House Rules

The group that we game with plays mainly Warhammer Fantasy Battle 6th edition.
As such, we've got lots of freedom to use house rules, tweaks, and generally do whatever the hell we want.

The following is a quick reference sheet for some of the house rules we're currently using.

Magic Banners

Any unit may include a magic banner up to 50 points.

Capturing Standards

No victory points are awarded for capturing standards. (this was a bonus that was always forgotten and too annoying to remember recapturing, who had the standard, etc. not worth it)

Panic Range

All panic checks are taken at 6" for simplicity.
(6th Ed rulebook pages 80 and 81 list different ranges for when to take a panic check. Some are 4", others are 6". Dumb.)

Pace of Play

Try to keep to 15mins per player turn (use a timer)
If you don't know the rule, avoid looking it up. Roll a D6 then look it up later for clarification.

Allies

Any army can include an Allied contingent, with the following restrictions:
-Allies can only be from one race/army-book
-Allies can only make up a maximum of 25% of the total army points
-Allies may include Hero-level characters (no Lords)
-Allies can only be from Core or Special unit types. If Special, counts as a Special slot
-Allies may NOT include army-specific magic items (only common magic items listed in BRB)
-Allies may include a Wizard up to a Level 2
Allies are as follows:
High Elves: Empire, Bretonnians, Wood Elves, Dwarfs if opponent is Orcs & Goblins or Chaos, Lizardmen if opponent is Skaven or Chaos
Empire: Bretonnians, High Elves, Dwarfs, Wood Elves, Lizardmen if opponent is Skaven or Chaos
Dwarfs: Empire, Bretonnians, Lizardmen if opponent is Skaven or Chaos
Lizardmen: Empire, High Elves, Wood Elves, Bretonnians
Skaven: Orcs and Goblins, Dark Elves, Chaos, Undead
Orcs and Goblins: Skaven, Dark Elves, Chaos, Undead


Troop Types

Any army may use one additional "Rare"  or "Special" choice above the max for that level, but it takes up a slot from the other unit type (e.g. at 2000pts or more, the restriction is 0-4 Special and 0-2 Rare. You can use 3 Rares, but it will count as one of your Special slots leaving only 3 Special slots). Basically this is a "Flex" spot on your Fantasy Football roster.
Update: seriously considering just saying "look, if you want to use something and you're over the slot restrictions, just ask your opponent."  I like the restrictions as 'guidelines for some balance', but if you're model collection means you've got some weird army lists you'd like to run, or you just like the look of a certain unit, just use it.

Obstacles

We're playing 6th ed, but using the 8th ed rules for movement over Obstacles (walls, fences, hedges, etc).  Obstacles do not affect movement in anyway. If cavalry or chariots (or similar troops) move/charge/flee/pursue/whatever over an obstacle, they must take a Dangerous Terrain test. On a roll of a D6, 2-6 no affect.  Roll of a 1, model takes an automatic wound with no saving throw; if a chariot, it's a D6 wounds.

Units, Special Characters, etc, from other editions

6th ed army books lacked some of the flavor from 4th and 5th edition. Many of the iconic special characters were removed for some strange reason.  Many of them returned in 7th or 8th ed army books.  If there's a unit or special character that you want to use, go ahead and use it as listed in that book. We tweak the rules/points as necessary later.

Questions - 

Rear bonus when front combat over? Flank and rear combat res bonuses apply for duration of combat unless the flanking/rear unit falls below unit strength 5.

High ground?  High ground bonus applies to whichever unit is highest (and if the fighting rank occupies higher ground than the enemy).

Close Combat Who strikes first? A few things we've been doing incorrectly: BRB page 68. If same initiative, it's not simultaneous. winner of previous round strikes first; if previous round was draw or this doesn't apply, then roll a D6.

No more enemy after multiple combats?  It is not adequately addressed in the 6th ed BRB, but both 7th and 8th ed clearly address the situation.  If a multi-unit combat ends and any units end up with no models touching enemy models (due to casualties, break checks, whatever), the unit is no longer in combat and free to move the next turn. Recommend we play this rule.

Lap round replacement?  Always the clumsiest rule, we've been applying it pretty successfully but we often ignore the Expanded frontage part.  7th and 8th do it differently, but I think we'll keep as-is until we hit another annoying situation.

Panic check on a charge in rear/flank when in combat?  Only when unit strength 5 or more, but not necessary when unit less than 5 models BRB page 80).

Direction to flee when charged in flank or rear when already in combat? BRB page 81, away from source of panic or enemy but controlling player has choice of exact direction within these guidelines. Page 53 states that if an enemy flees after being charged, they move directly away from the chargers which would be consistent with page 81 (flee away from source of panic).  So, the fleeing player would move the unit away from the source of panic, in whichever direction they choose.  Then, the charging player measures to determine if the chargers still catch them.

Multiple chargers onto same unit. This is addressed in the rules appendix, BRB page 268. when 2 or more units charging same target, they must divide frontage evenly, but also aim to do what 'looks right'.  that's not very helpful in rules wording, but the intent of the rule is displayed in Figure 1 and Figure 2. Specifically Figure 2b.

Snaking and regular cavalry: had a situation with a single rank of regular cavalry turning 90 degrees to one direction, resulting in column "snake" formation.  This cost 1/4 turn.  Moved a little, then turned 90 degrees back, costing another 1/4 turn.  Seems ok, but was a bit strange in practice.

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