Specialist Arms Forum
Warmaster => Warmaster Revolution => Topic started by: andys on January 21, 2017, 10:48:12 AM
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How about bigger or smaller units?
For example, a 3 stand Orc unit is 60 points. So a 4 stand one would be 80 points or a 2 Stand would be 40.
A 3 stand unit of Knights at 110 points would be 145 at 4 stands or 75 at 2 stands, rounding to the nearest 5 points.
A "grande batterie" of 3 Dwarf cannon stands would be 135 points.
Possibly to balance the positive and negative aspects of having a small or large unit, a player must take 1 small unit for every large one taken? Thoughts?
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I'd advise against it. We have done a lot of playing with home brew rules that are evolutions of WM, in one of these we tried variable sized units, and it proved very hard to balance.
Similarly in Kings of War which has 3 key sizes of units, in the second edition they extensively revised the costs and purchase limits for balance.
I'm not sure you will gain a lot game play wise, but it will certainly cause a lot of complications in balance.
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In theory it's a nice idea, but implementing across the community probably isn't practical or advisable.
It's one of the key components of the underlying WM engine. Messing with it would complicate army build unnecessarily and create confusion for your opponents. For example:
"So, let me get this right, that brigade there. Is it the four stand unit reduced to two stands plus the three stand unit down to one? Or is it the two three-stand units, one of whom has lost one stand and the other two?"
And further complications with WMR where units down to one-stand count 0.5 to break.
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orc mob rule? 2 units of orcs with casualties can group together again to make 1 whole unit of three stands and no casualty penalties to command? ;) just wanted to throw that in.
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love the orc mob rule but it is a major change to ruleset
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not really a rule change, just a rule addition with moving stands to other units.
Do it during the initiative phase, re-form and make that new unit be done, must be touching during the initiative phase. Must keep movement of slowest unit (if applicable). Cannot do it if engaged in combat (due to new rules). Must be like units due to unco-operation so no goblins with orcs and it can only be for orcs and goblins. Finally, any "dissolved" units go towards break point of the O&G army.
that way I think it is only helping to get rid of the command penalties but for a cost. Command penalties are an O&G pain in the arse for a long time now......
Just throwing it out there as I have yet to get my O&G army painted and fielded.