It's time to come back to this, as I've played some more games testing these experimental rules (when I've not been playing Mordheim).
Highlights:
The Pile In move is great!Above you can see examples of how the Pile In move, which is performed on each model's turn in initiative, before attacking, can be used to maneuver a unit around the enemy, and ultimately surround it.
We noticed that it blended in very well with all existing rules, without interfering with anything else. And because it is optional, a player can forego using it to surround the enemy, and instead simply perform a mild reform of the unit's ranks.
Because Piling In with all models ultimately leads to reduction of ranks, there is a strategic decision to be made in terms of how to advance your models: more ranks for increased ranks bonus, or the chance of extra attacks and possibly make the unit slowly shift into flanking position.
Flexible Unit Shape is... clunky and time-consuming.
This rule made it so that models in the same unit could move independently from one another, but must still maintain unit cohesion and facing.
The major benefit of this experimental rule was that it allowed units to better "squeeze" through scenery and terrain, and made it more realistic. Models away from the front rank could still be brought to bear against an enemy unit when engaged, because of Pile In.
But in practice, using this type of movement was time-consuming, and complicated a few rules interactions. We felt that, while it looked good, and it worked well for small units, doing this with large units made it too complex and clunky for a game of this size.
Interestingly, reaching that conclusion meant that for smaller units, or smaller games, this type of movement would fit well. This immediately reminded me that the "Loose Formation" rule can be used for smaller units (up to 10 models, or 3 models for Monstrous units). Furthermore, using this rule for most units in games of Warhammer Warbands (where almost every unit is small) can make full use of flexible unit shape.
Flexible Movement looks... odd for large units.
The experimental rules for freeform movement allow models in a unit to move independently from each other, and also allow a 180degree range of movement, thus allowing even large units to move and turn sideways without hindrance (even when marching).
However, we found this too strange-looking, as large units seemed to "slide" sideways without penalty (which seems weird, in addition to reducing the penalties involved with movement).
Conclusions:
What this leaves us is one part of the rules (Pile In) working perfectly, and the other one (flexible unit shape & movement) not very much. Thankfully, the two sets of rules are independent, so Pile In can stay untouched. Now, what to do with the movement?The biggest problem with current movement rules in 8th edition is how unforgiving they are when it comes to moving through tight spaces. Kings of War has dealt with this problem by allowing units to disregard friendly units and terrain while turning or pivoting: allowing for unit corners to pass through them. as long as they are clear of obstacles when they finish moving. Let's call this Flexible Squeezing for now (not very catchy, I know).
Maybe a resolution as simple as that would solve most movement issues in 8th edition... playtesting awaits. But there is more.
As mentioned before, for units of infantry up to 10 models, 5 models if cavalry or 3 if Monstrous, the Loose Formation can be adopted, which allows for skirmisher-like movement (a la 7th edition).
This rule first appeared in an "official manner" in the General's Compendium, allowing for units to maneuver through dense forest. Such models benefit from movement flexibility and do not gain rank bonuses, but unlike proper Skirmishers they do not benefit from the -1 To be Hit by ranged attacks, do not benefit from Standards for Combat Resolution and do not count as Skirmishers for moving through terrain.
Perhaps simply adding Flexible Pivoting and Loose Formation to existing 8th edition rules allows for sufficient movement dynamics, bringing the MSU (Multiple Small Units) style of play to once again feature in Warhammer tactics. However, in order for this to be most effective, and to balance out the huge value that large ranked units present in the game, I recommend adopting the following house rules as well:
- all rank bonuses involved in a combat count (not just the highest)
- a unit has its ranks Disrupted and loses Steadfast if it's charged in the flank or rear by a unit of at least one full rank