Post by Lagi on Feb 12, 2023 11:51:25 GMT
Leadership with 6 inch is ok. With 12 it's radiculously long. I don't know why i think it's too short. Maybe because I have only one commander unit before.
Counter charge not triggering for short range <6 inch charges is a very nice gambit. That allow infantry to charge cavalry, withou always eating impacts.
I create rule for chariots.
Override. If win melee after charge, have to move 6 inch forward, past the target and can turn 90 deg.
Works very well in game. 1st picture. Make chariots feel like a completely different unit to cavalry. Also i think heroes riding chariots should have survivor rule, like raiding monsters.
Grand wizards allowing to cast 2x spells, it's good rule. It's mostly useful to allow quicker reshuffle the spell deck. On paper it looks the same as 2x normal wizard, but in practice, it's like all eggs in one basket. You cannot be in good position with your archimage. Or you can hit very hard one unit, before enemy can do anything about it.
I reread rules after few month. And the layout was annoying. All rules are cramped on as little page as possible. I don't know why. To save printer paper? I think i make them 7page long.
Dark shards crossbow with 5x attack feels a bit too powerful.
Chaos warriors knights with 5 defense, also feels too strong. Maybe i will check 4.def plus evasion next time.
I change few other rules. But most game impactful is giving everyone who has deadly(2), a deadly D2. This would make the results more fair. Otherwise hydra dealing 2 or 4 or 6 wounds (usually 6 with ap2) is op.


Counter charge not triggering for short range <6 inch charges is a very nice gambit. That allow infantry to charge cavalry, withou always eating impacts.
I create rule for chariots.
Override. If win melee after charge, have to move 6 inch forward, past the target and can turn 90 deg.
Works very well in game. 1st picture. Make chariots feel like a completely different unit to cavalry. Also i think heroes riding chariots should have survivor rule, like raiding monsters.
Grand wizards allowing to cast 2x spells, it's good rule. It's mostly useful to allow quicker reshuffle the spell deck. On paper it looks the same as 2x normal wizard, but in practice, it's like all eggs in one basket. You cannot be in good position with your archimage. Or you can hit very hard one unit, before enemy can do anything about it.
I reread rules after few month. And the layout was annoying. All rules are cramped on as little page as possible. I don't know why. To save printer paper? I think i make them 7page long.
Dark shards crossbow with 5x attack feels a bit too powerful.
Chaos warriors knights with 5 defense, also feels too strong. Maybe i will check 4.def plus evasion next time.
I change few other rules. But most game impactful is giving everyone who has deadly(2), a deadly D2. This would make the results more fair. Otherwise hydra dealing 2 or 4 or 6 wounds (usually 6 with ap2) is op.
Dispel skill should be more available. It's not good if every wizard can dispel. But sometimes you would like to do something to save your demon prince from eating 4 wounds just from spells.
Amount of wounds = Tough. Not sure about this one. The whole point is to have quick result, not grinding down numbers.

