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Made in fi
Been Around the Block

I like 8th edition rulebook.

Dont know, maybe you can invent new spells?

I can help if you tell what kind of spell is needed.

This message was edited 1 time. Last update was at 2019/08/29 14:28:32

Made in de
Crazed Savage Orc


Me not so much, because of random charge rates, and steadfast rule and magic mayhem uber spells.

Hmm I don't think inventing spells is the solution, there ARE a lot of spells already. Only "problem" is, they can be used by the empire only.

Actual discussion is about the movement rules of Heavy Cavalry. All Cavalry units with an armor save of 2+ are considered as heavy, and are not allowed to march. They double movement only when charging.

This makes them slow, very slow and not very variable in the movement phase.

Suggestions were to let them march, but only add half of their movement stat to the movement in total. So for example,

Dragon Princes with a movement of 8 could march 12 inches,
Cold One Knights could march 7 + 3,5 = 10.5 inches and so on. If such a change would be made, point costs will have to be adapted.
A suggestion from me was, that when adapting march movement, make the charge movement also fall in line with this, so no in the example above for Dragon Princes this would mean they reduced their charge distance from 16 to 12 inches, Cold One Knights from 14 to 10.5...
I would round it up or down to 10 or 11.

These are all just suggestions so far, but I wonder what the community here @ DakkaDakka thinks about it...

Made in fi
Been Around the Block

One solution could be -2 to movement for barding instead of standard 1. Usually i think altering existing rules is better than adding multiple layers of new and specialized rules that make things more clmplicated.

This would give cold ones advantage and character as specialised faster heavy cav to make them unique. They still suffer from stupidity ? So they have also a drawback regarding movement.

Yeah i can see others could need some variety for spells too.

Those three are easilly altered by house rules, steadfast and charge as you like and spells maybe restricting the boosted versions of some spells. The basic rule set seems good to me.

There are more house rules i would suggest but generally i like them as base rule set.

If im not wrong one of the first things that is mentioned in each edition is to have fun and use the rules as players like.

Doing your own ruleset like CE is just that. Its still warhammer.

This message was edited 7 times. Last update was at 2019/09/18 18:11:30

Made in de
Crazed Savage Orc


I hit hard iron with my suggestion to give march movement and in turn reduce charge range from some players hahaha.
Actually, the player most feverishly defending the high charge rate as being THE single most important thing for heavy cav to play also suggested something like you, reducing march speed by an additional -1 for all heavy cav, which is a good suggestion I think. But this leaves for example bretons with a very heavy advantage as they can charge and march 14 inches then. I would not like that so much, that would improve them too much. At least from an orcish pov
now some things are going to be tested, and given feedback. but this takes time, lots of time. Well i am looking forward to see if things get a bit shaken up by that. I am sure the rule designer will keep a fair distance from all the people trying to push certain armies in their own favor.

Yes, in the end there is always the possibility to houserule, which I did in the past, for example with miscasts and irresistible force. I like some more variety here, than just a table with 3 different results.

This message was edited 1 time. Last update was at 2019/09/19 03:30:58

Made in fi
Been Around the Block

Bretonnians are specialists. I think they should be represented as so. That would give them more advantage in that regard in comparison to original rules though.

Maybe the original rules are good ?

But surely they are not as you people dont like using them.

Maybe bretonnians could have an army wide rule that gives them 1" more of a march distance as they have one slready so that wouldnt complicate much.

Strange thing i found that in some cases i end up in original content when changing things.

This message was edited 3 times. Last update was at 2019/09/19 05:16:43

Made in de
Crazed Savage Orc


...Tuomas Pirinen, Alessio Cavatore, Rick Priestley... they knew what they were doing (most of the time ), so it is no shame to return to the good ol' boxed set rules when one finds out that one's own ideas were not all so much better in hindsight

Made in fi
Been Around the Block

Anyone happen to have old mordheim material, it seems hard to find in nternet.

I know there is lots of custom material but some of it have vanished from internet.
Made in de
Crazed Savage Orc


Check out the link in Just Tonys signature, classichammer.com,

and look for the thread hope I don't get banned.
There is a good link inside leading to warhammer 6th edition scans of armybooks etc.

If you step up on the one drive linked there, you will also find mordheim...
Made in de
Crazed Savage Orc


Proposed changes in LRB V1.06:

Cannons can choose to re-roll the wounds inflicted.
Grapeshot rule will remain the same.

Rune Anvil - Point costs reduced to 100 pts. Runesmith may purchase a rune from his magic items allowance that allows him to use the anvil twice or thrice per round (each rune costs 50 points extra). Each anvil effect can be used only once per round.

Skink heroes that are using the cloak of feathers cannot be upgraded to scouts (thus preventing them to attack targets at will in round 1)

Further changes might be made to movement rules of heavy cavalry and the Helstorm Rocket Battery rule will probably also be changed.

Made in de
Crazed Savage Orc


V.1.06 of the Living rulebook has been released, and I have played 3 turns of an epic battle with the new version of the rules.

Why only 3 turns? It turned out (haha) that we needed longer than expected for the game, we had played very little the last year, so we had to look up some things.
Also: 5000 Points in 5 hours? What were we thinking?

I will add some pictures as soon as I get the possibility,
it has been crazy fun so far.

We are playing a "historic" scenario, Gorbad Ironclaw's invasion into the Empire.
The original Scenario as featured in a White Dwarf a long, long time ago, was too boring, it featured almost only cavalry units on both sides. I was called the battle of Grunberg, were Gorbad was wounded and almost killed. But we wanted to field mighty armies, based on infantry. So we skipped that part of the "authenticity" and went on with what we would like to play.

We made rules for Gorbad, and the Elector Count of Solland Eldred, as well as for an improved Lvl 4 caster on both sides.

These were the only Lord choices allowed, but the rest was totally up to the player.

Elector Count Eldred had the profile values of a Grand Master, as a special rule the Leadership effect of the General was increased to 18 inches.
He rides a barded warhorse, wears heavy armor and shield, and wields one of the runic blades made by the dwarves. Hits wound automatically and allow no armor saves.

The Empires Master Wizard was allowed to roll 6 dice per spell maximum, and ignores the first miscast result.

The Night Goblin Master Shaman was able to eat a mushroom each round if he liked, with the shrooms being exceptionally potent ones: When he decided to use it, you have to roll, on a 2-5 it works like a normal mushroom. On a 6, you may target an additional unit with the spell. and on a 1, he turns veeeery paranoid and the Empire player may choose any unit in range for the spell

Power Dice were limited to 4d3+4, so ranging between 8 and 16 per round (plus Petty magic spells).

That was a good choice so far!

I decided to pick many different units from the army list.

I wanted to reflect this is an Orc's army, so at 5000 points I needed 2 big mobs of Orc Boyz on foot at least. I added some Arrer Boyz too.
The mighty Gorbad had to be with the "Elite", a large unit of boar riding Big 'Unz, 16 of the brutes accompanied him.

Gorbad has the profile of a Black Orc Waagh Boss, just lacking its special rules of suppressing Animosity and ignoring panic from normal Orcs.
He rides an exceptionally big and nasty boar called Gnarla with a basic strength of 4 instead of 3.

He wields a mighty magic battleaxe, which ignores armor saves and causes D3 wounds.

He counts as General and army standard bearer, with a range of 18 inches instead of 12 inches. He was a superior fighter and Warlord.
His only weakness is his lack of defensive power, with an armor save of 3+ and no ward save, he is better be killin' everthin' before it can strike back!

He comes at a point cost of 325 points.

As I had a Night Goblin Master Shaman, I added a unit of Night Goblins and a "Body guard" Night Goblin Big Boss.

One Orc Shaman with some direct damage spells was the only other caster. A Black Orc Big Boss completed the bunch of heroes accompanying Gorbad.
He was with a big mob of, of course Black Orcs.

One unit of Goblins with spears, some Snotlings, a small unit of Wolf riders were the expendable units.

Stone Trolls and River Trolls were accompanying Gorbad to the battlefield, along with a Giant and a Arachnarok spider.

3 chariots for damage dealing, and some artillery were also there to support Gorbad, 2 spear chukkas, a rock lobber, a Doom diver.

10 Forest Goblins spider riders were also part of the Waagh...

I will add some more infos and pictures. Some really hilarious moments.

This message was edited 2 times. Last update was at 2020/01/14 17:15:55

Made in de
Crazed Savage Orc


Here RAre some pictures, as promised.
[Thumb - IMG_20200110_145009.jpg]

[Thumb - IMG_20200110_153156.jpg]

[Thumb - IMG-20200110-WA0034.jpeg]

[Thumb - IMG-20200110-WA0016.jpeg]

This message was edited 1 time. Last update was at 2020/01/14 21:42:50

Made in de
Crazed Savage Orc


Some bit of the action...
[Thumb - IMG_20200110_163213.jpg]

[Thumb - IMG_20200110_164000.jpg]

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