So my buddy and collect a lot of Warhammer miniatures as well as from many other companies. Yes...Citadel does not have a talent monopoly on producing great miniatures.
We were wondering besides the advanced critical hits for various weapons just what other rules could possibly be involved for various two-handed weapons. Ignoring the flail of course. These rules should not apply to any chains or pole arms. Only solid, two-handed, heavy-swinging type weapons.
Two-handed weapons: (Assume all are just big versions of the single handed weapons and all basic rules apply- strikes last, +2S and what not).
Crude club or a even a log
Club with stubby spikes (like an ogre carries)
Flanged-mace (This is markedly different from a regular mace if you look it up. You can view an example of one by searching for for a Citadel empire champion model if you want to see how it looks like)
Broadsword/Claymore/Cathayan or Araby equivalent (not the katana, the katana is just too graceful to be grouped in with the regular two-handed weapons).
(note a morning start is simply a mace-head with sharp spikes, it could be attached to a chains, a pole arm, or wielded single-handedly. The Mordheim rule book confuses the background of a morning star).
This two-handed morning star can be likened to a Chinese weapon that you may have seen if you ever watched Crouching Tiger Hidden Dragon.
Anybody have any ideas. I would like to see a two-handed hammer that has an addition rule that ignores the helmet bonus. Stuff like that. Help me out with additional rules for two-handed weapons, both pros and cons. What do you think?