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Title: New House Rules


Snuggles - June 13, 2012 10:58 AM (GMT)
Does anyone have any house rules that they'd like to share. I think having some rules in the new addition makes a difference in where some units are underpowered or overpowered. Here are a few of mine:

Calvery get mounts still get to attack in two rows as this makes them better in the new addition.

Make the Giant cost 155 or increase his T to 6.

Fanatics get to choose where they go if they roll a direct hit as this makes them more fun. What I like about this is that it's a lot more fun to see your fanatic acually go back into the group from which it was directed at instead of a one in four chance. Just makes him more fun as he's probally my favorite model.

Anywho what rules do you guys want to add to the new addition or your armies to have more fun?

And sorry this is the second topic opened with topics pretty close. Just wanted to get to see what people thought of adding to the new addition.

Morten C - June 20, 2012 05:46 AM (GMT)
Hey lad.

The problem with your house rules is that they throw balance out. Agreed the giant could need one of those fixes, but all the other are off.

If I where to make special rules it would be much more general changes, so they won't influence pointcosts. Such as magic resistance working against all spells, look out sir for all spells without snipe, etc.

The main problem with the way you want to add race specific rules, is that most of the top armies are better than ours because they have a few overpowered units. You're trying to even that out by adding power to our units, rather than nerfing units that need it.

A rules change I have wanted to try though: When rolling to cast a spell, on 2 6's the wizard get broken concentration, whereas he gets IF + miscast as we know it on 3 6's. At the same time, wizards should be allowed to choose their spells! I think that could level some of the crazier spells, making them far less dependable.




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