don't have any wizard levels.
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Post by DiscoQing on Jan 3, 2023 1:00:35 GMT
Sounds good, I'd probably make the boosted version D3+1, to make the extra cost worth it.
I'd hate to scrape a spell through to only roll a 1! Hehe.
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Post by mrbaldrick on Jan 3, 2023 16:42:00 GMT
Sounds good, I'd probably make the boosted version D3+1, to make the extra cost worth it. I'd hate to scrape a spell through to only roll a 1! Hehe. That's a better idea 💡
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Post by vulcan on Jan 4, 2023 2:28:05 GMT
WYSIWYG is not exactly the law of the land, because then you would have to have e.g. a Wizard model with a visible Dispel Scroll for him to have a Dispel Scroll. Are magic items not secret until first used? There are numerous upgrades or special items you can buy for a unit/model which are not reflected in the available GW models. Indeed, as the BRB p. 88 specifies for weapons: "It is usual for all the models in a unit to carry the same weapons. A unit of Spearmen, a unit of Crossbowmen and so on. It is acceptable for a unit to include a minority of models that are differently armed for the sake of a varied and interesting appearance, but the unit still counts as being armed as the majority. Where models are varied in this way, it is important that the overall appearance of the unit is not misleading." Yes, that is the WYSIWYG I was referring to. It should be visually obvious what weapons and armor a unit is equipped with and whether they have shields or not. Also which models are the standard bearer, musician, and unit champion. I'm a little more flexible when it comes to characters. But even then the model should still reflect if they are equipped with a great weapon, halberd, shield, etc. Empire wizards should be painted in their college's colors. But wiards from other factions don't need to be painted to match the lore (ie. a High Elf mage using lore of metal). Given the price of GW models and the wide variety of options on some units, it's nice to test with proxies to see if a particular loadout is viable before shelling out a hundred dollars or more for the minis of a unit or loadout you might wind up never using.
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Post by wundapantz on Jan 4, 2023 4:46:58 GMT
I love the Anvil of Doom + storm of magic... It can mean both get use and stop being so dusty! Another one we played with was if a model had line of sight, then all models In that unit had line of sight. It got wonky for a while when we abused it (one guy poking out behind a building and the horde firing) but we quickly grew an understanding about what the house rules intentions were (which was to remove splitting units into 5 uninterrupted shots, 2 in soft cover, 3 can't see at all) and it's the same with long range modifiers.. if the front rank is in short range, the unit is in short range.. I don't put this here as an example of a good rule, just one we played to speed up shooting Then my regular opponent start playing the trueflight woodies, and modifiers were irrelevant:p I also think dwarfs should be able to reform and shoot, but it count as moving... Haven't suggested it to my Rin wife though! 40 quarrellers with grim burloksson reforming and shooting with rerolls... Awful.
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Post by DiscoQing on Jan 4, 2023 8:19:52 GMT
Re. The Dwarfs reforming and shooting.
How about an additional -1 modifier instead of "Move or Shoot"?
So a unit of Quarrellers or Thunderers that swift reforms to shoot gets: -1 for moving -1 for moving using a crossbow/rifle (dwarf ability)
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Post by sedge on Jan 4, 2023 14:39:01 GMT
WYSIWYG is worth aiming for with most units, but not so much with characters. There are so many ace looking character models which have rubbish in-game weapon loadouts, and they'd rarely see the field of battle if people aren't lenient on WYSIWYG. It's also impractical to say have a mounted character with regular hand weapon (which also doubles up as a magic weapon when needed) and another one with a lance. Magnetising isn't feasible for most fantasy characters.
There's lots of good ideas for house rules in this thread. The one I'd most usually play is leniency if someone forgets part of their turn. It's all to easy to follow up a magic phase with some over-enthusiastic charge declarations before realising you were meant to shoot with that bolt thrower first. It's obviously not so suitable for a tournament setting, but in a casual game I'd always try to accommodate it.
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Post by thorpyuk on Jan 4, 2023 23:06:16 GMT
If the front rank is in short range, the unit is in short range Really like this one..
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Post by DiscoQing on Jan 5, 2023 11:34:32 GMT
That's how it's done in KoW, if the centre of the front rank is in range, the unit can shoot.
They also don't have a modifier for long range, which I like. But would make some units terribly good!
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Post by DiscoQing on Jan 5, 2023 16:09:30 GMT
Ancestor Rune of Grimnar 5+ to target 1 unit, 10+ to hit D3 units. Ancestor Rune of Grungni 8+ to target 1 unit, 15+ to taeget D3 units. Ancestor Rune of Valaya 12+ to taeget 1 unit, 18+ to target D3 units The striking rules in Storm of Magic are a little crazy so I thought D3 units for the higher levels would be more balanced. I also did want the casting value be too high since dwarfs don't have any wizard levels. I've added these here: www.dropbox.com/s/0yuqy4iqzjdhk02/Anvil%20of%20Doom%202.pdf?dl=0As part of the spell card PDFs I made in my signature
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Post by mrbaldrick on Jan 5, 2023 21:40:06 GMT
Ancestor Rune of Grimnar 5+ to target 1 unit, 10+ to hit D3 units. Ancestor Rune of Grungni 8+ to target 1 unit, 15+ to taeget D3 units. Ancestor Rune of Valaya 12+ to taeget 1 unit, 18+ to target D3 units The striking rules in Storm of Magic are a little crazy so I thought D3 units for the higher levels would be more balanced. I also did want the casting value be too high since dwarfs don't have any wizard levels. I've added these here: www.dropbox.com/s/0yuqy4iqzjdhk02/Anvil%20of%20Doom%202.pdf?dl=0As part of the spell card PDFs I made in my signature This is awesome 👍 thanks for taking the time.
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