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Made in us
Fresh-Faced New User




House Rules for AOS, these are to help with quality of life and balancing issues.

The Armies
Players first decide how many Wounds they want to play. Both players than build their army using the rule listed below in the chart. The more wounds the more models and the bigger play area suggested. Player cannot take special characters or named Heroes more than once in any army and cannot take more than three of the same named unit in any army.

Size, Models, Play Area
25 Wounds, 10 Wounds for Heroes, 15 Wounds for additional models. No War Machines or Monsters, 2x2
50 Wounds, 10 Wounds for Heroes, 10 Wounds for War Machines, 10 Wounds for Monsters, At least 20 wounds in additional models, 4x4
75 Wounds, 15 Wounds for Heroes, 15 Wounds for War Machines, 15 Wounds for Monsters, At least 30 wounds in additional models, 4x4
100 Wounds, 20 Wounds for Heroes, 20 Wounds for War Machines, 20 Wounds for Monsters, At least 40 wounds in additional models, 4x6


Enemy Models
When you move a model in the movement phase, you may not more within 1” of any enemy models. Models from your army are friendly models, and models from the opposing army are enemy models.

Units starting the movement phase within 3” of an enemy unit cannot Advance. The unit can either remain stationary or move away normally.

Advance (Run)
When you pick a unit to move in the movement phase, you can declare that it is advancing. Roll a dice and add the result to the Move characteristic of all models in that unit for the movement phase. If the models is a monster or considered mounted roll two dice and choose the highest result. A unit that advances cannot shoot or charge later that turn.

Flying
If the Warscroll for a models says that the model can fly, it can pass across models and scenery as if they were not there. It still may not finish the move within 1” of an enemy in the movement phase, and if it is already within 3” of an enemy it can only remain stationary or move away at half speed.

Charging
Any of your units within 12” of the enemy in your charge phase can make a charge move. Pick an eligible unit and roll two dice. Each model in the unit can move this number of inches. If at least one model moves within 1” of the enemy target that charge is successful. Models that complete a successful charge gain +1 Bravery unit the end of the battle round. If a model does move within 1” of the enemy the charge is failed and no models from the unit may move. You may not pick a unit that advanced or shot this turn, nor on that is within 3” of the enemy.

Shooting
Models can target enemy units in combat only if the targeted model is more than 3” away from any of the shooting unit’s friendly models. All shooting models suffer a -1 to hit and to wound when shooting models over half their maximum range or into combat. If a unit with range weapons, not including monsters or war machines, is charged and the charging unit moves 6” or more to complete their charge the defending unit may stand and shoot its range weapons with a -1 to hit and to wound. Of an enemy model is within 3" a model cannot shoot, monsters and war machines excluded.

Combat Phase
Any unit that has charged or has models within 1” of an enemy unit can attack with its melee weapons in the combat phase. All melee weapons, magical, mundane or otherwise has a range of 1” regardless of the printed Warscroll range.

Battleshock Phase
Add +1 Bravery to a unit if that unit slayed an enemy model.

Inflicting Damage
After all of the attacks made by a unit have been carried out, the player commanding the target unit allocates any wounds that are inflicted to models from the unit as they see fit. They however must allocate the wounds, if possible, to models closest to the enemy unit inflicting them.

Mortal Wounds
When a Monster or War Machine, which does not already inflict mortal wounds normally, has completed all its normal attacks and has successfully stuck a target roll a dice on a +5 the target suffers D3 mortal wounds.

Casting Spells
When a model is attempting to cast or unbind a spell and the results of their roll is double ones the model suffers from Magical Feedback.

Range, To Hit, To Wound, Rend, Damage
- , +4, +3, -1, 1

Additionally, when a model is attempting to cast or unbind a spell and their roll is double sixes they gain Irresistible Power. The model may cast one additional spell or attempt to unbind one additional enemy spell. Models with the ability to cast or unbind one than one spell normally or through other magical means cannot gain this benefit. Special characters or named heroes also cannot gain this benefit. Models cannot gain Irresistible Power more than once per battle round.

Cohesion
A hero model may join any unit so long as the hero model and the unit share a similar movement type. Meaning if a hero is mounted in any way they cannot join a unit without mounts so forth and so on. Heroes that have joined a unit gain standard cover when being targeted by any type of attack. Models with special movement cannot join units or have heroes join them.

Turns
A turn is both the commanding players and opposing players battle rounds. After both players have completed their battle round the turn is over. Once four turns have been completed roll a dice. If the result is a one the game is over otherwise continue on normally. At the end of the next turn roll a dice If the result is a one or two the game ends. Continue this process on until the game ends or ten turns have been completed.

 Filename The Armies.pdf [Disk] Download
 Description AOS House Rules
 File size 350 Kbytes

This message was edited 4 times. Last update was at 2015/07/10 01:12:45


 
   
Made in au
Fresh-Faced New User




Thanks for this - some really cool ideas and looking forward to trying them out

In terms of balancing old armies under AOS, I am using 8th edition points as a starting point. I understand stats have changed and so have powers but I'm using 8th points, then checking out the changed attributes and stats and modifying based on some common sense. After a few games I'll look to modify those points depending on how they play. I know that won't help for new armies though. Wounds and other attributes haven't cut if for me as yet as a balancer

In terms of some of the broken rules in AOS (from my perspective) I'm also applying some simple house rules:

* No shooting into or out of combat
* Applying the -1 long distance shooting rule from 8th (because shooting seems a little too powerful and means that units will need to get in closer danger zones to get full benefits)
* An automatic d3 mortal wounds penalty against units that retreat from combat (with subsequent battleshock test) to represent a final stand by some of the unit to let the others escape... makes retreating from combat a harder decision
* Allowing heroes to join units - can be shielded by ranged but can still be targeted specifically in melee (to be playtested still)
* Allowing stand and shoot for ranged unit with -1 modifier (to be playtested still)

With summoning, there seems to be many interpretations being thrown around. Given the game seems to now be about "reaching happy little agreements" - I'd consider discussing a few different summoning options before a game:

Option 1 - summoning is used as an ambush type mechanism and you can only summon from your agreed army reserves with no reincarnation. So basically the player decides what they are going to put on the table from their "agreed" army at startup, then any other units are summoned from the reserve while available. As is the intention of the rules, those taking the risk of keeping units in reserve (possibly wasting spells or strategic advantage if they don't pull it off at the right time) are entitled to the sudden death options if they have 1/3 less at start on table. So for say the tomb kings we could agree that they take more skeleton units to be summoned later and have a greater model count than me in total but wouldn't be penalised for model count at start game.

Option 2 - would suit players that enjoy computer games that have the wave survival option. Wave after wave of enemies coming at you and you get satisfaction from surviving it. So this would allow reincarnation of existing casualties (not adding further additional units to your army that were not agreed to at the start). Problem is that attrition may eventually mean the other player will be defeated fully unless the game ends early and casualties are counted across all deaths (reincarnated too) or sudden death is in play.

Option 3 - summon whatever the hell you want when you want.... might be best against games where the other player is a summoning army too so you can kick each other's asses with anything you have on hand

Anyway I know its supposed to be a beer and pretzel game compared to 8th (which I love and will continue to play), so take the above with a grain of salt.


This message was edited 1 time. Last update was at 2015/07/09 13:14:29


 
   
Made in us
Fresh-Faced New User




melded wrote:
Thanks for this - some really cool ideas and looking forward to trying them out

In terms of balancing old armies under AOS, I am using 8th edition points as a starting point. I understand stats have changed and so have powers but I'm using 8th points, then checking out the changed attributes and stats and modifying based on some common sense. After a few games I'll look to modify those points depending on how they play. I know that won't help for new armies though. Wounds and other attributes haven't cut if for me as yet as a balancer

In terms of some of the broken rules in AOS (from my perspective) I'm also applying some simple house rules:

* No shooting into or out of combat
* Applying the -1 long distance shooting rule from 8th (because shooting seems a little too powerful and means that units will need to get in closer danger zones to get full benefits)
* An automatic d3 mortal wounds penalty against units that retreat from combat (with subsequent battleshock test) to represent a final stand by some of the unit to let the others escape... makes retreating from combat a harder decision
* Allowing heroes to join units - can be shielded by ranged but can still be targeted specifically in melee (to be playtested still)
* Allowing stand and shoot for ranged unit with -1 modifier (to be playtested still)

With summoning, there seems to be many interpretations being thrown around. Given the game seems to now be about "reaching happy little agreements" - I'd consider discussing a few different summoning options before a game:

Option 1 - summoning is used as an ambush type mechanism and you can only summon from your agreed army reserves with no reincarnation. So basically the player decides what they are going to put on the table from their "agreed" army at startup, then any other units are summoned from the reserve while available. As is the intention of the rules, those taking the risk of keeping units in reserve (possibly wasting spells or strategic advantage if they don't pull it off at the right time) are entitled to the sudden death options if they have 1/3 less at start on table. So for say the tomb kings we could agree that they take more skeleton units to be summoned later and have a greater model count than me in total but wouldn't be penalised for model count at start game.

Option 2 - would suit players that enjoy computer games that have the wave survival option. Wave after wave of enemies coming at you and you get satisfaction from surviving it. So this would allow reincarnation of existing casualties (not adding further additional units to your army that were not agreed to at the start). Problem is that attrition may eventually mean the other player will be defeated fully unless the game ends early and casualties are counted across all deaths (reincarnated too) or sudden death is in play.

Option 3 - summon whatever the hell you want when you want.... might be best against games where the other player is a summoning army too so you can kick each other's asses with anything you have on hand

Anyway I know its supposed to be a beer and pretzel game compared to 8th (which I love and will continue to play), so take the above with a grain of salt.




I made a few changes for shooting, summoning and heroes joining unit. Trying to stick with K.I.S.S = keep it stupid simple.
   
Made in us
Fresh-Faced New User





terre haute indiana

These rules are horrible if you play Undead lmfao
   
Made in au
Fresh-Faced New User




booggieman2u wrote:
These rules are horrible if you play Undead lmfao


Yes I understand where you're coming from on my summoning suggestions and I'd want to be flexible based on which armies were involved. However, the idea of a Bloodthirster being summoned each turn from a box under the table, along with another half of an army you didn't know was coming on, is something worth discussing before the game. If both players want that kind of battle then all good :-)

This message was edited 2 times. Last update was at 2015/07/10 02:48:17


 
   
Made in us
Boosting Space Marine Biker






The system my friend and I are adopting (and tweaking) is based on a wound count of 75 with the following restrictions...
1. No more than 3 characters. We may drop this to 2.
2. Minimum of 1 classic core unit.
3. War Machines/ Monsters are limited to 3 total war scrolls for the two categories.
As we play (and increase wound count) we will make further changes I'm sure, but this seems to be at least somewhat fair for both those that play horde armies (since unit size is not limited) and those who field the low model count, high wound units.
   
Made in au
Fresh-Faced New User




Currently you add units to the field in an alternating player manner.
In the combat phases you attack with units in an alternating manner.
So why not do it for the whole game?
The two attachments are my ideas on this theme.
I think it would add the feel of a swirling battlefield. Everything happening at once.
The course of a battle could change if an expected move does not happen and you have to change tactics on the fly.
See what you think.

Edit:
Base to Base contact for combat, unless you have reach weapons like spears and can attack from a second rank - but they must be in contact with the first rank.
In the case of splitting attacks, and here is where you will need to think about strategy.
If you are attacked and use all your attacks in defence, then are hit by a second group, you have no defence against the second group.
Only models not used in the first defence are able to defend the second attack provided they can get into base contact with them using the PILE IN rule.
 Filename Age of Sigmar – alternating unit play 1.odt [Disk] Download
 Description Age of Sigmar – alternating unit play 1
 File size 22 Kbytes

 Filename Age of Sigmar – alternating unit play 2.odt [Disk] Download
 Description Age of Sigmar – alternating unit play 2
 File size 21 Kbytes

This message was edited 1 time. Last update was at 2015/08/03 01:15:34


 
   
Made in gb
Tough Treekin




Only house rule we use at the moment is bases do matter -all ranges measured to/from the base.

Pleased to report no suspicious spikes in Bloodthirster sales reported locally.
   
 
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