Help support TMP


"House Rules for Battlelust" Topic


BattleLust

4 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please remember that some of our members are children, and act appropriately.

For more information, see the TMP FAQ.


Back to the BattleLust Rules Board


Areas of Interest

Fantasy

Featured Hobby News Article


Featured Link


Top-Rated Ruleset

Chronopia


Rating: gold star gold star gold star gold star gold star gold star gold star gold star gold star 


Featured Showcase Article


Featured Profile Article

Council of Five Nations 2010

Personal logo Editor in Chief Bill The Editor of TMP Fezian is back from Council of Five Nations.


Current Poll


Featured Book Review


Featured Movie Review


747 hits since 3 Feb 2017
©1994-2024 Bill Armintrout
Comments or corrections?

Landorl13 Dec 2002 9:47 a.m. PST

I've seen some messages about house rules and expansions for Battlelust. I really like this game, and would like to know about some of the rules that people use. I don't have Harnmaster, so I am not familiar with those rules, but would like to know how people handle things like creatures/monsters and adapt the rules to handle larger battles.

SultanX213 Dec 2002 10:25 a.m. PST

I can't find my house rules, have to retype them I guess. My group used Battlelust for a min-campaign in which each player was the captain of a mercenary troop of some value (200 denari?). The "winner" was the one that accomplished their missions (as GM I played the opposition) and had the most $$ in hand at the end of the campaign (to do this they had to minimize their losses and costs while accomplishing objectives).

Each player typically had ~20 men, so our battles would involve about 60-80 figures per side. So we ended up turning the d100 action roll in to d20 rolls; got rid of some actions for archers like aimed shots and instead had shots at a unit/body of troops, added morale rules similar to the orders rules, reduced the effects of fumbles (on average, give the fumble rules, 5% of your archers kills a friend each shot!), and added a few other odds and ends like push back for cav against infantry, etc.

On the whole, the house mods worked well to take Battlelust up a notch from pure skirmish to mass combat, while keeping the flavor of the rules and the medieval setting of Harn...now, if only that one player hadn't convinced the others that the way to take heavily defended works was with glorious frontal charge and escalade, thus ending the campaign...

TBTerrain13 Dec 2002 3:13 p.m. PST

I used to play tons of battlelust. The main house rule we used was to ignore weapon quality in larger games. If you have more then, say, four players or anyone is running more then 10 figs the weapon breakage rules really start to bog IMO.

Also, for larger games, we would use identical stats for all the figs in a unit - instead of the cooler way of having every fig be unique.

Finally, keep the game small, too many figs (for us 60 total on the table) and we had to switch to a less detailed ruleset.

For monsters, we used the Harnmanster 1e rules, which I recommend if you can find them.

All in all, I love Battlelust, I may have to dust it off...

Luisito14 Dec 2002 10:27 p.m. PST

I have done some modification to the impact table to make combat quicker and more violent : )

on my web site you will find table, characters and other stuff related to BattleLust.

http://membres.lycos.fr/luisafz/figs

I think its not the rule to handle big battle.


my 2 cents

Sorry - only verified members can post on the forums.