Salutations All,
My small game group has been playing a house rule version of Warhammer that combines 6th Edition Army Books and 7th Edition Rules with a handful of additional rules. I know that the Warhammer Fantasy players have splintered into using their favorite editions, changed game systems, or gone into AOS, and that no house rule system will unify the player base. Maybe Warhammer the Old World will be awesome and bring together old and new players into a great gaming system; I hope so, and have been watching the news releases with skeptical interest. But in the mean time, I have been using a house rule set refined over several years of play testing (admittedly with a small group). I would appreciate any feedback / thoughts on the rules from those who continue to play or liked 6th and 7th Editions.
10 Rules.
1. Movement - Units may march in terrain, including difficult and very difficult terrain.
2. Movement - Unit strength of five is required to march block.
3. Magic - All wizards automatically know the number one spell in their lore before rolling for selecting spells. If the number one spell is rolled, reroll the dice to select another spell
4. Shooting - Line of sight is drawn from the second rank. Missile weapons (and spells) may be fired from the second rank.
5. Combat - The to hit table is modified to include values from 2-6. If a combatant has more than double the opponents weapon skill they hit on a 2+, if the opponent has more than triple their weapon skill, the combatant hits on a 6+. A roll of a 6 always hits.
6. Combat - Long Weapons (lances, spears, halberds, and pikes) gain the step up rule from 8th edition.
7. Combat - Units require ranks be four models wide to gain a rank bonus (6th edition rule implemented for 7th edition).
8. Combat - Steady in the Ranks - units that lose combat but have more ranks than their opponent, remove a minus one combat resolution modifier to their break test (lose by one less) for each rank more than the enemy that they have, up to their normal leadership. This can in effect make a unit stubborn if they have more ranks than they lose combat by.
9. Unit Type Rule - Swarms are unbreakable (6th edition rule implemented for 7th edition).
10. Unit Type Rule - in addition to normal scout deployment rules they may be deployed in line of sight no closer than 18 inches away from the enemy, or no closer than 12 inches away in line of sight as long as they are deployed in terrain.
There are a handful of other rules that we experiment with: increased movement options, hills grant increased range, different defended obstacles rules, etc. but the ten rules above enabled us to play a familiar game with rules that enabled greater tactical flexibility. I would appreciate your thoughts and feedback on these rules, and can explain further why we have selected these versions.
Cheers!
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