Posts: 332
Joined: Mon Jan 07, 2013 2:17 am
Where Are We with this Project? (And Rule Ideas)
Also, I had some rules suggestions. In generally I am for keeping the game as close to the original as possible, but there are somethings we can clean up a little bit to make it more straightforward for new players. I've been toying around with these ideas in particular:
1) Shifting the movement penalties for armour to the Reserve movement phase. Thus, instead of armour providing oddball .5" or 1.5" penalties, I would have a Shield provide no penalty to movement (it is enough that it uses the model's off-hand and is useless against attacks from the rear) and Light Armour and Heavy Armour would respectively provide -1" and -2" movement penalties during the Reserve Movement phase only. Thus, if a human unit with heavy armour is kept from moving in the Reserve phase by nearby enemies, they would still move 4". If they could move again in the Reserve phase, they would move an additional 2" for 6" total (which is the same difference as moving 3" in each phase). Horse barding would provide another -1".
2) Simplify terrain movement penalties. Instead of halving movement, a unit in difficult ground would simply not be allowed a Reserve Movement phase. Thus if they moved out of difficult terrain in their regular Movement phase, they could continue to take a Reserve Movement phase, but if they originally Moved into or within difficult terrain, they would lose Reserve Movement for that round. Combined with the earlier rule, this makes sure that heavily armoured units are not doubly punished for moving through difficult terrain (which may seem logical, but honestly tends to spoil those units in play if they happen to get trapped on bad ground).
I have also considered adopting the random charge and pursue distances from later editions of the game. This means infantry (units with Movement 5 or less) would charge and pursue 2d6" (minus movement modifiers from armour) and cavalry (units with Movement 6 or more) would charge and pursue 3d6". To adjust for this randomness, failed charges would merely make the unit unformed, but would not entail the unit missing it's next turn of movement.
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