Alternative Movement Rules for Warhammer

This is for rules development, house rules and the like

Moderator: Keepers of the Peace

Ganymede
Posts: 1396
Joined: Fri May 19, 2006 4:16 am

Alternative Movement Rules for Warhammer

Postby Ganymede » Sun Sep 16, 2012 5:16 pm

We all like to play armchair game-designer from time to time. Here is my attempt at making a simplified and honed ruleset for Warhammer Fantasy. Let me know what you think.

Movement in General
A unit can normally move up to its movement characteristic in inches during the movement phase.
When marching or charging, a unit may instead move double its movement characteristic in inches. The only types of movement allowed during a march or a charge are forward moves and wheels.

Types of Movement
Forward move - Simply push the unit in the direction it is facing.
Wheel - Push the unit forward while holding one front corner in place. The whole unit counts as moving as far as the outside model in the front rank.
Shift - Push the unit in any direction, being sure to prevent its facing from changing.
Pivot - Pivot the unit in place about its center so it faces in any direction. Using a pivot consumes half of the unit’s movement allowance.
Reform - Either increase or decrease the width of the unit by up to five files. Add or remove the files as evenly to possible to either side. Using a reform consumes half of the unit’s movement allowance.

Movement and Unit Shape
When a unit has more ranks than it has files (i.e. the unit is deeper than it is wide), the only types of movement it may use are the forward move and the reform. For cavalry, war beasts, or other units composed of models with rectangular bases, each rank counts as two when determining the above.
If the number of files a unit has is five or more than its number of ranks, the unit may not pivot.

Movement and Fleeing
The only type of movement allowed to fleeing units is the shift. When a unit first flees, shift the unit directly away from the source of the fleeing. During subsequent fleeing, shift the unit directly toward the nearest table edge. (Use the standard 2d6/3d6 system for determining distance.)

Movement and Rallying
Units that have just rallied may only use their movement allowance on reforms and pivots that turn.

Movement and Skirmishers/Fast Cavalry/Single Models
Unlike other units, skirmishers, fast cavalry, and single models may shift while marching. Additionally, they may either pivot or reform once per movement phase for free, even while marching.

The Nick
Posts: 1457
Joined: Wed May 23, 2012 9:36 am
Anti-Spam Filter: No
Pick number 4 to enter: 4

Re: Alternative Movement Rules for Warhammer

Postby The Nick » Tue Sep 18, 2012 8:51 am

I like to think the movement rules are pretty much fine the way they are, although there is a little SOMETHING EXTRA that might be helpful or fun to add. Most of these rules are just subtle re-writes with different titles to the current rules or minor modifications.

Perhaps something more like unit FORMATIONS would be something to focus on, with the idea being that a formation provides tangible benefits or penalties. Since the standard unit right now is just a square/block, you can do things with that square or block to indicate that a unit is in a formation, such as taking the four corner models out in a diagonal direction to indicate this unit is in a SKIRMISH formation (-1 penalty to shooting, but base movement is halved, for example). Perhaps professional knights on horsies can have some special formations other than the old Lance formation or whatever it's called, and so on...
Sleboda wrote:POOPOOPOOP

Ganymede
Posts: 1396
Joined: Fri May 19, 2006 4:16 am

Re: Alternative Movement Rules for Warhammer

Postby Ganymede » Tue Sep 18, 2012 4:15 pm

The Nick wrote: Most of these rules are just subtle re-writes with different titles to the current rules or minor modifications.


That was the point. The kneejerk reaction of any rule change is to make something more complicated. In contrast, I believe that less complicated rules are better.

User avatar
leopard
Posts: 2415
Joined: Sat Nov 14, 2009 9:22 pm
Anti-Spam Filter: No
Pick number 4 to enter: 4
Location: Wolverton, Milton Keynes
Contact:

Re: Alternative Movement Rules for Warhammer

Postby leopard » Wed Sep 26, 2012 6:58 pm

Only real change I'd make to movement is as follows:

- units may contact enemy units during their movement, there is no "charge declaration" as such - you end up touching, you fight.
- units count as "charging" if they moved equal to or more than their movement characteristic - i.e. no impact hits if moving less than "M", no charge bonuses etc.

you can thus have a single movement step, no need to declare charges - any unit can try and "run" up to twice its movement (no 2D6+M movement, just plain 2M), fleeing remains a dice roll, as does random movement.

you can now if you want move sideways or backwards to contact an enemy if you want - and fight in your rear or flank as a result but you can do it.

as a slight side change would also note that when "closing the door" for movement the smaller unit aligns to the larger - using the units "footprint" so a 40mm square base is equal to four 20mm square bases etc - no unit size just keep it visual - the only exception being a unit behind a defended obstacle doesn't move - the attacker does.


the bulk of the "charge" section of the rules is as such simply removed, you just use the normal movement rules to move or march into combat - and with low movement you may need a Ld test to "march" due to enemy proximity to enter combat.

there are no "charge reactions" either, units are moving slower - if you want to avoid them move away in your turn, shoot them in your turn etc


effect:
the "tricks" around declaring charges, fleeing etc vanish - the safest place for a single character is no longer 1" away from the side of an enemy unit etc.

the only "free" move is the close of the door if units contact each other
Janco Toys - Barnsley
Milton Keynes Wargaming Society - Stony Stratford

Quicker by Tube
http://www.aleopardstail.com/

AndyONeill
Posts: 2486
Joined: Sun Aug 30, 2009 9:47 am
Anti-Spam Filter: No
Pick number 4 to enter: 4

Re: Alternative Movement Rules for Warhammer

Postby AndyONeill » Tue Jun 04, 2013 12:55 pm

I agree, it's a mistake to take a system and think bolting bits on is a good way to improve it.
Have you looked at War of The Ring or Black Powder?

WotR has a good simple core system.
Character effects are too extreme and there are balance issues.

matthcnet
Posts: 111
Joined: Sat Aug 15, 2015 6:59 am
Anti-Spam Filter: No
Pick number 4 to enter: 4

Re: Alternative Movement Rules for Warhammer

Postby matthcnet » Thu Sep 03, 2015 8:32 am

Sorry, I'm going to also have to speak against your idea.
While it's clear and straight forward, it's also completely unnecessary.

Simply giving movement, and then restrictions on movement is easier to understand and just as simple.

Like: no model can move further than it's permitted movement.
Moving sideways or backwards consumes 2x rate of movement.

Max 1 wheel when moving

This way, you have lots more flexibility in your thinking while applying the same restrictions.
Accumulated community suggestions and rules projects in one place.
Typed up WFB magic lores and sorted by spell type for reference.
Add comments like and subscribe! Or just comments and critiques and suggestions.
http://wiki.9th-edition.org/spacedirectory/view.action


Return to “The Workshop”

Who is online

Users browsing this forum: No registered users and 1 guest