Terradon
SilverFaith
Member
- Messages
- 525
- Likes Received
- 14
- Trophy Points
- 18
i've been contemplating on where to put this. It's a special tournament with a strong focus on characters, which means tons of house rules - hence why I placed it here. I originally wanted to post this to get some suggestions and thoughts on these rules, but considering how heavily houseruled this is, it seems more fitting to place it here.
I will list the differences, and then I'd really like to hear your opinions on how this affects a lizardmen player such as myself.
1. We have 2000+1000 points. The 2000 points are distributed as usual, except you can't take lords. The 1000 points are exclusively for lords.
2. Lords double their magic item allowances
3. Lords can take 2 of the same magic weapon as a paired weapon for +50% of the original cost.
4. Lords channel on a 5+ base, which can be improved with items (Channeling would put them at 4+). 6s allows a new roll with a chance of getting yet another die. This can only happen once. (think predatory fighter)
5. Lone lords (including on any mounts) automatically break steadfast, and are considered unbreakable.
6. Shooting on lords are resolved at -1 to hit. This penalty always occurs, no matter what special rules the shooting unit might have. In close combat, enemies always have a -1 to hit the Lord character as well.
7. No shooting attack can ever inflict multiple wounds (the special rule) a lord character.
8. When a lord is slain in a challenge, his unit automatically breaks, regardless of any special rules.
9. Lords are immune to fear and terror.
10. Lords are always immune to Kiilling blow, but are still vulnerable to Heroic Killing blow.
Now, my first thought on seeing this list was "Holy shit, this benefis me and the VC llayers far more than the Empire, Dwarf, OK, TK, DE, WE and HE players we have". I am thankful that I have no chaos players in my local area, because they'd likely be hell to fight against. My second thought was that, considering how powerful oldbloods can be by themselves already, how insane would an Oldblood wih 200 points of magic gear be? Sword of realities with actual defences, or maybe a potion of strength to make those hits counts. The channel on 5+, "pf" on 6s also seems insane for a Slann who gets channel on 4+ with channeling staff, and 3 dice to channel with. We would see an insane amounts of power dice compared to pretty much everyone else.
Some of these rules seem pretty stupid to me, but the whole idea is to test out a sort of "Herohammer, 8th edition version", so I kinda see the point - though it seems to massively favour some armies over others.
Keep in mind: This is rules "for fun", but still the basis for a small tournament we ar going to have.
What's your thoughts on this, and how would you build an army with these rules in effect?
I will list the differences, and then I'd really like to hear your opinions on how this affects a lizardmen player such as myself.
1. We have 2000+1000 points. The 2000 points are distributed as usual, except you can't take lords. The 1000 points are exclusively for lords.
2. Lords double their magic item allowances
3. Lords can take 2 of the same magic weapon as a paired weapon for +50% of the original cost.
4. Lords channel on a 5+ base, which can be improved with items (Channeling would put them at 4+). 6s allows a new roll with a chance of getting yet another die. This can only happen once. (think predatory fighter)
5. Lone lords (including on any mounts) automatically break steadfast, and are considered unbreakable.
6. Shooting on lords are resolved at -1 to hit. This penalty always occurs, no matter what special rules the shooting unit might have. In close combat, enemies always have a -1 to hit the Lord character as well.
7. No shooting attack can ever inflict multiple wounds (the special rule) a lord character.
8. When a lord is slain in a challenge, his unit automatically breaks, regardless of any special rules.
9. Lords are immune to fear and terror.
10. Lords are always immune to Kiilling blow, but are still vulnerable to Heroic Killing blow.
Now, my first thought on seeing this list was "Holy shit, this benefis me and the VC llayers far more than the Empire, Dwarf, OK, TK, DE, WE and HE players we have". I am thankful that I have no chaos players in my local area, because they'd likely be hell to fight against. My second thought was that, considering how powerful oldbloods can be by themselves already, how insane would an Oldblood wih 200 points of magic gear be? Sword of realities with actual defences, or maybe a potion of strength to make those hits counts. The channel on 5+, "pf" on 6s also seems insane for a Slann who gets channel on 4+ with channeling staff, and 3 dice to channel with. We would see an insane amounts of power dice compared to pretty much everyone else.
Some of these rules seem pretty stupid to me, but the whole idea is to test out a sort of "Herohammer, 8th edition version", so I kinda see the point - though it seems to massively favour some armies over others.
Keep in mind: This is rules "for fun", but still the basis for a small tournament we ar going to have.
What's your thoughts on this, and how would you build an army with these rules in effect?