Brother Glacius Posted July 6, 2015 Report Share Posted July 6, 2015 Okay, so how do we fix AoS so that it becomes something that resembles warhammer? So I have a few ideas and maybe if we get enough of them and tweak them around, we'll get a game that isn't so bad. #1 - point values and unit caps. The goal here is to get a value for a war scroll that gives a good estimate of its worth. I don't need the exact values for each option, just a general number. I think to keep things simple, we use groups of four sizes based on unit type. Infantry comes in 10s, 20s, 30s, and 40s. Cav come in 5s, 10s, 15s, 20s, etc. This lets us put four point values for each war scroll where applicable. We then take the 8th ed point values and come up with a nice round number. So for example, VC zombies: with command models, 40 guys is 130pts. Given that they have more special rules in AoS, I'd say that breaks down to 40pts per 10. However, zombies get better as they get larger, so I'd skew the points so that the larger sizes get more expensive. In the end, it looks like this: 10 = 20pts, 20 = 50pts, 30 = 90pts, 40 = 140pts. End result is that we have a point value that is close to 8th, modified for AoS special rules. #2 - formations. Here we introduce rules to allow for rank and file formation. Movement Phase: Movement wise, I think we keep to a simple pivot and move system, like KoW. When you want to move your unit, pivot so that it faces the direction they want to go, then measure the move. You can pivot any number of times unless the unit Runs. No pivots are allowed if a unit runs. A pivot cannot bring a model within 3" of an enemy model. A skirmish unit may change to a formation as its movement for the turn. Charge Phase: The unit may only charge directly forward. The benefit of a rank and file in combat, is that models in the back ranks need only measure to the front rank to get in attacks. In other words, they don't need to measure to the enemy model, but the front rank model that is in range. Only works going forward, ie no supporting attacks to the flanks. Pile Ins - the unit may only move directly forwards. If it is the owning player's turn, the unit may break formation and take on a skirmish formation, and each model may then make a normal 3" pile in move. For example, your spearmen unit gets charged in the flank. During their pile-in move, they may move directly forwards 3" if it brings more models within range of enemy models in combat. On your next turn, you can break the formation and pile in as normal. Units in formation get +1 to their Bravery for Battleshock tests. #3 shooting into combat - Sure, go right ahead. And then evenly distribute the hits between the units engaged in the combat. Odd hit goes against target unit. So that's all I have for now. I think it is a start. The war scrolls have got me interested enough to try and make this game playable. Quote Link to comment Share on other sites More sharing options...
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