May 24, 2025, 11:35:49 AM

Author Topic: Unit size  (Read 3329 times)

Online andys

  • Full Member
  • *
  • Posts: 532
    • Loc: UK
Unit size
« on: January 21, 2017, 10:48:12 AM »
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?
« Last Edit: January 21, 2017, 10:57:10 AM by andys »

Offline forbes

  • Full Member
  • *
  • Posts: 305
    • Loc: North West, UK
Re: Unit size
« Reply #1 on: January 21, 2017, 03:25:57 PM »
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.

Offline empireaddict

  • Full Member
  • *
  • Posts: 522
    • Loc: UK East Midlands
Re: Unit size
« Reply #2 on: January 21, 2017, 03:37:52 PM »
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.
"I cannot believe you when you say [your friend] has identical plastic boxes for his armies, all color coded [...] Don't you think that is being little obsessive?"
"Yes, but not enough to scare us wargamers."
Larry Leadhead (2004)

Offline cjbennett22

  • Full Member
  • *
  • Posts: 570
    • Loc: Grand Rapids, Michigan
Re: Unit size
« Reply #3 on: January 28, 2017, 02:39:20 PM »
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.
« Last Edit: January 29, 2017, 12:42:23 AM by cjbennett22 »

Offline greenskinchief

  • Active Member
  • *
  • Posts: 32
    • Loc: Saffron Walden
Re: Unit size
« Reply #4 on: January 28, 2017, 03:30:59 PM »
love the orc mob rule but it is a major change to ruleset

Offline cjbennett22

  • Full Member
  • *
  • Posts: 570
    • Loc: Grand Rapids, Michigan
Re: Unit size
« Reply #5 on: January 29, 2017, 12:50:35 AM »
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.