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Author Topic: Warmaster Revolution General thread  (Read 4709 times)

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Offline Aldhick

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Warmaster Revolution General thread
« on: December 14, 2016, 09:47:46 AM »
First thanx to Lex for creating this section.

This is the general thread for basic info and news about WMR project.

Warmaster Revolution is Czech WM community based project, however we have hope to turn it into international one. It aims to implement Warmaster Ancients rules into Warmaster Fantasy. Main motivation for this project is the fact (stated by Rick Priestly himself), that WMA is in fact second edition of Warmaster that was firstly released for historical environment. Unfortunately for us who love the Old World, the version for fantasy setting has never come to light. This fact motivated us to check WMA rules to see how would have the second Warmaster edition looked like.
Though Warmaster is very well working rules system, it is obvious, that WMA are simply advanced version especially regarding combat. Apart from introduction of skirmishers and light cavalry which was not planned for fantasy setting due to miniatures (also confirmed by Rick), it clears all the blind spots that occurred in WM. The main differences are in limitation of number of orders, number of combat rounds and introduction of new infantry support rules which make infantry (unlike in WM) adequate tactical force. For these changes, the supremacy of cavalry over infantry is gone and the course of events tends to go less random, not mentioning bunch of minor rules adjustments making situations clearer.
 You can find more info about the project and pdf with the rules here: http://warmaster-cz.blogspot.cz/2016/11/warmaster-revolution-introduction.html

Current version is 0.4 (beta).

We are glad for any feedback or typo reports.
« Last Edit: December 16, 2016, 01:37:45 PM by Aldhick »
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Offline Aquahog

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Re: Warmaster Revolution General thread
« Reply #1 on: December 14, 2016, 06:44:06 PM »
Tried it with a friend a few weeks back. Kislev versus Bretonnia. I think we forgot about the rule on failed orders but apart from that I think we got it. It played smoothly, same feeling as WMA there. Will try to test it with something elite versus a horde to see if the limited combat rounds available pose a problem for the smaller army. I don't predict it (normally attacking is so decisive* any way) but it'll be nice to see it first hand in practice.

*Frankly, based on how powerful attacking is I think you could give all defenders strike first capability and still not break the power balance.

Offline cjbennett22

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Re: Warmaster Revolution General thread
« Reply #2 on: December 16, 2016, 01:49:18 AM »
In my opinion, that is the only rule I have a problem with.  2 rounds max is hard to grasp.  I played a game for the fun of it the other day by myself, chaos vs. dwarf and my dwarf rangers actually won the first round of combat and pursued for 2 more rounds and then were beaten back by knights and pursued 3 more turns and ground down and killed for the cost of 2 stands of chaos knights.....very long and brutal scrap.  Would have not happened if I did the 2 rounds maximum.

just seems like an odd thing to want to maximize in the first place to me.  Strategically a unit would stop combat and regroup before losing a stand due to hits taken and that should be enough.

Offline Aldhick

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Re: Warmaster Revolution General thread
« Reply #3 on: December 16, 2016, 01:27:56 PM »
Thanx for comments guys.
Aquahog - looking forward to see some reports :-)
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Offline Aldhick

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Re: Warmaster Revolution General thread
« Reply #4 on: December 16, 2016, 01:37:07 PM »
WM - Toomb Kings
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http://boringmordheimforum.forumieren.com/t2734-aldhick-s-gangs

Offline Paul Winter

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Re: Warmaster Revolution General thread
« Reply #5 on: December 16, 2016, 02:47:59 PM »
Awesome thanks!
Warmaster: Dwarfs, Empire, Chaos.

Offline Tiberius

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Re: Warmaster Revolution General thread
« Reply #6 on: December 16, 2016, 06:45:09 PM »
Thanks for doing this.  This is really cool!  Excited to read through all your hard work.  Viva la (warmaster) Revolution!

Offline Falconius

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Re: Warmaster Revolution General thread
« Reply #7 on: December 17, 2016, 06:20:52 PM »
I'll help you guys to get the English right and proper. It is not my first language, but I have a knack for ignoring stupid spelling corrections, like armor instead of armour. Just pm me with an email address where I can send the results of my proof reading. And thanks again for doing this. The guys on my side wanted to play fantasy using DBA, which I find a bit scrawny and too formalised for the kind of battle I'd like to play.

Offline Aquahog

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Sv: Warmaster Revolution General thread
« Reply #8 on: December 19, 2016, 09:39:31 PM »
I'll certainly try to put a few together then Aldhick. Can't promise anything with the daughters keeping me busy, but I'll certainly try.

Offline spirodotgeek

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Re: Warmaster Revolution General thread
« Reply #9 on: December 21, 2016, 08:56:39 PM »
In my opinion, that is the only rule I have a problem with.  2 rounds max is hard to grasp.  I played a game for the fun of it the other day by myself, chaos vs. dwarf and my dwarf rangers actually won the first round of combat and pursued for 2 more rounds and then were beaten back by knights and pursued 3 more turns and ground down and killed for the cost of 2 stands of chaos knights.....very long and brutal scrap.  Would have not happened if I did the 2 rounds maximum.

just seems like an odd thing to want to maximize in the first place to me.  Strategically a unit would stop combat and regroup before losing a stand due to hits taken and that should be enough.

I like the limit personally. We've had games where one combat sweeps half the game. :)

The limit makes me think that there's more happening on the battlefield and capping it pauses the combat so other units can move and respond. I guess I think of it as setting each round to only take a certain amount of time.

You could certainly make an optional/house rule to run combat until it's done.

Offline Aquahog

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Re: Warmaster Revolution General thread
« Reply #10 on: December 21, 2016, 09:59:20 PM »
Houseruling the house rules now are we? :)

Offline spirodotgeek

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Re: Warmaster Revolution General thread
« Reply #11 on: December 22, 2016, 10:09:23 AM »
haha naturally  ;D

Offline cjbennett22

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Re: Warmaster Revolution General thread
« Reply #12 on: December 22, 2016, 05:31:18 PM »
sorry if this analogy sounds funny.  :)

I have come to the conclusion that warmaster combats, because of large "shock troops" such as cavalry, can become a little bit like getting one of the last matching sets of cards in RISK.  Its late in the game, your opponents have all but 7 countries, you are down to 10 armies, but you have a set of cards to turn in.....you put them under the 35 armies spot on the board and conquer the whole world in one turn!!!!

BUT you demonstrated a skill in doing so, you mapped out a route that would allow you to continue on and on and on without getting pinned anywhere, you swept across the entire board in one swoop!

So I always think about that whenever my chaos knights attack.  They get only 2 charges, so I need to maximize how to kill as many units as I can with those 2 charges, in the same manner as I planned on wiping out the whole world in RISK.  however, I have come to the thought of Time.  2 rounds of combat could be assumed as 1 hour, just like each turn is thought of as 1 hour in the day.

I fell victim to growing up with that RISK maneuver that was part of warmaster that now I feel threatened as it might be taken away but I want to just come back and say, I understand now.  It definitely changes the game, in a huge way, but actually makes sense to me now.

I wanted to say something as I don't think I am the only one with the limited engagement rule. Hopefully this helps others see it from another light.

Offline greenskinchief

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Re: Warmaster Revolution General thread
« Reply #13 on: December 22, 2016, 09:08:49 PM »
loving the support WMR is getting, myself I have always thought WMA to be a much better and more refined ruleset, but feel the balance is wrong when using fantasy lists with ancients rules far better to just proxy figures for an existing army list eg the scots of king david from medievals is a perfect orc n goblin list.
you can just add wizards and magic from fantasy 1/1000pts and voila!

Offline Aldhick

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Re: Warmaster Revolution General thread
« Reply #14 on: December 22, 2016, 09:43:52 PM »
We have been playing lots of games using WMR past few months, mostly with TK, Skaven, Araby, Chaos, O&G, Bretonnia, Kislev and Empire and haven't had any serious problem with balance caused by combat system change so far.
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