BLOOD, GUTS AND SEVERED HEADS
(A wargame for all the family)
Note: These rules were developed (in the loosest sense!) using 20mm minis on a playing area of roughly 1 meter square, if you are using a different scale or size table you may want to tweak distances and ranges to fit your game.
Battle is joined!
(minis by Reaper, Mantic, Dark alliance, Mini art and Gripping Beast)
Forces
Each player will require a force to play the game. A force consists of between around 20-40 minis organized into groups of troopers called units who move and fight together and single miniatures representing leaders or monsters. Units are made up of between 5 and 15 minis and leaders and monsters are always made up of just one mini (you could use a few minis on one base such as a chariot or similar). A force can be made up of any number of these in any combination. The only hard rule is every force has to have at least one leader.
Each unit is defined by 2 important pieces of information: Its movement type and weather its made up of light or heavy troops.
Movement types are Foot, Cavalry or fly. The type will dictate how far the troops move.
Light and Heavy refer to how the troops will react in a fight and how well they will cope with the stress of a battle. Light troops tend to be lightly armored and irregular, Heavy troops are well trained combat troops with good armor and equipment.
Light troops tend to be less organized and lightly armed
( minis by Dark alliance, Revell and Zvesda)
Heavy troops are better trained and armored, braver and better fighters.
(minis by dark alliance, Zvesda and Red box)
Some troops can be given missile attacks. These represent shooting and natural abilities that allow the troops to attack from a distance. Missile attacks are either Light or Heavy which dictates how far they can fire.
Missile attacks can be many different types, such as javalins, bows and black powder weapons!
(Minis by Zvesda, Hat and Dark Dream studio)
You need to note down both pieces of info for all the units in your force (as well as any missile attacks they may have) . Leaders and Monsters need these pieces of info too but also require you to give them 2 more things:
Attacks: How many dice they roll in combat (between 1-10).
Wounds:How much damage they can sustain before they are too injured to continue fighting (also between 1-10). If they are reduced to 0 wounds they are removed from the battle as a very dead Leader or Monster.
Note these down for each Leader and monster in your force.
Turns
The game is split up into turns which are split into phases. I have found 5 turns to be about right to play a quick game if you are using a scenario.
The phases are played through in turn as follows:
1: Order of play
All players roll 1d6. The player that rolls highest (re-roll ties) goes first in each of the following phases.
2:Shooting
Any players that wish to fire with any troops with missile attacks do so now. The player that is going first completes all his shooting followed by the rest of the players.
3: Movement
Players take it in turns to move their forces, the player that is going first moves all the troops he wants to move before the other player moves the troops he wishes to move.
4: Combat
All combats are worked out. All troops fight at the same time so its best to work from one side of the table to the other. Let the player who is going first decide witch side to start from.
5:Rally
Any troops that are Running away like a screaming girl must attempt to blimmin' well pull themselves together in this phase. The player going first must try to rally any troops he has that need to before the other player does so.
A scout party keep tabs on enemy movement
(minis by Red box and Hat)
Shooting
Troops that can shoot are troops that are armed with a missile attack. Shooting is worked out as follows:
Troops can only fire at enemies they can see, check they can see the troops they wish to target by ensuring their is an unbroken line between the troops and the target (use a ruler to check this). Troops that are shooting are assumed to be able to see all around so you can turn them to face a target if you want. If the firing troops can see all of their target they may fire as normal, if they can see some but not all of the target (e.g. only some of the unit they wish to fire at) the target is assumed to be in cover (note members of a unit behind other members of the same unit are not in cover, it only applies to troops behind something other then themselves!).
Next check the range of the weapons the firing troops are using, these are as follows:
Light missiles have a range of 30cm.
Heavy missiles have a range of 50cm.
Troops can only fire at targets that are within the relevant range for their attack.
If they can see their target and it is within range roll a number of dice equal to the number of troops in the unit, or if firing with a leader or monster a number of dice equal to its Attacks. If the target is in cover you must half the number of dice you are rolling (round up). Any dice that rolls a 6 causes a hit. For each hit caused remove one member of a unit or reduce a leader or mosters hits by 1. If you hit the target they need to test for running away like a screaming girl as described later!.
Moving troops
All troops follow these rules when moving:
Troops can turn as often as they wish and have no 'facing' so they can move in any number of directions during a move,
Troops move the following distances:
Move type max distance
Foot 20cm
Cavalry 30cm
Fly 40cm
With the exception of flying troops no minis may move through any others. It is best to leave at least a 3cm gap between units.
You may measure distances at any time.
Troops in a unit must stay within 1cm of at least one other member of the same unit at all times. When moving units measure the move of one member and then move all members up to him remembering the 1cm distance as this speeds up play.
Terrain pieces slow down any troops moving over/through them. Troops moving through terrain are forced to half their whole move to take this into account. Troops may end their move inside terrain pieces if the minis can stand in/on them without support.
Any troops that come into contact with an opposing trooper during a move ends its move when contact is made. The troops are now in combat with the troops it has contacted.. In the case of Units all troops in a unit are moved to make it clear that they are in combat with the opponents.
Flying troops can move over friendly troops and may also move over terrain without reducing the distance they have moved. They may finish a move purched in/on terrain if they can stay there without being supported.
FIGHT!!!!! (even though only some of the troops are in contact all the troops are fighting because they are in the same unit as troops in combat)
(minis by Itelari and Ceaser)
Flying troops can move over friendly troops and may also move over terrain without reducing the distance they have moved. They may finish a move purched in/on terrain if they can stay there without being supported.
Combat
Any troops that are in contact with enemy troops are in combat. When in combat each unit rolls the number of dice equal to the number of minis in the unit. Leaders and monsters roll a number of dice equal to their attacks. Heavy troops cause one hit for every 5 or 6 they roll, light troops cause one hit for every 6 they roll. For each hit caused remove one member of the opposing unit or reduce a leader or monsters wounds by 1. When rolling to hit both sides roll at the same time. The side that causes the most hits forces the enemy to test for running away like a screaming girl as described below.
Where troops are in combat with more than one enemy they may split their dice between the enemies but must announce how many dice they are rolling against each target before rolling (use different coloured dice for each target if its easier).
running away like a screaming girl
When you are required to test this roll 2d6. You need to roll equal to or less than the following number:
Light troops need 7 or less.
Heavy troops need 8 or less.
Leaders and monsters need 9 or less.
You may minus one from the dice roll if a Leader is within 20cm.
If you have been forced to test as a result of a combat you must add the number of hits the enemy caused minus the number of hits you caused to the dice roll ( for example if you caused 2 hits and the enemy caused 3 hits you must add 1 to the dice roll).
If you roll equal to or less than the number you need you pass the test and can continue as normal.
If you roll more than the number you need your troops that are testing will run away (screaming like little girls!). They must move their full move for their movement type directly away from the cause of the test in a way that brings them closer to the table edge they set up on than they were before the test. If such a move would take them over that edge then they have run off and are out of the game!.
'AAARRRGGGGHHHH!!!! RUN AWAY!!!' ,the Light foot are sent packing!!!
(minis by Hat, B&M and Zvesda)
Rally
In this phase any troops that are running away like a screaming girls must test to get back into the fight. To do this test for running away like a screaming girl again with those troops as described above. If they pass the test they turn around and are ready to use as normal next turn. If they fail they have run off for good and need to be taken off the table and are out of the game!.
Ending the game
The game ends when either:
Set victory conditions are met by either side if playing a scenario (you should play a scenario, they are brilliant).
One side looses all their leaders or all their units.
When this happens the player that met the victory conditions or made the opponent loose all his units or all his leaders wins, and can do a victory dance around the table and force his opponent to either fetch snacks of his choice or sing a song of his choosing!. But if you all have fun then you are all winners and thats the point......yay gaming!.
Other gubbins
Listed below are some other bits and pieces that can be used to add a little bit extra to a game, its up to you and your opponents which (if any) you want to include.
Troop upgrades
I have tried to hold back on the use of this type of thing to make the rules as simple as i can so below are a small selection of upgrades that can be given to any troops, make sure you make a note of any upgrades troops have been given.
-Scary
This would be used for any troops that would turn a normal troopers bowels to water!. Big monsters, the undead, troops with a reputation for going above and beyond in the name of violence....that kind of thing.
Any troops listed as scary that force an opponent to test for running away like a screaming girl may make the opponent add 1 to his dice roll for that test.
-Brave
The opposite of scary. Troops with this ability are the stoic types that laugh in the face of danger....or are too stupid to know when death is hanging about pointing a scythe in their general direction!.
Any troops with this upgrade may reduce the dice by 1 every time they have to test for running away like a screaming girl.
-Charge
This is best used by knights and other offensive horse or those super quick foot that rely on doing a ton of damage before the enemy know they are even there! (ninjas mayhaps!).
Troops with this ability may attack before an opponent if they move into contact with them during this turns move phase. The troops roll all their attacks as normal and remove troops from units or wounds from Leaders and Monsters, the enemy that are left may then roll their attacks. Any troops lost to the Charging enemy may not roll to attack!.
-Long reach
This can be used to represent troops that can out reach an enemy if they can hold them at a distance, im thinking of troops like pike men (because pike men are cool!).
This upgrade is just like charge but allows troops that are moved into by an enemy to roll their attacks before the enemy get to strike back!.
Troops with Long Reach that are charged by an enemy unit may roll all their attacks and remove any troops from units or wounds from Leaders and Monsters before the enemy roll their attacks!. Any remaining enemy may then roll their attacks as normal.
Note: Charge and Long Reach cancel each other out!, if a unit with Charge charges a unit with Long Reach both roll their attacks at the same time as normal.
Wizards
If you want you can include up to one Leader with the ability to use magic. A Wizard acts just like any other Leader but may also cast one of the spells below during their sides shooting phase (if they cast a spell they may not fire missile attacks that turn). The spell takes effect right away.
Spells
'Ye will eat my ruddy great ball of flaming death you ungodly cads!'
This spell allows the wizard to make a Light missile attack which rolls 1d6+2 attack dice. Cover is ignored by this spell!.
'Run, run to the hills ye wearers of frilly girls underwear!.'
This spell counts as a Heavy ranged attack but instead of rolling to hit the selected target must test for running away like a screaming girl.
'Godzukes, i cannot suffer to see you bleed, i will heal thee goodly!.'
This spell counts as a Light ranged attack and allows any Leader or Monster regain half their lost wounds (rounding down).
Any player wishing to cast a spell MUST point their finger as if casting the spell themselves and say the title of the spell in dramatic wizard style (i.e. your best Gandalf!). If you fail to do so the spell fails to work!.
Stuck between a rock and a shite load of horses!!
(minis by Red box)
Other gubbins
Listed below are some other bits and pieces that can be used to add a little bit extra to a game, its up to you and your opponents which (if any) you want to include.
Troop upgrades
I have tried to hold back on the use of this type of thing to make the rules as simple as i can so below are a small selection of upgrades that can be given to any troops, make sure you make a note of any upgrades troops have been given.
-Scary
This would be used for any troops that would turn a normal troopers bowels to water!. Big monsters, the undead, troops with a reputation for going above and beyond in the name of violence....that kind of thing.
Any troops listed as scary that force an opponent to test for running away like a screaming girl may make the opponent add 1 to his dice roll for that test.
-Brave
The opposite of scary. Troops with this ability are the stoic types that laugh in the face of danger....or are too stupid to know when death is hanging about pointing a scythe in their general direction!.
Any troops with this upgrade may reduce the dice by 1 every time they have to test for running away like a screaming girl.
-Charge
This is best used by knights and other offensive horse or those super quick foot that rely on doing a ton of damage before the enemy know they are even there! (ninjas mayhaps!).
Troops with this ability may attack before an opponent if they move into contact with them during this turns move phase. The troops roll all their attacks as normal and remove troops from units or wounds from Leaders and Monsters, the enemy that are left may then roll their attacks. Any troops lost to the Charging enemy may not roll to attack!.
-Long reach
This can be used to represent troops that can out reach an enemy if they can hold them at a distance, im thinking of troops like pike men (because pike men are cool!).
This upgrade is just like charge but allows troops that are moved into by an enemy to roll their attacks before the enemy get to strike back!.
Troops with Long Reach that are charged by an enemy unit may roll all their attacks and remove any troops from units or wounds from Leaders and Monsters before the enemy roll their attacks!. Any remaining enemy may then roll their attacks as normal.
Note: Charge and Long Reach cancel each other out!, if a unit with Charge charges a unit with Long Reach both roll their attacks at the same time as normal.
Wizards
If you want you can include up to one Leader with the ability to use magic. A Wizard acts just like any other Leader but may also cast one of the spells below during their sides shooting phase (if they cast a spell they may not fire missile attacks that turn). The spell takes effect right away.
Spells
'Ye will eat my ruddy great ball of flaming death you ungodly cads!'
This spell allows the wizard to make a Light missile attack which rolls 1d6+2 attack dice. Cover is ignored by this spell!.
'Run, run to the hills ye wearers of frilly girls underwear!.'
This spell counts as a Heavy ranged attack but instead of rolling to hit the selected target must test for running away like a screaming girl.
'Godzukes, i cannot suffer to see you bleed, i will heal thee goodly!.'
This spell counts as a Light ranged attack and allows any Leader or Monster regain half their lost wounds (rounding down).
Any player wishing to cast a spell MUST point their finger as if casting the spell themselves and say the title of the spell in dramatic wizard style (i.e. your best Gandalf!). If you fail to do so the spell fails to work!.
AMBUSH!!, The orcs spring their trap!
(minis by Dark alliance, Games Workshop and Hat)
Points
Oh alright you can have a point system to make your forces more ballanced. This system has not been tested much and there fore is bound to be open to abuse. (if an opponent fudges his force to gain as much advantage as he can with a disregard for flavor hes not the type of person you should be playing anyway!).
150 points worth of death!!
(minis by Ceaser, Zvesda and papo)
The basics
Units
The following costs are per man and once you have worked out the cost of one member of the unit you need to multiply the cost by the number of minis in the unit. Units must be made of identical troops.
Types: Light 1pt or heavy 2pts + Foot 0pts or Cavalry 1pt or Fly 3pts
Missile attack: Light 1pt Heavy 2pts
Upgrades: Scary or brave 1pt Charge or Long reach 2pts
Leaders and Monsters
These are worked out differently. You use the costs above but do the following:
Once you have worked out the total cost for the above you then need to work out the cost of Attacks and Wounds.
To work out your Wounds decide how many you want the Leader/monster to have between 2 and 10. Multiply the base cost of the Leader/Monster (i.e. Type + missile attacks +upgrades) by the chosen number of Wounds.
To work out your Attacks choose a number of Attacks for the Leader/monster between 2 and 10. Each Attack costs 1 point, add them to the value above to get the total points cost of the Leader/Monster.
Put simply it looks like this:
A Leader with Heavy Foot (2pts) and brave (1pt) has been given 6 Wounds, so 2+1=3 x 6=18. Added to this is 6, the number of Attacks chosen for the Leader giving a total of 18+6=24 points.
Wizards cost an extra 15pts after the total cost has been worked out.
A small game can be played using about 100 points, 300+ points would make quite a large game.
Like i said, i am sure to have missed bits and stuff that happens on the table will not be covered but you are smart people (with a great taste in blogs) so im sure you can resolve stuff like that!.
.....AND SOME EXTRA STUFF I THOUGHT UP LATER....
Below is a bunch of stuff i came up with to add to the game if you want. They are purely optional and will add more to the game but slow it down a little so use them for 'seasoning' rather than anything else. As ever i encourage you to add your own stuff as its you guys playing the game so bend it into the shape you want to get the best experience for you.
EXTRA UPGRADES
What follows is an expanded list of upgrades to be added to the ones included in the main rules. It is far from a set in stone so use it as you wish. Also as a side note it may be wise to limit the number of upgrades troops can have (i find a max of 2 or 3 per unit/monster/leader works well) to avoid slowing things down too much while still making the troops individual enough to stand out.
-Elite
These troops are the best fighters in the force with fantastic combat training. When in combat they can add 1 to each to hit dice they roll. Cost: 2 points
-Grizzled
Troops that have this ability tend to be grim faced types, experienced fighters that have faced every kind of terror and lived to tell the tale. When these troops test to run away like a screaming girl they may re-roll one of the dice they rolled for the test if they fail on the first roll. the re-roll stands and may not be re-rolled. Cost: 2 points
-Rangers
Rangers are fleet footed types that can glide through terrain as if it is hardly there, they could also be ghostly types or creatures that are not impeded by barriers (go giant spiders!). Rangers do not have to half their move when they move through terrain, they move as normal.
Cost: 2 points
-Scouts
This would be used to represent troops that move ahead of the main force to give information on enemy troops and what they are planning. They are always light troops. Any force with scouts in it may add 1 to any roll for order of play. The bonus is 1 for each scout unit/monster/hero in the force up to a max of 3. Cost: 2 points
-Frenzied madmen
This would cover any furry pant wearing warpaint covered loonies with a death wish (not always for themselves!). Any troops with this ability MUST move into combat with the closest enemy when they have the chance and they may add an extra combat dice for every 3 they are allowed to roll (rounding up). so for example if you have a unit of 8 Frenzied madmen in combat they roll 8 dice so get an extra 3 (8 divided by 3 = 2 with 2 remaining, rounded up to 3).
Cost: 2 points
-Automation
This could be used to represent any troops that cant think for themselves such as zombies, goloms, robots etc. These troops never have to test to run away like a screaming girl, they simply ignore the test and continue as if they passed it. A powerful ability but any troops with this upgrade must have a leader within 20cm to lead them at the start of the movement phase or they may neither move or use missile attacks this turn!, they just stand around wondering what to do. They will still fight in combat if they are attacked.
Cost: 2 points
-Marksmen
These are the best shots in the force, any troops with this ability may add 1 to any dice rolled when making missile attacks. Cost: 2 points
-Regenerate
These would be your annoying self healing troops that will not stay dead!!, could be used for Trolls or maybe ghosts, zombies or Hero's with magical armor. Troops with this ability that have taken hits may roll each rally phase to regain lost wounds or in the case of units bring troopers back from the dead!. For each wound or member of the unit lost so far the player rolls a dice, for each 6 rolled one wound is regained or in the case of units one trooper is returned to the table (bearing in mind the 1cm distance between unit members). This ability may not be used while running away like a screaming girl. Cost: 3 points
-Inspiring
This would represent groups of priests or troops with a great reputation within their own force or perhaps a monster that is revered for some reason. If this ability is given to a unit or monster they are considered to be a hero by troops within 20cm that are testing to run away like a screaming girl so give a +1 bonus to the roll. If it is given to a hero the normal bonus he gives is doubled to +2.
Cost: 2 points
-Really big
This allows larger troops than the average to be depicted, or maybe those that are very strong or heavy. When in combat, after hits have been rolled they may add 1 to the number of hits caused for every 3 troops in the unit/ wounds the Hero/ monster has (rounding up) when deciding who has caused the most hits (these hits are not removed from the enemy). This represents them using their vast size and strength to push back the enemy. So for example if a unit of 7 Ogres with this ability caused 2 hits to the enemy in combat they add 3 to the number of hits caused when working out who won the combat ( 7 troops divided by 3 =2 with 1 remaining so rounded up to 3).
Note: the number of troops/ wounds is the number after the combat has been resolved not before!.
Cost: 3 points
One thing that is fun to do is to roll abilities at random before the players pick their forces. These abilities are free but must all be used and no others can be chosen. The abilities are then given as normal to troops. This can lead to some fun combinations and if you impose a rule that the reason the troops have the ability has to be explained you can end up with some very characterful forces indeed! below is a random table to allow you to roll your abilities if this is your kind of thing!.
3d6 roll Upgrade
Below is a bunch of stuff i came up with to add to the game if you want. They are purely optional and will add more to the game but slow it down a little so use them for 'seasoning' rather than anything else. As ever i encourage you to add your own stuff as its you guys playing the game so bend it into the shape you want to get the best experience for you.
Battle lines clash!
(Minis by Hat, Ceaser and Mantic)
EXTRA UPGRADES
What follows is an expanded list of upgrades to be added to the ones included in the main rules. It is far from a set in stone so use it as you wish. Also as a side note it may be wise to limit the number of upgrades troops can have (i find a max of 2 or 3 per unit/monster/leader works well) to avoid slowing things down too much while still making the troops individual enough to stand out.
-Elite
These troops are the best fighters in the force with fantastic combat training. When in combat they can add 1 to each to hit dice they roll. Cost: 2 points
-Grizzled
Troops that have this ability tend to be grim faced types, experienced fighters that have faced every kind of terror and lived to tell the tale. When these troops test to run away like a screaming girl they may re-roll one of the dice they rolled for the test if they fail on the first roll. the re-roll stands and may not be re-rolled. Cost: 2 points
-Rangers
Rangers are fleet footed types that can glide through terrain as if it is hardly there, they could also be ghostly types or creatures that are not impeded by barriers (go giant spiders!). Rangers do not have to half their move when they move through terrain, they move as normal.
Cost: 2 points
Shes behind you!!, a giant spider prepares to pounce!.
(minis by Strelets and Asda)
-Scouts
This would be used to represent troops that move ahead of the main force to give information on enemy troops and what they are planning. They are always light troops. Any force with scouts in it may add 1 to any roll for order of play. The bonus is 1 for each scout unit/monster/hero in the force up to a max of 3. Cost: 2 points
-Frenzied madmen
This would cover any furry pant wearing warpaint covered loonies with a death wish (not always for themselves!). Any troops with this ability MUST move into combat with the closest enemy when they have the chance and they may add an extra combat dice for every 3 they are allowed to roll (rounding up). so for example if you have a unit of 8 Frenzied madmen in combat they roll 8 dice so get an extra 3 (8 divided by 3 = 2 with 2 remaining, rounded up to 3).
Cost: 2 points
-Automation
This could be used to represent any troops that cant think for themselves such as zombies, goloms, robots etc. These troops never have to test to run away like a screaming girl, they simply ignore the test and continue as if they passed it. A powerful ability but any troops with this upgrade must have a leader within 20cm to lead them at the start of the movement phase or they may neither move or use missile attacks this turn!, they just stand around wondering what to do. They will still fight in combat if they are attacked.
Cost: 2 points
-Marksmen
These are the best shots in the force, any troops with this ability may add 1 to any dice rolled when making missile attacks. Cost: 2 points
-Regenerate
These would be your annoying self healing troops that will not stay dead!!, could be used for Trolls or maybe ghosts, zombies or Hero's with magical armor. Troops with this ability that have taken hits may roll each rally phase to regain lost wounds or in the case of units bring troopers back from the dead!. For each wound or member of the unit lost so far the player rolls a dice, for each 6 rolled one wound is regained or in the case of units one trooper is returned to the table (bearing in mind the 1cm distance between unit members). This ability may not be used while running away like a screaming girl. Cost: 3 points
-Inspiring
This would represent groups of priests or troops with a great reputation within their own force or perhaps a monster that is revered for some reason. If this ability is given to a unit or monster they are considered to be a hero by troops within 20cm that are testing to run away like a screaming girl so give a +1 bonus to the roll. If it is given to a hero the normal bonus he gives is doubled to +2.
Cost: 2 points
-Really big
This allows larger troops than the average to be depicted, or maybe those that are very strong or heavy. When in combat, after hits have been rolled they may add 1 to the number of hits caused for every 3 troops in the unit/ wounds the Hero/ monster has (rounding up) when deciding who has caused the most hits (these hits are not removed from the enemy). This represents them using their vast size and strength to push back the enemy. So for example if a unit of 7 Ogres with this ability caused 2 hits to the enemy in combat they add 3 to the number of hits caused when working out who won the combat ( 7 troops divided by 3 =2 with 1 remaining so rounded up to 3).
Note: the number of troops/ wounds is the number after the combat has been resolved not before!.
Cost: 3 points
One thing that is fun to do is to roll abilities at random before the players pick their forces. These abilities are free but must all be used and no others can be chosen. The abilities are then given as normal to troops. This can lead to some fun combinations and if you impose a rule that the reason the troops have the ability has to be explained you can end up with some very characterful forces indeed! below is a random table to allow you to roll your abilities if this is your kind of thing!.
3d6 roll Upgrade
3 Opponent chooses!
4 Brave
5 Scary
6 Long Reach
7 Charge
8 Elite
9 Grizzled
10 Rangers
11 Scouts
12 Frenzied Madmen
13 Automation
14 Marksman
15 Regenerate
16 Inspiring
17 Really Big
18 Pick One!
Each ability is rolled individually and can be used once so you can roll the same ability more than once. As far as number of rolls on the table i find its best to limit it to 3 rolls per 100 points but try it and see what you want to do.
4 Brave
5 Scary
6 Long Reach
7 Charge
8 Elite
9 Grizzled
10 Rangers
11 Scouts
12 Frenzied Madmen
13 Automation
14 Marksman
15 Regenerate
16 Inspiring
17 Really Big
18 Pick One!
Each ability is rolled individually and can be used once so you can roll the same ability more than once. As far as number of rolls on the table i find its best to limit it to 3 rolls per 100 points but try it and see what you want to do.
Finishing the argument heavy cavalry style!!.
(minis by Mini art and Italeri).
MISSIONS
Rather than play to the set victory conditions (i.e. you win if you kill all the enemy heroes or units) it can be fun to give each force a mission to complete. This can be something like kill x hero or capture x terrain. When a player completes his mission the game is over and he wins. You can even have the same mission with one player protecting something the other has to kill/ capture. This can be a lot of fun to play and creates a 'story' on the tabletop!. You can always keep the normal victory rules and also pick missions to make it even more madcap and ensure you cant just throw your troops into harms way to complete the mission!.
When picking missions you could pick your own, pick each others or have a 3rd party come up with them. Its up to you but i would encourage you to give this one a try sometime!.
EXTRA SPELLS!
Below are a couple of extra spells you can use with your wizards. They could replace any of the original spells or be used as well as them!. You could choose to limit wizards to 3 spells as before but pick them before battle from the full list ( the originals and the new ones) or roll them at random. You could even make up your own, It really is up to you. Any way the new spells are:
'I will not suffer you to move you fearful sons of a flatulent donkey!'
This spell counts as a Light ranged attack. The targeted troops may not move in any way during the move phase this turn if you can rolla 4 or more on one dice, they will however run away like screaming girls as normal. If you fail to roll a 4 or more the spell fails.
'You shall be moved on the wings of my magical winds to wherever they shall blow!'
This spell is a Light missile attack that can only be cast on friendly troops.
When this spell is cast on a Unit, Monster or Hero they may be removed from the table. During next turns move phase they may be placed back on the table anywhere within 50cm of the wizard, you may even move them into combat. The move is not affected in any way by terrain or other factors and is not blocked by enemy troops. The wizard may not cast another spell in the next turns shooting phase while the troops are off the table, if he attempts to do so the troops are trapped in his magical winds and are lost forever!. The same thing happens if the wizard is killed before they can return!!.
'Ha!, your puny powers are no match for a master wizard and all round great looking individual like me!'
When the enemy wizard says he is casting a spell and while he is saying the title of it in the correct 'Dumbledor does am-dram' style you may cast this spell. To do so jump dramatically to your feet and interrupt him with the above phrase. If you do so before he has finished saying his full spell title his spell will not take effect (you do not have to complete the spell title, just interrupt him before he can finish). However this spell counts as your casting for this turn so you may not cast another until next turn.
(optional rule: If you find no spells are getting cast because this one is used all the time why not follow the rules above but when this spell is cast both players roll 1 dice: If the player casting the original spell rolls highest the spell is cast and the attempt to prevent it fails!. If the Wizard casting the 'Ha!, your puny powers...' spell rolls higher the original spell has been stopped so has no effect. If the dice rolls are a draw the original spell is stopped and both wizards take 1 hit!).
A wizard gives the enemy what for!!
(Minis by Hat and Zvesda)
As i said before it can be fun to roll up your wizards spells at random before the battle. Below is a table that will allow you to do so:
1d6 roll Spell
1 'Ye will eat my ruddy great ball of flaming death you ungodly cads!'
2 'Run, run to the hills ye wearers of frilly girls underwear!.'
3 'Godzukes, i cannot suffer to see you bleed, i will heal thee goodly!.'
4 'I will not suffer you to move you fearful sons of a flatulent donkey!'
5 'You shall be moved on the wings of my magical winds to wherever they shall blow!'
6 'Ha!, your puny powers are no match for a master wizard and all round great looking individual like me!'
I would suggest each wizard has 3 spells but feel free to tweak the number as you wish.
You could even have High wizards if you wish by allowing wizards to have ALL 6 SPELLS!!. They will be very powerful and will probably dominate the game but they may be fun now and again. If you do use them they should cost an extra 25 points at least!.
Thanks for sharing, these rules sound great fun! I can see my kids battling with Lego minifigs :D
ReplyDeleteI'm diggin your pics too.