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![[Post New]](/s/i/i.gif) 2018/06/26 05:23:20
Subject: Your Age of Sigmar house rules
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Fixture of Dakka
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there is a huge debate about any rules for Age of Sigmar and people have lots of house rules. I know this will change with AoS2.0 but still they could apply or you have house rules for AoS2.0.
So for me when I play with the family, our house rules go with alternating turns. So just like with Lord of the Rings and AoS we roll for Priority. Then the person who won priority chooses who goes. Now when you pick a unit, it either moves, or shoots. Then once all your units have moved or shot, then it's your opponents turn. Now they have to move or shoot with their units. Once done, if a unit moved, it shoots, if it shoots, it moves. Then your opponent goes and does the same.
While it's not perfect, we like it because it gives everybody a chance to do something, there is more interaction and still keeps the 40K/AoS flavour of everybody moving and shooting in phases but it's broken up.
We keep the assault phase last like in LotR because that is what we are familiar with but thinking of changing it but not sure how yet.
We also have area terrian and a few modifers depending on what you do.
So what are your AoS house rules that you plan to use with your group/friends.
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Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.
Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?
Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong". |
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![[Post New]](/s/i/i.gif) 2018/06/26 11:18:40
Subject: Your Age of Sigmar house rules
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Clousseau
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The houserule we had of shooting through forests and other terrain imposing a -1 to hit doesn't need to happen anymore due to the new OBSTACLE keyword. Will likely expand that to include shooting into combats that you aren't in (-1 to hit)
The houserule we had for lookout sir to help characters from being sniped with impunity doesn't have to happen anymore since something was implemented in 2.0.
That leaves the double turn, which we'll likely keep for objective games and remove for games that don't use objectives.
I also wrote an alternate activation ruleset that went over very well with a few people that may be an option.
Last - for fun casual games, codifying a scenario rule where if you raise up 400 pts in a 2000 point game or more, or can reliably generate 15 mortal wounds a turn, your opponent can draw a sudden death victory condition from the open war deck to keep them in the game if they aren't bringing the cheese.
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This message was edited 1 time. Last update was at 2018/06/26 11:19:17
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![[Post New]](/s/i/i.gif) 2018/06/26 11:49:05
Subject: Your Age of Sigmar house rules
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Longtime Dakkanaut
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auticus wrote:The houserule we had of shooting through forests and other terrain imposing a -1 to hit doesn't need to happen anymore due to the new OBSTACLE keyword. Will likely expand that to include shooting into combats that you aren't in (-1 to hit)
The houserule we had for lookout sir to help characters from being sniped with impunity doesn't have to happen anymore since something was implemented in 2.0.
That leaves the double turn, which we'll likely keep for objective games and remove for games that don't use objectives.
I also wrote an alternate activation ruleset that went over very well with a few people that may be an option.
Last - for fun casual games, codifying a scenario rule where if you raise up 400 pts in a 2000 point game or more, or can reliably generate 15 mortal wounds a turn, your opponent can draw a sudden death victory condition from the open war deck to keep them in the game if they aren't bringing the cheese.
I know night haunt lists that can put out about that many mortal wounds a turn, but can’t put those on a single target. I would hardly call them cheese.
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![[Post New]](/s/i/i.gif) 2018/06/26 11:51:22
Subject: Your Age of Sigmar house rules
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Clousseau
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Its decidedly very much one sided and not much fun when one side is cranking out mortal wounds and the other is not. Single target or not, its 15 wounds you don't really have to work for other than drawing breath and letting your heart beat in your chest. It also causes people to say "eff this game" and go somewhere else.
Rather than just saying "you can't do that" ... a sudden death victory condition makes it more of a game and less of a list building exercise to win before the game starts.
Realizing again of course that I'm speaking in a narrative context and not a tournament context where cranking the mortal wounds is expected.
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This message was edited 1 time. Last update was at 2018/06/26 11:52:13
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![[Post New]](/s/i/i.gif) 2018/06/26 12:26:38
Subject: Your Age of Sigmar house rules
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Longtime Dakkanaut
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2 things.
alternating turns that a roll of before turn 1 determins who goes first and second, and v1 rules for the Mourngul from forge world as the v2 rules(aka current rules) nerfed it beyond reasons.
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darkswordminiatures.com
gamersgrass.com
Collects: Wild West Exodus, SW Armada/Legion. Adeptus Titanicus, Dust1947. |
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![[Post New]](/s/i/i.gif) 2018/06/26 18:03:14
Subject: Your Age of Sigmar house rules
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Fixture of Dakka
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auticus wrote:The houserule we had of shooting through forests and other terrain imposing a -1 to hit doesn't need to happen anymore due to the new OBSTACLE keyword. Will likely expand that to include shooting into combats that you aren't in (-1 to hit)
The houserule we had for lookout sir to help characters from being sniped with impunity doesn't have to happen anymore since something was implemented in 2.0.
That leaves the double turn, which we'll likely keep for objective games and remove for games that don't use objectives.
I also wrote an alternate activation ruleset that went over very well with a few people that may be an option.
Last - for fun casual games, codifying a scenario rule where if you raise up 400 pts in a 2000 point game or more, or can reliably generate 15 mortal wounds a turn, your opponent can draw a sudden death victory condition from the open war deck to keep them in the game if they aren't bringing the cheese.
I like those. Will have to try and incoperate those rules. Do you mind shring your alternate activation ruleset you wrote? Not sure if it's one you plan to publish or or just for fun. If just for fun would like to read it and see if my group would like to try it.
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Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.
Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?
Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong". |
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![[Post New]](/s/i/i.gif) 2018/06/26 18:41:40
Subject: Your Age of Sigmar house rules
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Humming Great Unclean One of Nurgle
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Casual ges we often just alternate turns, but it's less a house rule and more a 'do you really want to roll or can we just alternate?' For path to glory we bump the initiative roll to round three. We also have several rules for how free for all games work since the official ones (where you pick a target and can only hit that guy for the phase) weren't fun at all.
I'm going to see if people want to try alternating by phase (your hero phase, my hero phase, your movement phase, my movement phase, etc) and probably adopt that for ffa entirely.
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This message was edited 2 times. Last update was at 2018/06/26 18:43:37
Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page
I chose an avatar I feel best represents the quality of my post history.
I try to view Warhammer as more of a toolbox with examples than fully complete games. |
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![[Post New]](/s/i/i.gif) 2018/06/26 18:55:09
Subject: Your Age of Sigmar house rules
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Clousseau
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My strong suggestion would be to adapt LOTR / Middle Earth. Hell you could even incorporate command points in there for the heroic actions.
The only thing you wouldn't have are two full combat phases, which CC dominant players may cry foul over. In my system I worked through that by giving you the ability to fight twice in the overall combat phase (like you'd do anyway) and that worked out.
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This message was edited 1 time. Last update was at 2018/06/26 18:58:07
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![[Post New]](/s/i/i.gif) 2018/06/26 19:19:41
Subject: Your Age of Sigmar house rules
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Humming Great Unclean One of Nurgle
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My issue is it would be a totally different game at that point. It might make things better in an objective sense but it would be another round of radical change in structure so soon after WHFB. Not as severe obviously, but it would be percieved that way and undermine faith that people will be able to keep playing the same game. That would kill AoS more than the current rule issues ever will. Even alternating by phase is a huge step that would generate a ton of anger.
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Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page
I chose an avatar I feel best represents the quality of my post history.
I try to view Warhammer as more of a toolbox with examples than fully complete games. |
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![[Post New]](/s/i/i.gif) 2018/06/26 19:47:19
Subject: Your Age of Sigmar house rules
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Clousseau
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You're not wrong. But for anyone pursuing an outside of the box solution to alternating turn structure, thats what I'd recommend.
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![[Post New]](/s/i/i.gif) 2018/06/26 21:52:05
Subject: Your Age of Sigmar house rules
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Fixture of Dakka
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auticus wrote:My strong suggestion would be to adapt LOTR / Middle Earth. Hell you could even incorporate command points in there for the heroic actions.
The only thing you wouldn't have are two full combat phases, which CC dominant players may cry foul over. In my system I worked through that by giving you the ability to fight twice in the overall combat phase (like you'd do anyway) and that worked out.
That is where I got most of my rules. I was hoping when AoS came out it would have went this way. One of the best rule systems ever made in my own limited opnion.
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Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.
Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?
Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong". |
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![[Post New]](/s/i/i.gif) 2018/06/27 06:57:18
Subject: Your Age of Sigmar house rules
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Posts with Authority
I'm from the future. The future of space
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We tend to play all three "ways to play" mixed together. Warscrolls trump matched play unit sizes (and they say any size). If you happen to have less than the 5 or 10 miniature blocks that a unit is presented with in the match play list, just divide the points by the models and figure out a per model cost. Or if you're like one over or under, don't worry about it. Try not to be below minimum too much. Like only if your starter set didn't come with enough models or you didn't quite finish painting the whole unit or whatever. Got at least a hero and a battle line unit in your allies? They can have allegiance abilities or whatever. Stormcast can still appear from the sky even if it's just a few of them, for example. Though if you like the grand alliance (or now realm specific) abilities and items, go for those instead. Multiplayer games have alternating phases. The winner of the initiative roll chooses the order for everyone. So 1st player does the hero phase, then the next player, then the next. 1st player does movement. Then again everyone else. 1st player charges. You get the idea. When a player has their close combat phase, only fights they are involved in can be chosen to pile in and attack.
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This message was edited 1 time. Last update was at 2018/06/27 06:57:56
Balance in pick up games? Two people, each with their own goals for the game, design half a board game on their own without knowing the layout of the board and hope it all works out. Good luck with that. The faster you can find like minded individuals who want the same things from the game as you, the better. |
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