|Michael Thomas (firstname.lastname@example.org)|
|In our gaming group, we've always felt that the movement options in Warhammer
Fantasy were too restricting. All you can really do is move forward
or turn. So we designed some additional movements you can do (based on
a bit of research on block unit tactics):
Just some thoughts. If you have any comments or questions about our extra movement options, feel free to email me.
|Dave Ross (email@example.com)|
|Regiments of 4 are legal in my gaming group. Why? Ranks of 4 are legal, so
as long as you have a full rank, you should be able to field a regiment.
We also allow this because GW usually blister packages minis in pairs, and they want to sell you a 3rd pack or a command pack for front line 'symmetry'.
Rank depth in WHFB is not played properly. At my place, we play that rank depth is only a bonus to the owning player's leadership roll at the end of a failed combat. That way if you have a regiment of 40 guys, you will generally not run away as long as you have a whack of models left. It does mean however, that if you're not doing well in the combat, you will still be testing more than your opponent. This ties in nicely with poorly trained units who will take heavy casualties anyway against almost anyone.
Example: A typical combat ensues between Rgt. A with 25 guys and 5 ranks, and Rgt. B with 8 Guys and 2 ranks. Both have std. bearers. If Rgt. B inflicts 6 kills, and Rgt. A 1 (typical in a charging, elite unit combat), then Rgt. B has won the combat by 3! Try passing a leadership roll of -3 on an L:5 regiment - forget it! Rgt.A will most likely be run down and totally destroyed anyway. 40 guys!
Instead, ignore rank bonuses in deciding the victor of the combat. So above, Rgt. A loses the combat, but his Leadership roll will be at +3 for a total of 8. This means he will most likely, but not certainly, stay in the combat for more than 1 round, as long as he has the grunts to do so. A good tactic to boost the morale of poor troops. If this seems like too much of a swing, just remember, Rgt. B still gets to lap around, and those poor troops will be below their +3 rank bonus pretty quickly.
|Sean Sunley (firstname.lastname@example.org)|
|I totally agree with Alec Lloyd regarding allowing fresh soldiers to move
forward and attack! Although I must admit I played this way for the first
couple of years by mistake. I failed to read the rules properly! It wasn't
until my first comp did I realise my error but I still believe it to be more
I just got Siege and greatly enjoy the way it severely limits magic and characters/monsters. We play our campaigns using the table below which gives us four interesting short games before the big storming of the fortress.
(Read as from the Besieged's point of view.)
Messenger / \ Loss Win / (+1 Ld) / \ Forlorn Hope Reinforcements / \ / \ Loss Win Loss Win (-D6x15 Siege Equip) \ / (+50 pt for each Unit) / \ / \ Testing the Defences Starve Out Sallyout \ / \ / (Loss=Gate destroyed) Loss Win (Win=Besieger 10% Siege Equip) \ (-D3 Models) \ ( or Pay 2 x War Machines) \ / \ / Infiltrate Undermine \ / (Loss=Pay 2 X Siege Equip) (Loss=D6 S10 Hits D6 Damage) \ / Final Assault
|A.H.Lloyd (bad email address)|
|There are two fixes, one of which GW has already begun to embrace:
Both of these "fixes" emphasize the massed battle flavor of the game, and help give the basic infantry trooper a chance to influence the battle. As it stands, they tend to be either bait, speed bumps, or magic item/character delivery vehicles - none of which is a lot of fun.
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|20 August 1999||comments by Michael Thomas|
|16 August 1999||comments by Dave Ross|
comments by Dave Ross
|14 August 1999||comments by Sean Sunley|
comments by A.H.Lloyd
|13 August 1999||page first published|
|Comments or corrections?|