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 New Approach to Armor and Criticals

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Rhoaran
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PostSubject: New Approach to Armor and Criticals   New Approach to Armor and Criticals Icon_minitimeThu 20 Sep 2012 - 19:37

Hey all.

My group like many others has always be dissatisfied with armor. It costs a good deal for a poor save which is often negated before it can be used. For a long time, we played without critical hits and increased saves on shields but found that insufficient. For me crits happened too often and were too potent. But here's is what we have decided upon now.

Shields use the original rules (ie no increased save with hand weapon).

Toughened leathers are armor not equipment so henchmen may use it as well as heroes. All models that may carry items are considered proficient with toughened leathers. Its cost increases from 5 to 10 gc but now stacks with other armor bonuses such as shields. The rule that leathers may not be sold or swapped with other models is retained.

The save for light armor increases to 5+. Heavy and Gromril increase by one also. Gromril armor no longer ignores the encumbering rules. This makes a nice gradient for costs and saves when you consider toughened leathers and shields.

Armor reduction by Strength beings at Strength 5 rather than Strength 4. This choice allows armor saves to be taken more often. It also makes weapons the primary means to get through armor as opposed to character stats since few models have access to Strength 5 on their profile. It makes axes and firearms viable. Mighty Blow skill is also more attractive.

Rending & Critical Hits: When a 6 is rolled to wound, it is considered a rending hit causing armor saves to be taken at ‐2. This penalty stacks with those caused by weapon properties and high strength. If a 6 is rolled to hit followed by a 6 to wound, it triggers a critical strike. Use the Advanced Critical Tables in the rulebook for the appropriate weapon. This overrules rending hits.

The result of these changes is armor that is worth taking but not insurmountable. The rending hits rule helps balance improved armor without additional rolls or increased effect against nonarmored targets while the neat crit tables are used for what we feel are an appropriate proportion of attacks (~3%).

What do you all think?
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Alex
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PostSubject: Re: New Approach to Armor and Criticals   New Approach to Armor and Criticals Icon_minitimeThu 20 Sep 2012 - 23:36

I always thought that armours cost was to represent it being rare and expensive in Mordheim, and the whole world.

The warbands consists of mercenaríes and other dogs of war, not professional soldiers (for the most part) so they would not be as well funded and equipped as standing armies.

BUT if your group is happy with the change I say go for it Smile
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PostSubject: Re: New Approach to Armor and Criticals   New Approach to Armor and Criticals Icon_minitimeFri 21 Sep 2012 - 8:23

We always play with armors being +1 Armor save, while shields have normal save. This is both to make armor a more viable choice. Also, the Toughened Leathers retarded rule can be discarded. This way, armor actually becomes a part of a strategy, and not just a life insurance for your best heroes.

But the one thing I like the most about it, is that it makes other weapons more relevant! Blackpowder weapons become a viable choice onver crossbows and bows when the opponents rocks better armors. A warrior with Grom armor and shield would get a 2+ save, which is basically inpenetrable to arrows, and crossbows would still have a 3+. A BP weapon, though, would lower it to a 5+ (-1 for S4, and -2 as per the rules of BP weapons). Also, axes become much more useful in close combat.

Making armors better just overall balances the game mechanics more, IMO.
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brokenv
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PostSubject: Re: New Approach to Armor and Criticals   New Approach to Armor and Criticals Icon_minitimeFri 21 Sep 2012 - 10:49

Isn't there a long, exhaustive thread about armor?

Anywho, I just thought of a new idea for Mordheim armor and equipment:

Start with a set number of items before a campaign. Then armor really will be rare and you will be forced to use other weapons as their simply isn't enough to go around. Clubs and daggers exempt of course.

Like Hunger Games starting rules for a campaign.
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PostSubject: Re: New Approach to Armor and Criticals   New Approach to Armor and Criticals Icon_minitimeMon 24 Sep 2012 - 7:23

Also, one should add into the mix that armor and weapons degrade in longer campaigns. Like, between battles, ever warriors taken OOA must roll a 4+ or a random weapon or armor either get -1S (or +1 enemy save), and armor get -1 Save (reaches 0 = destroyed). I will seriously think about implementing somehting like that, thanks for the idea Smile
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