Recent Posts

Pages: 1 2 [3] 4 5 ... 10
21
House Rules, Unofficial Variants and Proposals / Re: Some new ideas
« Last post by Fingolfin on July 09, 2018, 09:13:55 PM »
So after my discussions with Eric this past weekend we came up with some possible rules changes.
2) No charge bonus or impact hits for a unit that is making post rout attacks, just use base dice and rear attacking bonus

This is a massive nerf to Knights and any other frontloaded unit that attempts to completely break through on the charge turn. In the case of Knights, they would actually do more damage if you said they got the charge bonus and no rear attacking bonus. As it stands, Knights, if they charge a 2/2 unit, are highly likely to force a Rout Check. If the unit fails, the Knights are very likely to simply kill them. All told, the Knights would do about 12 damage to the enemy if it broke on the charge turn. With this rule, the knights would do around 9 damage, not even killing the unit in question. If you said that the Knights had the Charging bonuses, but no rear attacking bonus, they would do about 10 damage. Thing is, that extra point of damage is exceptionally important in a game where the vast majority of units have 10 hitboxes.

4) Playing with the idea that your courage only goes down -2 when you go into the red.  No -1 courage for being in the yellow.  -1 dice still applies.

Again, this is a nerf to frontloaded damage unit and alpha strike armies. This would greatly encourage players to make grinding armies since the chance of a rapid breakthrough, already risky, is further reduced.

5) We also might like the +1/+1 for the spear bonus.

I quite like this idea, honestly.
22
House Rules, Unofficial Variants and Proposals / Some new ideas
« Last post by gornhorror on July 09, 2018, 08:18:35 PM »
So after my discussions with Eric this past weekend we came up with some possible rules changes.

Here's what we came up with.

1) Fearsome gives the opponent a -1 dice, Terrifying also  adds a -1 to courage

2) No charge bonus or impact hits for a unit that is making post rout attacks, just use base dice and rear attacking bonus

3) If a unit is flank attacked and not pinched, on the defending unit players turn he can spend a command action to face the enemy.  They still suffer the -1 dice for the turn they are flanked and the turn that they use a command action to face the enemy.  This simulates the effect of being out maneuvered but it's not a permanent situation.

4) Playing with the idea that your courage only goes down -2 when you go into the red.  No -1 courage for being in the yellow.  -1 dice still applies.

5) We also might like the +1/+1 for the spear bonus.

That's all for now kiddies.

We will be trying these rules out to see if they can balance the game further.



23
Faction Discussions / Re: Dwarf Units and Tactics
« Last post by RushAss on July 09, 2018, 03:18:25 PM »
Well Runegard is a mountain kingdom, so I guess they are well adapted to steep terrain?
24
Over all I think things went well.  I wasn't expecting much of a turn out because that weekend is always dicey.  But as Brook mentioned, we did get some quality demos in and sales where decent.  We also garnered some solid interest from players.  I didn't do anything for Sunday because Sundays are usually slowish there and I wanted to spend some time with the family.  Thanks to Brook for helping run the ship and Eric for showing up to play and add valuable input as always.  And thanks for cleaning my junk up Saturday night!  I came back downstairs after dinner intending to clean it up and I found everything put away already!
25
So, there was a low turn out of actual players but more interest from passers by.  Quite a few factions were purchased and a few demos were performed.

I only got in a few games over the weekend (Friday, Saturday).  I would of liked to play more games so we could see how some of the new rules suggestions work out, but alas it wasn't to be.  Too many interruptions and too much banter.   Gosh us nerds sure do like to talk and talk and talk.  I did buy two more sets of shiny new dice though.  It was nice to see Eric again.  We spoke a lot about the rules and came up with some suggestions to improve the game as we see it.  I will make mention of them in the house rules section.  Like I said though, we didn't get to play enough to really work them out, and I don't expect they will make it to the actual drawing board, but one can always hope.

I guess the next meeting for the battleground players will be Council.

26
Faction Discussions / Re: Dwarf Units and Tactics
« Last post by gornhorror on July 05, 2018, 03:32:00 PM »
I really don't care either way and like you I think it's fine that Antonians move a snails pace 6" uphill.......but I always thought the bonus was stupid even for Dwarves. What is it about Dwarves that makes them not suffer a penalty when going up hill?  If your slow, your slow...  I guess that no one wanted them moving 1.75" for whatever reason.  Thank makes sense to me. It would slow down the game too much at certain times.
27
Faction Discussions / Re: Dwarf Units and Tactics
« Last post by RushAss on July 05, 2018, 11:22:28 AM »
My thought is that Antonians don't get the hill bonus.  They still zip up them at MC 6, so it's still pretty sweet.
28
Conventions / Re: Battleground Big Game Events at Dexcon in Morristown NJ July 6-7
« Last post by Karasu on July 04, 2018, 02:26:59 AM »
Old school!

Hey, I played in the Battletech and Star Fleet Battles tournaments that year!  So really old school.
29
Faction Discussions / Re: Dwarf Units and Tactics
« Last post by Karasu on July 04, 2018, 02:25:24 AM »
I think the answer is: Rules as Written, we can't tell but the intent was that they don't and we're going to fix the way the abilities are written if/when they are reprinted.
 :(
30
Well, if you have it in Chicago, Madison, or Milwaukee.....this would be doable.

I guess we might have to make a date sometime in the future.  Oh, BTW.......Dwarves suck.
Pages: 1 2 [3] 4 5 ... 10