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Post by Arguleon Veq on Sept 1, 2009 11:56:29 GMT -5
Got to talking about a few of the weaker armies with a friend the other day. We were musing about using some house rules for the weaker armies to try to make them a little more competative.
Now, we want to do it this way, as opposed to making the power armies weaker, as anybody using those armies would just feel aggrieved, and doing it this way will still provide a challenge for said weaker armies. Here are a couple;
Tomb Kings - Can March if within 12'' of the General.
This actually makes them able to play an attacking game rather than having to sit back, as in our magic heavy environment, Tomb Kings just dont generate enough magic to make their army move quick enough. Dwarfs are quicker than Tomb Kings!.
Beasts - Any mixing of Marks allowed. Units rank up at least 5 wide against any enemy units with <4 models.
This allows for a little more competative edge and follows the trend of the newer Chaos Books to allow Mark Mixing. It also stops lone heros/chariots/monsters totally destroying every Herd in your army because of that silly FAQ ruling.
Orcs and Goblins - A 1 on an Animosity role does not stop your Mages generating power/dispel. You may also still cast spells.
This just stops Animosity crippling Orcs and Gobs more than it already does.
Any more you use/can come up with?, I think Ogres probably need some but I just cant think of any.
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Post by wesswll on Sept 2, 2009 15:15:21 GMT -5
High Elf Archers should be their normal points minus 5 points, and ASF should be a 5 point upgrade for them.
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