A "BasementHammer" approach to rules fixes, core scenario options and expanding the game, both for Warhammer Fantasy and Mordheim.
The Objective: enrich the Core Rules with more narrative and story, and add more options for even richer games.

This is our game, and we should strive to make it as good as we can.
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Wednesday, September 16, 2015

'Freeform Movement' for 8th Ed (experimental rules)

About time I posted some content of actual use. I apologize for taking so long: there is a life on the other side of the screen, with obligations and responsibilities, and "things-needing-taken-care-of" in general.
As promised, here it is.

This is my rules variation for Movement in 8th Edition Warhammer Fantasy:
Freeform Movement in 8th Ed [experimental] (download)

It attempts to do away with the clunkyness typical of movement in 8th edition (with its emphasis on large units), and emulate some of the great rules design presented in AoS. In doing so, I hope to make it look more natural and intuitive, and thus enhance narrative immersion.

The rules are meant to substitute some of the movement rules presented (it is indicated when this occurs), but otherwise blend seamlessly with the rest of 8th Edition rules, to ensure minimum disruption.
Features
  • Units have no set shape: models can distribute themselves in any way as long as their bases touch (unit coherency).
  • Units can move anywhere towards their sides or front (a semicircle).
  • Models in a unit must always be facing the same direction; after they move, their facing can be up to 90° to the left or right of their initial facing.
  • Single model units can pivot on the spot when moving, and have a charge arc of 180° (instead of only a 90° wide front arc). The exception to these are single model chariots.
  • When charging, if any model in a unit (even in the back ranks) has an enemy in its front arc, the unit can charge it.
  • When charging, any and all models in a unit can move their entire charge distance, by the most direct route towards the target (this may disrupt their ranks, at the player's discretion). Closing the door and redirecting large units are things of the past.
  • In Close Combat, models can perform a Pile In move when their initiative step comes up and before attacking: 3" towards the closest enemy model.
  •  A unit can retreat from combat in the Compulsory Moves phase, and automatically try to rally

In our playtest games, the units moved much more naturally, were able to explore the nooks and crannies of the scenery, and it seemed to mesh so well together with the rest of the rules...
Hopefully I've ironed out the vast majority of the bugs, but feel free to try it and if possible give me feedback.

Enjoy!

PS: as a lead-in to my next post, I have to say that playing with these rules, and comparing it to Age of Sigmar, it made me ask a very strange question: is the Warhammer 8th Ed ruleset actually well-suited for a large mass-ranked battle game, or perhaps it performs better at a slightly lower level?



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