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 Random charge range, Striking order, and Move value.

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Callofthesiren
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Callofthesiren


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PostSubject: Random charge range, Striking order, and Move value.   Random charge range, Striking order, and Move value. Icon_minitimeSun 5 Jul 2015 - 23:14

A few months ago I posted about my gaming group's use of random charge ranges. To avoid delving into the forum, rules are re-surmised here.

Standard charge: 2D6 picking the highest + the models M value

Faster charge: 3D6 picking the two highest + the models M value.

Faster charges are applied to any model with sprint, beasts or flying creatures.

The idea I propose it to add and element of striking at I value instead of the charges always striking first, but to use this as a blanket rule would remove some of the challenge of close combat. So I feel a compromise would be best.

If a model is within its M value when it declares a charge, for example a human is within 4" when he charges an enemy model he will get to strike first. If he has to travel farther than his move he will strike in I order.

The idea is that if a model can close the gap quickly it can get the drop on his opponent, but if he has to put extra effort into closing the gap the enemy will have time to react. This would not affect weapons in any way, so a spear armed model will still gain the advantages of their weapon.

Thoughts?
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pistolpete308
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PostSubject: Re: Random charge range, Striking order, and Move value.   Random charge range, Striking order, and Move value. Icon_minitimeSat 2 Jan 2021 - 10:08

It's not a good idea to duck around with core rules like this. Yes it makes sense from a fluff perspective, but the game is based around fixed movement and tinkering with that can cause massive balance issues down the line.

Besides, if you are going to start doing houserules, you should houserule the stuff that is most broken before you dicker with the stuff that's perfectly fine.

Mordheim has tons of things that need badly need help (armor is a good one for starters).

I'm doing my own rules revisions so I know something about the can of worms that you can open up when you start changing things willy-nilly.

One of my biggest pieces of advice it not to try to change things for fluff reasons. That's a good way to end up with bad rules, and there's already plenty of those. If you want the game to be fun for everybody, you.might want to focus your house rules on nerfing the things that are brokenly powerful (2gc Slings for example) and improving things that are crappy (armor!).
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