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Author Topic: Alternate units and special rules - What do you guys do?  (Read 5410 times)

Offline calmacil

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Re: Alternate units and special rules - What do you guys do?
« Reply #15 on: March 30, 2012, 10:31:43 AM »
Did you convert all the fantasy armies to WMA then or do you play with the historical armies then? And what about monsters and fliers?

Concerning the rule changes, are there specific rules in WMA that unbalance a WMF game? The max 2 rounds of combat could be one. But the shooting changes and supported infantry charges don't seem that unbalancing at firsti sight.
So far our group has been using the normal point values from WM, but after a years worth of playing WM we're just starting to change a few stat lines and points costs. Minor things to make the game more to our tastes, WM is still a great rules system, i love it. It's the only wargame we play now. We actually found our games were basically WMA with lots of cavalry and infantry and hardly any non-flying monsters.




We've been using the infantry support and max 2 rnds of combat for a while. All the players in our group prefer them.

At the moment the rule we think unbalances our games is a rule that's also in WM. When an enemy unit is pushed back from combat and a stand is destroyed if it touches one of your stands. I think this rule is fine with WMA, but my dark elf Cold Ones Knights are auto killing anything on the board with the help of harpies. Some may not agree, but our house-rule is flyers don't auto kill enemy stands that pass through them. The rule works as normal for everything else apart from flyers (they are assumed to take to the air when an enemy unit is pushed into it)
« Last Edit: March 30, 2012, 10:36:21 AM by calmacil »

Offline Happymcclap

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Re: Alternate units and special rules - What do you guys do?
« Reply #16 on: March 30, 2012, 12:50:24 PM »
Hello,

I have never played WMA but can see that some rules have been improved. I have seen quite some posts here that warn against using WMA for WMF games, so I'm curious on how you solved this.

Did you convert all the fantasy armies to WMA then or do you play with the historical armies then? And what about monsters and fliers?

Concerning the rule changes, are there specific rules in WMA that unbalance a WMF game? The max 2 rounds of combat could be one. But the shooting changes and supported infantry charges don't seem that unbalancing at firsti sight.

Well as i mainly play Historical or homebrew stuff these days its not so much of a problem for me, but yes i did convert a few lists, but as previously mentioned it is not possible to convert some units as accurately as i would like as they are costed with an inexplicable "Fantasy Factor" so i did the best i could, i will type up an post the Empire list conversion i have lying around so you can see the differences.

I havent played enough games of Fantasy using Ancients to be able to fully comment on potential problems, but i cant immediately see any real game breakers, though you would (obviously) have to use the flyers and magic rules from Fantasy.

For me it was the minor tweaks to the system(shock & medium cav for eg) and the reduction of combat to a max of 2 rounds, the addition of true skirmishers, and the clarification of points costs that swung me in favour of Ancients.

Offline jchaos79

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Re: Alternate units and special rules - What do you guys do?
« Reply #17 on: April 01, 2012, 10:00:12 PM »
My suggestion (or something that sometimes we do in some games) is using the rules of WMA but get the armylist of the fantasy. It works well. I mean, not to mess up rewritting fantasy list (unless that is fun for you rewritting list) just use WMA from page 1-79 and fantasy armylist.
« Last Edit: April 01, 2012, 10:47:38 PM by jchaos79 »