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Post by onepagerules on Aug 28, 2019 19:51:24 GMT
That's correct, the Wizard can cast a spell when it's activated and then still shoot or charge.
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Warstuff
Aug 29, 2019 17:39:51 GMT
via mobile
Post by todd on Aug 29, 2019 17:39:51 GMT
Thank you! But I gotta say that feels a little under costed for a bonus attack that can remove a unit not in line of sight. Considering comparing it to Leader at 30pts.
We house ruled that the “hit” was directed at the spells effect. So someone hit with Freeze was only frozen on their next activation, and Fire meant that the next time the unit rolled for a wound it was at +1.
I borrowed from Kill Team the only way to block a spell was by another wizard within 12”.
That way a squad without a wizard only has a 50-50 chance of an effect hitting a unit, rather than basically an air strike taking a unit out, and a lot less back and forth dice rolling.
We just got into war gaming and would love to hear your thoughts on this. Maybe it’s a 40k thing I just don’t get??
Thanks!
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Warstuff
Sept 18, 2019 21:54:34 GMT
via mobile
Post by todd on Sept 18, 2019 21:54:34 GMT
After some great games I see wizard balanced out after all My group however has another question, about a unit with tough: “This model must accumulate 3 wounds before rolling on the wound table.” Does that mean they roll the wound table after receiving 3 wounds (essentially 4 hits have gotten through) or do they roll the wound table ON the third wound? Thank you!
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Post by eternlknight on Sept 19, 2019 1:30:32 GMT
On the third wound. I'm sure @onepageanon will be along soon to confirm 
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Post by onepagerules on Sept 19, 2019 12:05:04 GMT
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Post by kisshead on Oct 3, 2019 20:21:39 GMT
Any release date for new version of War Stuff?
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Warstuff
Oct 3, 2019 21:42:49 GMT
via mobile
Post by onepagerules on Oct 3, 2019 21:42:49 GMT
Sadly no, right now other things have priority.
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Post by kisshead on Oct 11, 2019 15:42:00 GMT
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Post by daniwar on Dec 9, 2019 14:08:17 GMT
I am playing a Warstuff 1.7 and enjoying it! I changed only 2 things... - increase by 1 the Quality (green are Q2, average troopers / warriors are Q3, elite are Q4, heroes are Q 5) (but still with a 75 pts limit) ... if you want less instant killings and a little more interesting games - add an initiative D6 roll at the beginning of each turn (winner activates first) - 1 for each wounded character and you will have ... the best universal skirmish rules in history!
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Post by rulebreaker on Aug 17, 2021 2:05:13 GMT
I would like to try grafting rules for squads & unit coherency into Warstuff. Just not sure the best way to go about doing this. Update: What was the differences between warstuff 1.7 and warstuff 2.1? And did 2.1 have an error in the unit creation? A quality 6 is only 5pts as a quality 2 is a hefty 25pts or am I missing something? Also in the movement rules it says '1" of other units if charging' should it read 'if not charging'? Just asking for clarification. Hoping these rules get an upgrade!!!
I will roll this correction into the proposal Warstuff 2.2
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Post by sebastian77 on Feb 3, 2023 15:16:22 GMT
Hello!
What is the meaning of the rule: "Leader"?
The "Leader" give ≥3 of his men the order to attack at 4+. May the Leader attack that enemy too, or only his men? Is ging the order his complete activity then?
Sebastian77
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