Aiheesta on keskusteltu aiemminkin, ja nyt ysiedikkaa edeltävinä hämmennyksen päivinä aihe on noussut taas esille, sekä foorumeilla että varmaan monien mielissä. Monet haluavat jäädä kasiedikan pariin, osa haluaa katsoa mitä ysiedikka tuo tullessaan, jotkut väittävät lopettavansa pelaamisen ja mainintoja Kings of Warista on noussut. Henkilökohtaisesti olen käynyt läpi kaikki vaihtoehdot lopettamista lukuunottamatta.
Ja tässä haluaisinkin tuoda esille muutamia juttuja joita itse muuttaisin Warhammerissa, pala kerrallaan.
Kasiedikassa on omat ongelmansa. Niistä henkilökohtaisesti suurimmat ovat:
Lähitaistelu ja sankarien paikka yksikössä.
Random Charge range.
Dangerous Terrainin randomius.
Kutosloitsujen voimakkuus.
Myös armeijakirjoista löytyy paljon tuunattavaa, ehkä enemmänkin sillä puolella, mutta tässä aiheita joihin ottaisin kantaa jos itse kirjoittaisin (ja tosiasiassa saatan kirjoittaakin) Warhammerin sääntöjä vähän uuteen muotoon.
Paneudun ensin klosiksen ihmeelliseen maailmaan. Tässä muutoksia joita asettaisin sääntikseen:
Warhammer - Runic Revision
Movement
Reform
If a unit performs a Reform manouver, it forfeits its whole movement phase to do a single pivot on the spot, pratically teleporting in place to face a new direction. It cannot change its formation, just changes facing. If a unit has a musician, it can attempt a Swift Reform. A unit may be entitled to a free Reform at different stages of the game outside the movement phase, for example during the combat phase.
Close CombatRedress Ranks
If a unit performs a Redress Ranks manouver, it forfeits its whole movement phase to completely overhaul its ranks, formation and facing. This is essentially a Reform, but the unit can change its ranks and files however the player chooses. The units central point has to be maintaned both prior and after the manouver.
Who may strike?
If a unit is engaged, all models on the engaged side (front, flank or rear) may strike. A unit with a width of seven models with two Attacks each would get 14 attacks to either its front or rear. If the same unit has 3 ranks (either complete or uncomplete) it get 6 attacks to either flank. Note that in case of multiple combats this means some models in the unit corners might get to strike ‘twice’.
Supporting Strikes
Supporting Strikes represent the second (or third) rank pushing through the ranks into the frey. If the unit is not Disrupted, the front rank gains an additional attack for each model in the second rank. If the unit is in Horde formation, the front rank gains additional attacks for each model in both second and third rank.
Multiple combats
In case of multiple combats, where a unit may be engaged by many enemies, and even on multiple sides, units always divide attacks on a side amongst enemy units as evenly as possible.
For example, a unit with 8 attacks to a flank with 3 enemy units would issue 2 attacks to each, and the controlling player would issue the remaining 2 attacks amongst 2 different enemy units. A unit with 17 attacks to the front with two enemy units would issue 8 attacks against both and decide which unit takes the remaining one.
Champions
Champions are forefighters, sergeants and commanders of units. They usually have either an additional attack (only usable against a foe in the front) or an additional point of Ballistic Skill. They can also issue and accept Challenges in combat like Characters. They are always the last model slain in a unit, so the unit benefits from his command and extra attacks until the very end.
Characters joined in units in combat
Characters joined in units can land devastating blows but are vulnerable to harm themselves. By default, attacks in combat are always issued against units. The enemy unit may always issue attacks against characters however, if any have joined the opposing unit. A player may issue attacks against a character equal to a number of Attacks the character has in that combat (which is their Profile, any modifiers and additional attacks).
Characters always strike the enemy unit, unless they are in a challenge with an enemy character or champion. A character in a unit can always direct attacks only against a unit to the front.
If the unit joined by a character is slain to the last warrior, the character reverts to being a solitary unit (and can be issued attacks against as normal).
Single Models
Even though single models, like character ridden monsters, chariots or monsters, are treated as singular units, it would be rather unfair to let powerful single models like these to strike to all sides if engaged in multiple combat. A single model unit must choose at his Initiative step which side he'll combat, and direct his attacks against this side only (either front, either flank, or rear).
Mounted CharactersCombat Manouver
This rule replaces Combat Reform. The unit performing Combat Manouver can either change its facing (not changing its formation) to face an enemy to its flank or rear, OR add models from the rear ranks to fill at most two new files (one to each side). Notice that a Combat Manouver cannot be made if the unit is in combat to two different sides.
Command Points (CP)Character Mounts
Once a character mounts a beast or a monster the whole model is treated as a single unit even though it consists of two parts, the rider and the mount, similarly to cavalry. This means in a nutshell that the model uses two separate profiles for attacks, while consider only the highest of each stat when targeted.
Unit Type
While a character is by default an infantry model, riding a war beast, monsterous beast or a monster changes the unit type to its respective mounts type (cavalry, monsterous cavalry or ridden monster).
Attacks
When in close combat the whole model has two (or sometimes more) separate attacks. These represent both the rider and the mount striking with different properties, using their respective Weapon Skill, Initiative, Attack value and Strength. Both Attack values must be directed at the same target. In case of multiple combats divide both Attack values equally.
Attacks Against a Ridden Monster
When a mounted character is targeted either by close combat attacks while joining a unit, or by, let’s say shooting, while working on his own, hits are allocated against the model as a whole. Always use the best characteristic while working out hits: highest Weapon Skill while attacked, highest Tougness while wounding and highest Armour or Ward Saves when wounded.
In case of cavalry the character himself will confer most of the highest values, but monsterous beasts like pegasi or monsters like dragons will most likely have a higher Toughness or more Wounds than his rider. The rider usually confers his higher Armour Save to the mount in exchange.
Joining Units.
A monster ridden by a character can never join units. Monsters are just too powerful and unpredictable. The would trample more of their own side than the enemy before reaching enemy lines. Powerful as they may be, monsterous beasts and war beasts are usually better trained, and possible to train in the first place. A character ridden war beast or monsterous beast can join units (but may lose Look Out Sir!).
Command Points
Champions and Characters are leaders of armies not solely because of their skills in battle, but mainly for their abilities to lead.
Champions and Characters have a number of Command Points (CP). They can use these CP to issue Commands to units they lead. Note that Characters cannot use CP independently!
Although the numbers may vary by unit entry (see the respective army book), the CP are distributed roughly as follows:
1CP: champions and low level wizards
2CP: hero-level fighters and high level wizards
3CP: lord-level fighters and leaders
CP can be used during the battle, but are one-use-only. Be careful which Commands to issue and when!
Special RulesCommands
With me!
The unit gains +D3" to their charge range (not to exceed Movement value + 12").
Crush them!
The unit can re-roll 1s when rolling to-hit in either close combat or shooting. This does not include mounts in case of cavalry and ridden monsters.
Stand fast!
The unit is Stubborn for this combat phase.
At the double!
The unit immediately succeeds in an Leadership test required to make a Marching move or a Swift Reform.
Line of SightMagic Resistance (X):
Some units are extra resistant to magic, or benefit from a null-aura or an arcane shield. Units with Magic resistance place a number of extra dispel dice next to it equal to its Magic resistance value. The dispelling player may use these dice during the Magic phase when dispelling spells that target that unit. Note that both players may use them, not just the player controlling the unit! Units with multiple values of Magic Resistance always use the highest value.
Line of Sight
Units can see only to their front arc. Their line of sight can be hindered by obstacles however.
Each unit and terrain piece is given a Height value. Units of equal value block line of sight to each other, but units can see over other units of lesser height. In reverse, heigher units block the LoS of smaller units.
Against shooting a unit gains Hard Cover when behind obstacles or units even if the shooting unit can see their target. Units with a Heigh of more than 2 than the blocking obstacle or unit gain no befenit of cover. Large targets never gain Hard Cover, and are always Height 4.
Height levels
0 Swarms
1 War beasts, Infantry, War machines (all other than stone throwers)
2 Cavalry, Chariots, Monsterous Infantry, War machines (Stone throwers)
3 Monsterous Cavalry
4 Monsters, Unique
Weapons and Special RulesHeight of Scenery
Forests have a Height of 4.
All other scenery has to be agreed upon before the start of the game.
MagicWeapons and special rules
Spears
A unit armed with spears gains Supporting Attacks for one extra rank. For example an undisrupted horde would gain supporting strikes for three ranks to their front.
A unit armed with spears gains +1 Strength to their attacks against a charging opponent to their front.
Crossbows
Remove Move or Fire
Handguns
Remove Move or Fire
War MachinesPower and Dispel Dice
To determine how many power or dispel dice players have, the player in turn throws 3D6. That is the number of power dice. The opposing player gets dispel dice equal to the highest and lowest dice. No player may use more than 18 power dice or 12 dispel dice per turn.
A spell can be cast using a maximum of 5 power dice, and dispelled using a maximum of 6 dispel dice.
Irresistible Force and Miscast
If a player rolls a double six (or triple, quadra, and so on) when casting a spell, the power of the spell runs amock. It is cast with Irresistible force and cannot be dispelled by any means, but it also causes a Miscast in the wizard.
To determine how severe the Miscast is, take a total of all the dice rolled. The more dice you use, the more devastating the Miscast will be.
12-15 The caster takes 1 S6 hit and D3 powerdice is lost.
16-18 The caster takes 1 S6 hit, D3 powerdice is lost and the wizards unit takes D6 S6 hits.
19-21 The caster takes D3 S10 hits, D6 powerdice is lost and place a S10 small round template over the wizard.
22-24 The caster takes D3 S10 hits, D6 powerdice is lost, place a S10 small round template over the wizard and the wizard loses a wizard level as well as the spell he tried just cast.
25+ The caster takes D6 S10 hits, D6 powerdice is lost, place a S10 large round template over the wizard and the wizard loses D3 wizard levels, the spell he tried to cast and other spells at random for each level lost.
Cannons
A cannon is a force of destruction (when the engine works without mishaps). A cannon ball is S10, allows no armour saves and has Multiple Wounds (D3+1) special rule.
Bolt Throwers
Bolt Throwers have Multiple Wounds (D3) special rule.
Stone Throwers
A stone thrower has Multiple Wounds (D3) special rule. This applies to all models wounded by the stone thrower.