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Made in us
Stealthy Warhound Titan Princeps







Really, I'm a 40K guy when it comes to fluff and models. Most of my armies are 40K armies. The scope for imagination and conversion are much greater. Plus there are tanks and giant robots!

But as a game, I think WHFB is better. It has a more tactical feel, the interactions of the units seem more interesting. 40K seems to be mostly about target priority.

However, there are a couple of things about WHFB that bug me. Naturally I have ideas on how to fix them.

1) Charge Footsy. Getting the charge seems to be more important than it should be. Often you seem to get "standoffs" where two units face off and don't move, because moving forward will get them charged, and neither one has a hope of survivial if it gets charged. Boooring! You ought to be able to charge your heavy cavalry forward as long as their flanks are protected.


Rules Change - Failed Charge. A unit that fails its charge has the following special rule: In the following opponent's turn, if it is charged from the front, the following applies:

A) Both units are treated as charging for purposes of rules like lances.
B) Both sides strike simultaneously. In challenges, the character with higher initiative goes first.

These only apply to frontal charges. Units charged in the flank or rear receive no benefit. Should there be a -1 CR penalty for failing a charge?

2) Silly charge redirection. Don't get me wrong - I do this alot. But 5 archers should not be able to change the direction of a 40 man block.

Rules Change - Alignment. A charging unit aligns to the target unit (unless it is a skirmisher), UNLESS it has a unit strength of twice the target unit, in which case the target unit aligns.



3) Annoying movement minutae. There has to be a better way of handling small adjustments than the various wheeling, reforming, etc. that goes on. Not sure what though.
4) Hold the line - this one is a bit more vague - it seems like there needs to be an incentive to maintain a supported formation. Most battles seem to wind up scattered all over and formations are as deep as possible when really they should need to be wide in many cases as well. Maybe a CR bonus when you have a supporting unit on each side?
   
Made in us
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Barpharanges






Limbo

Comments:
1) See, that's the point, though. Charges ARE supposed to be advantageous (strike first, for the most part, and Strength bonuses for cavalry), and you're supposed to be able to intelligently gauge charge distances (and whether or not you think an enemy unit will flee rather than hold). There is an inherent risk involved in charges, and being counter-charged the next turn after failing a charge is one of those risks. The current rules are simple and effective enough and don't really need any more fiddling with. These additions seem to only reward reckless play.

In all honesty, if you're finding yourself in those standoff situations, you're probably doing something wrong.

2) Again, this seems like another unnecessary change. Yes, charge redirection sometimes seems silly, but that's one of the facets of WFB. Movement is one of (if not THE) the most important phases of the game. Avoiding traps and redirection play just as an important a part as making successful charges.

3) Perhaps, though it works decently enough as it is.

4) There are already incentives - it's to avoid flanking bonuses for the enemy. It's not a positive incentive per se, but maintaining a proper battle line is key to ensuring that you don't get destroyed from the side. The effective CR bonus you get is NOT -1-2 CR.

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Madness and genius are separated by degrees of success.

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Made in us
Fanatic with Madcap Mushrooms






Chino Hills, CA

I agree with Jin.

The Movement phase in Fantasy is fine, IMHO.

Some people play to win, some people play for fun. Me? I play to kill toy soldiers.
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WHFB, AoS, 40k, WM/H, Starship Troopers Miniatures, FoW

 
   
 
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