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Made in gb
Mighty Vampire Count






UK

Currently playtesting this with our group.

General:
p10 Leaders:
Current: All Leaders have the Commanding Trait
You may roll once on the table and must then either choose that result or Commanding

Captains: For every additional 24 points of warband you may add a captain to your warband in addition to your leader (eg 1 at 48, 2 at 72,...). Captains have the "commanding" special ability from the leader traits table but follow no other rules for leaders. eg. they do not give +1 to morale within 12"

Maximum number of units cap: For every additional 24 points of warband increase the unit cap by 5. (eg 15 at 48, 20 at 72,...)

p24 Unit Cohesion
Implemented: Reduce max distance between units to 1"
Reason: Now that we have had a few games its a bit annoying having to keep friendly units that far apart, even when moving. It seems to add nothing to the game as thus far everyone has units that are readily identifiable?

Invisible: may not be taken on a unit with ranged attack.

Heal may only be cast once per turn. - Heal is one of the best spells in the game. Having multiple healers would make life really difficult for your opponent. Even If you have multiple healers it can only be cast once per turn.

Suggested new unit Upgrades
Options:
Fleet-footed @ 1pt per unit, rough terrain does not slow movement (Not on Elite Riders, Heavy Riders, Heavy Foot,Heavy Missiles)
Regeneration: @ 2pts unit: Unit may make a Regeneration action on a 7+ to recover one lost Strength point.
Stubborn: @1pt per unit, Courage becomes 3+
Stupidity: @ -2pts per unit, The unit receives -1 to all activation rolls. (Not on Elite Riders, Elite Foot or Elite Missiles)

Suggested new units

Artillery 4pts
Heavy cannons, Skaven lightning cannons, Catapults and Roman Scorpion batteries.
Attack: 7+, Move 6+, Shoot: 7+, Courage: 4+, Armour :2,
Attack Value: 6+, Defence Value 6+, Shoot Value 4+, 6-24" range, Max Movement 4", Strength :6
Unit may not enter rough terrain or cross walls, ditches or similar.
Emplaced: If the unit does not move, it is in Cover.

May add: Exploder, Fearful, Regneration, Stubborn, Venomous, Undead.

Elite Missiles 6pts
Sharpes Rifleman, Dwarf marksmen, Elf Way Watchers

Attack: 6+, Move 5+, Shoot: 5+, Courage: 4+, Armour :2,
Attack Value: 6+, Defence Value 5+, Shoot Value 4+, range 12", Max Movement 6", Strength :12

Options:
Heavy Armour: @2 pt per unit, Armour becomes 3. may not be combined with Fleet Footed.
Long Range Accuracy: @1pt per unit, range becomes 18"
Stubborn: @1pt per unit, Courage becomes 3+

May add: Fleet Footed, Regneration, Stuborn, Venomous, Undead,

War Machine (6pts)
Powerful machines rumbling along, spitting shells and flame against their enemies, they are hard to kill, but limited in abilities if the enemy closes in.
Steam tanks, War Wagons, Ork Battlewagons


Attack: 7+, Move 5+, Shoot: 6+, Courage: 2+, Armour :4,
Attack Value: 6+, Defence Value 5+, Shoot Value 5+, 18" range, Max Movement 6", Strength :6
Unit may not enter rough terrain or cross walls, ditches or similar.

Options:
Close quarters: @-1pt per unit, range reduced to 12"
Spikes and blades: @2 pts per unit. Attack Value becomes 5+, Defence Value becomes 4+,
Larger Engine: @2 pts per unit, Max Movement increased to 10"

May add: Exploder, Fear, Flying, Burrowing, Regneration, Stuborn, Venomous. Undead,

Fantastical Rules:
Slayer: For abilities that target a specific race eg. Slayer, I'd say they can choose one unit type at the start of the game to have slayer against. This also discourages people from spamming a single unit type.

Enchanted weapons: roll at the start of each combat they partake in, to see if their weapons are feeling particularly deadly this activation.
Enchanted armour: 5+ to ignore pt of damage, 2pts for units with armour 0 -2pts and 3pts for units with armour 3 or 4.

This message was edited 1 time. Last update was at 2016/07/07 21:23:29


I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in nl
Zealous Knight







Huh. Lots of interesting things there. TBH I haven't had the chance to play a proper number of actual games so I'm heavy on theory, light on actual experience here, but always having commanding available is pretty damn good. Honestly I'd pick only patient and 18/00 strength over it (and those two account for about 3% of 3d6 rolls...), and rate maybe one or two other abilities as equally good, depending on taste/playstyle.

Aren't you basically mostly eliminating the (to my mindquite annoying, so go for it ) leader traits system from the game? Do you guys find any other trait but commanding still getting taken over commanding more than once in a bunch of games?

Oh, and wouldn't you want to increase minimum unit count(s) at higher point values as well?

This message was edited 1 time. Last update was at 2016/07/08 03:36:01


 
   
Made in gb
Mighty Vampire Count






UK

Hey

We are playtesting at the moment so adjustments are being made but these are are initial reactions after we had played a numere of games each. We are all familiar with a large variety of systems and whilst we enjoyed DR we felt that to enjoy it more we needed to make some House rules - I'll try to explain our current reasoning.

Command Abilities - to be honest none of us liked the random element of this - we don't like it in 40k and in that you don't get negative ones (although there can be useless ones). The other option would be to assign pts cost to the abilities but thats a bit more tricky.
Some of us had been getting very frustrated at the Order failure rate - part of that was due to the choice of units / orders but also it was quite high in general and enjoyment was being reduced. Having Commanding solved that and also gave players a level playing field where games could not be tilted by a dice roll.

The extra units and abilities are really to cover models in our collections that are not well represented in the DR rules.

I'll feed back about the minimun unit count

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in nl
Zealous Knight







Okay, fair enough. It'll be interesting to see if you guys are still using other traits regularly after some more playtesting.
Points would be tricky; the granularity in a system where the entire army is all of 24 pts would make any kind of trait that'd actually cost even one point a pretty huge investment.

Since scenarios (other than A) are asymmetrical the higher number of successful orders might actually affect scenario balancing slightly, although I can't think of specific examples off the cuff.
OTOH, DR isn't the most tightly tourney-balanced system ever anyway, so that shouldn't be a dealbreaker

This message was edited 1 time. Last update was at 2016/07/08 10:24:45


 
   
Made in gb
Mighty Vampire Count






UK

We tend to play bigger games these days - 32pts I think being the smallest.

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in us
Battlefield Tourist




MN (Currently in WY)

I typically ditch the Commander trait tables in general.

DR is really more of a toolbox and the writer encourages people to get creative with it. Have you checked out his forum called Dux Rampant yet? There are some interesting optional rules for flanking there that you might enjoy for larger games.


Support Blood and Spectacles Publishing:
https://www.patreon.com/Bloodandspectaclespublishing 
   
Made in us
Fresh-Faced New User




Germany

Interesting house rules.
I think most of the new units will be covered in the next book "Men who would be kings".


   
Made in gb
Mighty Vampire Count






UK

 TaBoa wrote:
Interesting house rules.
I think most of the new units will be covered in the next book "Men who would be kings".



Ah I understood that was a different rule set again?

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in de
Fresh-Faced New User




Germany

As far as I know its am Imperialism Age version of Lion Rampant. You can more info at the authors homepage.

   
Made in gb
Mighty Vampire Count






UK

 TaBoa wrote:
As far as I know its am Imperialism Age version of Lion Rampant. You can more info at the authors homepage.


I check it out - recently read an article in one of the wargaming mags and it was talking about it having different rules.

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
 
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