azoxystrobin
04-10-2011, 09:58 AM
Yes, another one.
We wanted to bring the Mordheim rules forward into v8, sort of, but mostly iron out some of the obvious flaws in the original rules. (did I metion skaven being ever so slightly overpowered ?)
I checked out the intertubes, looked at some Mordheim sites, saw Coreheim etc.
But none of those really hit the mark, we were looking for something more akin to awesome-heim.
We're calling it la Rochelle-heim, with us being in la Rochelle.
So the question is; first strike in warhammer v8 is really good, re-roll to hit if the model has same or higher intiative.
The shield parry save (6+ invulnerable save in melee) is also really good.
Shields would become useful, but I fear that this will lead to gangs of unruly outlaws all equipped with spears + shields, like regular infantry really, which seems like a shame.
So do we keep the v8 tweaks (reroll to hit with first strike and the "shield + hand weapon" parry rule?)
Or go for a mishmash of v7, v8 and mordheim?
For instance: shield + hand weapon just gives an extra +1 to the save?
First strike just lets you strike first? (which is pretty good already)
Actually there are about a ton of changes, if anyone would care to comment?
All gangs have max 15 fighters, 5 heros, and can't have more animals than heros.
Most shooting weapons are more expensive. Shooting weapons can only be used for shooting, never in melee. Ever.
Sling = Shortbow (10gc)
Armor is half price (Heavy = 25gc, Light = 10gc) No movement penalties for wearing armor.
Charge range is random: roll 2D6, keep highest, add movement stat.
(four legged things get to roll 3D6 and keep the two highest)
All combat, even when charging is done in initiative order.
Charging gives +1 attack.
That's quite a lot of change, but the devil is in the detail:
Halbard is two handed, +1Str, first strike (15gc)
Great weapon is two handed, retains weapon qualities, +2str, strike last (15gc)
Spear is one handed, first strike, unwieldy (can't use a 2nd weapon in other hand) (10gc)
Sword, one hand, parry (5gc) parry forces enemy to reroll highest to hit die in melee. Both the axe and hammer cost 5gc too.
blessed weapons/ cursed weapons get +1 to wound bad guys/good guys respectively, and cost twice the price of a normal weapon.
(so we can have blessed ithilimar morgensterns lol)
There are lots of other minor tweaks too, like drugs, poisons, special ammo et al. being only for the duration of a single battle, then you have to buy more.
Wizards get to use 3D6 to cast a spell if they don't move during their turn (and aren't in contact with an enemy either)
Rat ogre becomes a skaven only mercenary. (same price as a normal ogre for humies)
We wanted to bring the Mordheim rules forward into v8, sort of, but mostly iron out some of the obvious flaws in the original rules. (did I metion skaven being ever so slightly overpowered ?)
I checked out the intertubes, looked at some Mordheim sites, saw Coreheim etc.
But none of those really hit the mark, we were looking for something more akin to awesome-heim.
We're calling it la Rochelle-heim, with us being in la Rochelle.
So the question is; first strike in warhammer v8 is really good, re-roll to hit if the model has same or higher intiative.
The shield parry save (6+ invulnerable save in melee) is also really good.
Shields would become useful, but I fear that this will lead to gangs of unruly outlaws all equipped with spears + shields, like regular infantry really, which seems like a shame.
So do we keep the v8 tweaks (reroll to hit with first strike and the "shield + hand weapon" parry rule?)
Or go for a mishmash of v7, v8 and mordheim?
For instance: shield + hand weapon just gives an extra +1 to the save?
First strike just lets you strike first? (which is pretty good already)
Actually there are about a ton of changes, if anyone would care to comment?
All gangs have max 15 fighters, 5 heros, and can't have more animals than heros.
Most shooting weapons are more expensive. Shooting weapons can only be used for shooting, never in melee. Ever.
Sling = Shortbow (10gc)
Armor is half price (Heavy = 25gc, Light = 10gc) No movement penalties for wearing armor.
Charge range is random: roll 2D6, keep highest, add movement stat.
(four legged things get to roll 3D6 and keep the two highest)
All combat, even when charging is done in initiative order.
Charging gives +1 attack.
That's quite a lot of change, but the devil is in the detail:
Halbard is two handed, +1Str, first strike (15gc)
Great weapon is two handed, retains weapon qualities, +2str, strike last (15gc)
Spear is one handed, first strike, unwieldy (can't use a 2nd weapon in other hand) (10gc)
Sword, one hand, parry (5gc) parry forces enemy to reroll highest to hit die in melee. Both the axe and hammer cost 5gc too.
blessed weapons/ cursed weapons get +1 to wound bad guys/good guys respectively, and cost twice the price of a normal weapon.
(so we can have blessed ithilimar morgensterns lol)
There are lots of other minor tweaks too, like drugs, poisons, special ammo et al. being only for the duration of a single battle, then you have to buy more.
Wizards get to use 3D6 to cast a spell if they don't move during their turn (and aren't in contact with an enemy either)
Rat ogre becomes a skaven only mercenary. (same price as a normal ogre for humies)