These rules modifications are meant to play WotR without moving trays. Why?
1. Skirmish game looks better on the table top.
2. Skirmish game allows better integration of terrain.
3. The WotR rule book contains all the profiles whereas many SBG sourcebooks are no longer available.
The rules are changed as follow:
I. Companies & Formation (p24)
Movement trays are not used.
There are no facings.
All models within a formation must remain within 1” of another model of the same formation.
II. Dice and Measuring (p27)
Measuring is from each model.
III. Move Phase (p32)
No model may move more than its move allowance.
All models within a formation must remain within 1” of another model of the same formation.
IV. Shoot Phase (p36)
A. Calculate Number of Dice
Shooting Directly: Each model with line of sight and range to a target generate one shooting die.
Accuracy Bonus: Apply for every 8 infantry models shooting directly, 2 cavalry models shooting directly, or single monster model shooting directly.
Supporting Fire: For every 8 infantry models, 2 cavalry models, or monster model in the formation that cannot shoot directly but has range to the formation’s target, an extra shooting die is generated.
B. Removing Casualties
Casualty models to be removed must start with the model furthest away from any command model of the formation. A command model in the formation is any any upgrade listed in the Command Companies section (p60) and any epic hero in the formation.
An infantry formation reduced to four models or less is removed in total. A cavalry formation reduced to one model it must also be removed as casualty.
V. Charge Phase (p42)
Choose Spearhead. The spearhead must be a command model upgrade listed in the Command Companies section (p60) or any epic hero in the formation. If the formation does not have a command model or a hero, then the closest model to the charged formation is the spearhead.
Move Remaining Companies. Change to move remaining models.
VI. Fight Phase (p46)
A. Calculate Number of Dice
1. Fighting Directly: Each infantry or cavalry model in base to base contact generates one die. Each monster model in base to base contact generates a number of attach dice per its profile. Each Galadhrim Knight model generates two dice.
2. Combat Modifiers:
a. Charging infantry and monsters: +1 die for every eight models.
b. Charging cavalry and flying monsters against infantry and monsters: + 3 dice for every model
c. Charging cavalry and flying monsters against cavalry and flying monsters: +1 die for every model
d. Battle Skill: +1 for every fight value higher than charged model for every 8 charging infantry models, every 2 cavalry models, or every monster. In addition bonus dice are generated for the difference between single hero model fight value and the target formation fight value .
e. Unstoppable Charge: +D3 dice for every 8 charging infantry models, every 2 cavalry models, or every monster.
f. Disordered: the maximum number of dice for a disordered formation is 1 for every 8 infantry models, every 2 cavalry models, or every monster.
B. Removing Casualties
Casualty models to be removed must start with the model furthest away from any command model of the formation. A command model in the formation is any any upgrade listed in the Command Companies section (p60) and any epic hero in the formation.
An infantry formation reduced to four models or less is removed in total. A cavalry formation reduced to one model it must also be removed as casualty.
Edit:
So we tried out a 500 points game this week and it did not work. This all comes down to the tactical lost of clear companies in both the movement phase, placement of chargers, as well as facing in combat.
Showing posts with label WotR. Custom Rules. Show all posts
Showing posts with label WotR. Custom Rules. Show all posts
Saturday, December 17, 2011
Saturday, May 15, 2010
WotR: Khand Battlehost
I am dissapointed that there are no battlehost for Khand. While it is true they have no named heroes listed in WotR (one was named in Legions of Middle Earth though his profile was never published), there are actually four battlehosts without named leaders (Mordor's Black Legion, Fallen Realm's Mahud Wartribe, Mumak War Herd, and Host of Karna). Thus I have decided to try to make one for Khand, largely based on the Black Legion and the Mahud Wartribe.
Variags Raiders of Khand: 75pts + models.
The Khandish steppes east of Rhun and Harad are populated by the Variags, a belligerent and warlike people. Their realm is divided into fractious and warring kingdoms. Only by sheer personal might and charisma does one remain a Khandish King for long. While Khandish Kings normally sell their warriors out as sell swords, they will on occasions take to the field of battle themselves to lead their warriors. Khandish warriors will then fight all the harder when the gaze of their King is upon them, as favour won in battle invariably brings rank and wealth.
BATTLEHOST
1 Khandish King
3-6 Khandish Chariots
2-4 Khandish Mercenary Raiders (3+ companies)
0-4 Khandish Mercenary Warband (3+ companies)
SPECIAL RULES
Khand King: As long as they are within 12" of the Khandish King, all formations in this battlehost count as having a Taskmaster and are steadfast on a 5 or 6 instead of a 6. In addition, the Khandish King counts as an Army banner, but only to formations in this battlehost
Skilled Driver: All Khandish Chariots in this battlehost gain the Expert Rider rule and if within 12" of the Khandish King can re-roll the dice to determine how far they charge.
Chariot Charge: During a turn in which a Khandish King calls a Heroic Charge, all friendly chariots within 6" must declare a Heroic Charge. These extra heroic Charges do not cost any Might.
Variags Raiders of Khand: 75pts + models.
The Khandish steppes east of Rhun and Harad are populated by the Variags, a belligerent and warlike people. Their realm is divided into fractious and warring kingdoms. Only by sheer personal might and charisma does one remain a Khandish King for long. While Khandish Kings normally sell their warriors out as sell swords, they will on occasions take to the field of battle themselves to lead their warriors. Khandish warriors will then fight all the harder when the gaze of their King is upon them, as favour won in battle invariably brings rank and wealth.
BATTLEHOST
1 Khandish King
3-6 Khandish Chariots
2-4 Khandish Mercenary Raiders (3+ companies)
0-4 Khandish Mercenary Warband (3+ companies)
SPECIAL RULES
Khand King: As long as they are within 12" of the Khandish King, all formations in this battlehost count as having a Taskmaster and are steadfast on a 5 or 6 instead of a 6. In addition, the Khandish King counts as an Army banner, but only to formations in this battlehost
Skilled Driver: All Khandish Chariots in this battlehost gain the Expert Rider rule and if within 12" of the Khandish King can re-roll the dice to determine how far they charge.
Chariot Charge: During a turn in which a Khandish King calls a Heroic Charge, all friendly chariots within 6" must declare a Heroic Charge. These extra heroic Charges do not cost any Might.
Subscribe to:
Posts (Atom)