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Warmaster => [WM] Warmaster Fantasy Discussion => Topic started by: The Dog on January 09, 2011, 05:55:12 PM

Title: Collection of Warmaster community House Rules
Post by: The Dog on January 09, 2011, 05:55:12 PM
Hello
I have been tasked with collecting Warmaster House Rules from the community.

So if you would like to share your Club/House Rules with us all please post them here.

Its anything that deviates from the Living Rule Book and the Army List that is deemed to be a House Rule or maybe it is an enhancement that you and your group use to “improve” play, then please share it.

Do not worry about the English wording it’s the intent that we are after.

Here is the format I would like you to use.

#?
House Rule (LRB page number if applicable)

Example (so 7 of use the following House Rule and it amends p62 of the LRB)

#7
Characters cannot be surrounded and killed.  (Enemy Moving through Characters p62)
If a character cannot move to a friendly unit within 30cm, he is considered to have been slain. A character can be blocked or surrounded by the enemy, but if an enemy displaces the character they are not destroyed, simply move the character up to 30cm to join a friendly unit, this might mean moving over/through enemy units.  They are destroyed if no friendly unit is within 30cm as per the rules.  It's not the character's personal movement distance that is used - it's just the distance to a friendly unit.

Thanks
The Dog
Title: Re: Collection of Warmaster community House Rules
Post by: The Dog on January 09, 2011, 05:55:48 PM
By Wellspring
Heroic Combat: p63
In the regular rules, if a unit a character has joined is destroyed, then the character is destroyed with it. If these rules are in effect, if a unit which has been joined by a character is destroyed, the character is simply treated as if it had not been joined to a unit at all (that is, if this has happened in combat, this means it must move to join another unit; if the unit is destroyed by shooting, the character stand is simply left where the unit was). The exception to this rules is that when a unit with a character joined to it is destroyed by another unit with a character joined to it, then the character dies with its unit. You can safely assume that the defeated character has been killed or captured in a suitably cinematic scene of character-on-character violence.
Title: Re: Collection of Warmaster community House Rules
Post by: wellspring on January 10, 2011, 05:50:40 AM
My suggestion comes from my Song of Ice and Fire adaptation. It is designed to make characters a little more robust in battle, and also to ensure that when they do die that the death is at least noteworthy.

Heroic Combat: In the regular rules, if a unit a character has joined is destroyed, then the character is destroyed with it. If these rules are in effect, if a unit which has been joined by a character is destroyed, the character is simply treated as if it had not been joined to a unit at all (that is, if this has happened in combat, this means it must move to join another unit; if the unit is destroyed by shooting, the character stand is simply left where the unit was). The exception to this rules is that when a unit with a character joined to it is destroyed by another unit with a character joined to it, then the character dies with its unit. You can safely assume that the defeated character has been killed or captured in a suitably cinematic scene of character-on-character violence.

This rule was intended to increase the relative importance of characters in battles, without turning the game into a skirmish game.
Title: Re: Collection of Warmaster community House Rules
Post by: The Dog on January 10, 2011, 08:03:17 PM
Yes I like it, when two Heroes "duel" you know its to the death.
Title: Re: Collection of Warmaster community House Rules
Post by: jchaos79 on January 12, 2011, 05:20:09 PM
I like it too... specialy interesant when running a campaing.

[I do not know if in this threat discussion or opionions are allowed, if not, please erase the message]
Title: Re: Collection of Warmaster community House Rules
Post by: The Dog on January 12, 2011, 07:26:52 PM
Discussion and opinions are welcome.   ;D
Title: Re: Collection of Warmaster community House Rules
Post by: wmchaos2000 on January 31, 2011, 04:55:30 PM
Flyers.
Dont know the exact rule, but we say that if they can see an enemy unit, they can charge it.
Over any lower standing units, friend or foe.
It is nasty, we know, but it makes both sides much more careful during deployment and early advancement AND it is much more realistic/logic (if one can say so about a fantasy-turn-by-turn game of battle).
Title: Re: Collection of Warmaster community House Rules
Post by: calmacil on April 07, 2011, 12:28:59 PM
I read somewhere (might be on here) that gamers shouldn't resort to WMA rules for WM. But there's two rules i like from WMA.

We're going to house rule no.1, not sure about rule no.2 (probably) It takes a little bit more work because you've got to record the hits, but i don't mind that.


1) Supporting units are worked out before casualties are removed.


2) Unresloved combats. You fight 2 rounds of combat max. If stands are still alive they remain in place, continuing to fight next combat phase.
The pursuing unit still gets it's bonus next combat. Any outstanding hits are recorded.

Obviously charging units could join in as well, if this happens the pursuing unit only gets his bonus against the unit he pursued (not the fresh charging unit)




The first rule makes infantry a bit more powerfull, which i think is needed in WM


Title: Re: Collection of Warmaster community House Rules
Post by: vincent on April 08, 2011, 12:01:26 PM
FYI, 80% of active french players use WMA rules to play WM battles. We feel like it is a big improvment and I can tell you that several player that had stopped playing WM returned to the game since we use WMA.
We use the latest WMA rules, with additions for flyers, monsters and magic. We use unmodified WM army lists.

I would suggest you to try ;)
Title: Re: Collection of Warmaster community House Rules
Post by: calmacil on April 08, 2011, 02:41:55 PM
That's great news vincent  ;D

I have the WMA rulebook. Is there more up to date rules? if so, where are they?
Title: Re: Collection of Warmaster community House Rules
Post by: vincent on April 08, 2011, 04:36:29 PM
The updates to the base rules are here:
http://www.rickpriestley.com/
Title: Re: Collection of Warmaster community House Rules
Post by: ilfiniol on April 21, 2011, 12:23:04 PM
2 erratas and 2 rules updates have been published. The best way to find theses files is to go on the official website of the publisher : warhammer historical : http://warhammer-historical.com/acatalog/Errata.html
Title: Re: Collection of Warmaster community House Rules
Post by: calmacil on August 22, 2011, 03:40:13 PM
We've not actually tried this yet, but i'm going to suggest it to my opponents next game.

The experimental house rule is....
"On the first turn of the game all troops automatically pass their first order"

The reason could be something along the lines of ... "your units are inspired by a speech your general has just given you, and it's still fresh in their minds" or (was thinking of an evil army for this one)..."your units are scared of the threats from your general. His warnings are still fresh in their minds, you dare not fail"


After the first free move normal rules apply. This means if you decide to order the unit/brigade again you'll be at -1 for the 2nd order (and possibly other modifiers; range, terrain etc)

What do you think? too powerful?

I like the simplicity of the rule. It may favour some units i haven't thought of (might need to change it to "all units except flyers" ?)




PS. The reason for this is (i'm sure you've all known someone do this) my chaos opponent last game kept failing all his command rolls, alot of his units were stranded and didn't move the whole game. I felt it it hindered the overall game. Although it was nice to win, it was almost a guilty victory. Giving all units a free move might even things out.
Title: Re: Collection of Warmaster community House Rules
Post by: wellspring on September 10, 2011, 04:23:06 PM
Dark Elf Spearmen as Phalanxes.

There's a slight gap in the dark elf spearmen strips, enabling them to be based facing the short edge ("shock" infantry). These units behave exactly like Pikemen from the Dogs of War army list (see note *1 on that last for details).
Title: Re: Collection of Warmaster community House Rules
Post by: Zelekendel on January 28, 2012, 03:40:51 AM
I've long thought to simply allow units to move on initiative. However, this movement would have to be made straight forwards (no turning whatsoever!) and with their maximum normal movement rate (not any less!).
Of course, the normal rules already preclude units that moved on initiative from moving in the command phase, so this would not lead to extra movement for commanded units. This would simply represent standing orders or a general call to advance - we can assume troops know enough whether to keep moving or stop as required.

Thoughts?
Title: Re: Collection of Warmaster community House Rules
Post by: Lex on January 28, 2012, 10:23:33 AM
@ Zelekendel :  we tinkered with that one too, and it was part of the alternative Dwarfslayers rules, to move a random distance forward.

Remember there will be a natural reluctance to move towards the enemy (or rather death and mutilation) for the most part of your troops!  That said, the suggestion is a good one. I assume you make the move a mandatory FULL movement distance?

alternativly, and making this a tad more challenging

adjust the move with  minus 1d6 for each turn they use it in..... and for brigades, nominate the first unit you want to move before rolling the modifier...     This will reflect the hesitance of the troops, and make it slightly more challenging when eg. you infantry surges forward while the flanking cavalry lags behind.

Title: Re: Collection of Warmaster community House Rules
Post by: Dobbsy on June 06, 2012, 03:21:57 AM
Hi all (first post, so hello to everyone).

An idea (borrowed from another player) I'd like to trial is:

Roads give command rolls a +1 due to ease of movement along them by messengers etc. So if a unit is situated on a road the character issuing an order has +1 modifier.

Title: Re: Collection of Warmaster community House Rules
Post by: jchaos79 on June 06, 2012, 01:53:42 PM
sounds great. In should try it in a game.
Title: Re: Collection of Warmaster community House Rules
Post by: Edmund2011 on June 21, 2012, 06:30:32 PM
Roads give command rolls a +1 due to ease of movement along them by messengers etc. So if a unit is situated on a road the character issuing an order has +1 modifier.

I wanted to try something like that to use roads in the games.

The rule I am going to try is:

"A unit (except monsters) situated on a road (any stand touching the road) will receive a +1 bonus to the command roll as long as the unit moves along the road (in column) and finishes the movement touching the road (in any final formation of the stands). The order can not be a charge"

This simulates moving on a road is easier for a unit and the order is easier to understand and receive. Charges are resolved as usual.
Title: Re: Collection of Warmaster community House Rules
Post by: David Wasilewski on June 21, 2012, 07:39:00 PM
Edmund - that's exactly the rule our group uses too, except we even allow monsters to benefit too.

Dave
Title: Re: Collection of Warmaster community House Rules
Post by: Edmund2011 on June 21, 2012, 09:55:05 PM
 :) Good! what are your impressions after using it?
Title: Re: Collection of Warmaster community House Rules
Post by: David Wasilewski on October 31, 2012, 10:20:37 AM
oops - sorry Edmund, I missed this one and have only just noticed.

We like the rule as it means roads are "relevant" in the game and it also helps with scenarios where armies can start off a long way apart. The general is then faced with the dilemma: does he maximise moveemnt but have his army strung out in column of march or does he ignore the road and be (probably) slower but in a line of battle.

Dave
Title: Re: Collection of Warmaster community House Rules
Post by: frogbear on November 01, 2012, 01:34:45 PM
I've long thought to simply allow units to move on initiative. However, this movement would have to be made straight forwards (no turning whatsoever!) and with their maximum normal movement rate (not any less!).
Of course, the normal rules already preclude units that moved on initiative from moving in the command phase, so this would not lead to extra movement for commanded units. This would simply represent standing orders or a general call to advance - we can assume troops know enough whether to keep moving or stop as required.

Thoughts?
I think this is an interesting rule.

Recently I have come to my own conclusion that Warmaster is a game reliant on scenarios. If not, and it is merely a standard battle lineup, invariably it is the General that fails orders and finds only part of an army moved too far that looses. The opponent who does not play to the spirit of the game and sits back waiting for initiative charges or simple attacks against outlying units (due to opponent's bad fortune) seems to win. I think such a rule may assist Generals to move an army forward, albeit not as tactical as they may wish but something that may provide support in a future turn. 
Title: Re: Collection of Warmaster community House Rules
Post by: David Wasilewski on March 21, 2015, 08:51:29 AM
In my experience the general who sits back and does nothing, waiting for his opponent to fail command rolls is taking the same risk as the attacker because he is risking his opponent making those command rolls and rolling up his flank!

Dave
Title: Re: Collection of Warmaster community House Rules
Post by: Jester3627 on August 23, 2015, 09:11:09 PM
We play a house rule where any unit (except flyers) who complete their entire move on a road may move an additional 5cm per order. Its makes roads far more tactically important and needless to say our battlefields are usually criss crossed by roads. One order doesn't make too much difference but if out can get a couple of orders each turn over two or three goes it can make a big difference and makes flanking manouvers etc far more possible.
Title: Re: Collection of Warmaster community House Rules
Post by: Stormwind on August 24, 2015, 04:11:38 PM
In blitzkrieg commander, units on a road don't suffer penalties for distance - which could allow a unit to gallop across the table, but in a column and end up in an unfortunate position.
Title: Re: Collection of Warmaster community House Rules
Post by: greenskinchief on December 22, 2016, 10:20:51 PM
not so much a house rule as a rule I could with modifying;
troops with 360 deg vision, these should be allowed to initiative charge any enemy within 20cm, in ancients they would be skirmishers and hence allowed to charge, in fantasy no charge is allowed unless in front and in living rules initiative evade is allowed but not initiative charge, and again in BOFA initiative charge/evade is fine, surely if you can see to shoot something within initiative range you can charge/evade it?