July 21, 2018, 02:17:42 PM

Author Topic: WMR armies v0.2  (Read 282 times)

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Offline Aldhick

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WMR armies v0.2
« on: June 25, 2018, 09:36:33 PM »
For those who are not on FB, there are some news on WMR army lists
Check it here http://www.wm-revolution.com/articles/news/wmr-armies-0.2-out-now-.html
WM - Toomb Kings
My Mordheim guys (and gals)
http://boringmordheimforum.forumieren.com/t2734-aldhick-s-gangs

Offline industrialtrousers

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Re: WMR armies v0.2
« Reply #1 on: June 25, 2018, 11:14:34 PM »
Cheers, I'm not one for Facebook so thanks for the post. I'll keep an eye out for the WE update.

Offline Geep

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Re: WMR armies v0.2
« Reply #2 on: June 26, 2018, 10:22:35 AM »
Thanks
I'm kind of confused about the numbering- 0.2? Wasn't the previous version 1.0?

I'll offer my services as editor at some point- misspellings really bug me :p

Offline Aquahog

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Re: WMR armies v0.2
« Reply #3 on: June 26, 2018, 11:21:57 AM »
The previous army list document was 0.1

The main rules are still 1.0

Offline empireaddict

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Re: WMR armies v0.2
« Reply #4 on: June 26, 2018, 05:55:15 PM »
@Aldhick, very many thanks for all your work.
“I cannot believe you when you say [your friend] has identical plastic boxes for his armies, all color coded [...] Don’t you think that is being little obsessive?”
“Yes, but not enough to scare us wargamers.”
© Larry Leadhead (2004)

Offline Alexander

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Re: WMR armies v0.2
« Reply #5 on: June 26, 2018, 06:54:00 PM »
Great effort... I like the wood elf list and the new trail rules for light cavalry!

Are centigors in the beastmen list classified as 'light cavalry' for the trail rules even though they are classified  'infantry'?

Offline empireaddict

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Re: WMR armies v0.2
« Reply #6 on: June 26, 2018, 09:38:32 PM »
@Aldhick, I have now had a chance to read the light trial cavalry rules.  Really like them.  Gives that unit type a good battlefield role, even if it is just to chase down the opponent's light cavalry.  I expect to see balanced armies and even mixed cavalry brigades on the table in future which, to be fair, is more "realistic" if we take WMR as Renaissance warfare with the addition of non-humans and magic!
« Last Edit: June 26, 2018, 09:43:43 PM by empireaddict »
“I cannot believe you when you say [your friend] has identical plastic boxes for his armies, all color coded [...] Don’t you think that is being little obsessive?”
“Yes, but not enough to scare us wargamers.”
© Larry Leadhead (2004)

Offline empireaddict

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Re: WMR armies v0.2
« Reply #7 on: June 26, 2018, 10:15:30 PM »
@Aldhick, noticed a glitch.  Page 14.  Giant still wounded on 4-7 hits.  Also it says 'Official 2006' top left.
“I cannot believe you when you say [your friend] has identical plastic boxes for his armies, all color coded [...] Don’t you think that is being little obsessive?”
“Yes, but not enough to scare us wargamers.”
© Larry Leadhead (2004)

Offline Geep

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Re: WMR armies v0.2
« Reply #8 on: June 27, 2018, 03:40:32 AM »
Thanks Aquahog,

And thanks to those who worked on these rules. I much prefer that Wood Elf list to what has come before.

What is the reasoning behind changing when creatures are 'wounded'? I always assumed the variability in that was an intentional part of balancing?

Offline Leonida

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Re: WMR armies v0.2
« Reply #9 on: June 27, 2018, 05:31:41 AM »
 @Aldhick must say that trial rule light cavalry seems like a good idea.

If I allow myself I have encountered a series of errors in the army lists;

Ogre Kingdom: Ironguts 145 pts? or 140
WE Glade Riders 100 pts? or 90 pts
Beastman: Dragon Ogres immune to terror?

I ask, WE treeman Monster suffer the usual -1 command penalty when within woodland?
 
In Norse army Valkyries causes terror in the enemy?

Thanks,
"Remember, is a game"

Offline Aldhick

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Re: WMR armies v0.2
« Reply #10 on: June 27, 2018, 07:59:22 AM »
@Aldhick must say that trial rule light cavalry seems like a good idea.

If I allow myself I have encountered a series of errors in the army lists;

Ogre Kingdom: Ironguts 145 pts? or 140
WE Glade Riders 100 pts? or 90 pts
Beastman: Dragon Ogres immune to terror?

I ask, WE treeman Monster suffer the usual -1 command penalty when within woodland?
 
In Norse army Valkyries causes terror in the enemy?

Thanks,

Thanx! Will chcek that.
  - treeman doesn't suffer the penalty so the clarification will be neccessary
  - the terror was removed from Valkyries for that would make them ultra powerful.
WM - Toomb Kings
My Mordheim guys (and gals)
http://boringmordheimforum.forumieren.com/t2734-aldhick-s-gangs

Offline Alexander

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Re: WMR armies v0.2
« Reply #11 on: June 27, 2018, 04:35:38 PM »
Found an error.

Page 51
Leadbelchers missing text 'Count enemy Armour value as one worse than normal.'

Same in Chaos dwarfs list page 63 Blunderbusses missing text: 'Count enemy Armour value as one worse than normal.'

Offline Aldhick

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Re: WMR armies v0.2
« Reply #12 on: June 28, 2018, 07:47:53 AM »
Found an error.

Page 51
Leadbelchers missing text 'Count enemy Armour value as one worse than normal.'

Same in Chaos dwarfs list page 63 Blunderbusses missing text: 'Count enemy Armour value as one worse than normal.'

I see, thanx.
WM - Toomb Kings
My Mordheim guys (and gals)
http://boringmordheimforum.forumieren.com/t2734-aldhick-s-gangs