Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Wednesday, 13 July 2011

Rules for Space Marines in Warhammer

Well following my first game with Space Marines in Warhammer the other day, I thought I'd post the rules I used and give you my thoughts on the initial playtest.



You can download the army list I used here:


As you can see, I kept pretty much the normal stats across the board.

For the weapons I had two objectives:

  1. It wasn't realistic for explosive bullets from a boltgun to be the same strength as a crossbow so that needed addressing 
  2. I wanted to represent space marines a little more like they appear in the fiction (more powerful than their normal rules) Even if the resepecitve points values needed to be very high (and the army small) as a result, I was keen to go for "realism"most of all
To accomplish this I increased all weapon Strengths by 1. This worked well in the game and more accurately represented their level of power.

Tricky Thing 1: Movement 

Movement was very difficult to decide on and I had a bit of a rethink mid-game.

Although it would be justified to give superfit Space Marines Movement 5, I ended up sticking to 4. For now. I might change that in future. We'll see.

The hard part was jump troops, bikes and Landspeeders.

Bikes and Landspeeders can move 12" in 40k (bikes turbo boosting up to 24"); but in Warhammer you have march moves that makes it tricky and 24" is faster than a flyer. Should an off-road motorbike be able to go faster than an Eagle or Dragon? Faster than a horse? I'm still not sure.

It got just as complicated with jump troops and I must say I still haven't decided the best way forward.


Tricky Thing 2: Points Values

For points I generally about doubled the cost of each model. I wanted to err on the side of charging more for them . My opponent remained convinced that they should have cost more but I'm not so sure. I was up against a small elite Wood Elf army that had sunk a lot of points into a dragon. The dragon did well but the Treeman didn't really do much and my armour saves and massed bolter fire helped me a lot. I am very curious to see how they would fair against a horde army with large ranked up units.

Now THAT would be interesting.

My opponent felt that 3+ saves had no place in a Warhammer game but I disagree. It was a very refreshing change and I'm looking forward to exploring it more in future.

Tricky Thing 3: Special Rules and Vehicles 

So how did we deal with special rules and vehicles?

As much as possible I stuck to normal Warhammer rules; only changing things to keep the flavour of the unit in question.

For example, I kept Rapid Fire for the boltguns, but bear in mind the Marines were penalised for moving and firing and shooting at long range (this really took its toll on their accuracy and made them far more successful as a static army - it would also give a wily opponent an opportunity to outmanoeuvre them).

I gave Assault Marines with two close combat weapons 2 attacks basic, which made sense as the 40k rule for that didn't exist.

I used the Warhammer rule for high Strength giving an armour penetration bonus, which made the marines very vulnerable to high Strength attacks.

For the vehicles I used the 40k rules (after toying with converting them to "creatures," as the Warhammer rules do). My opponent had a great deal of trouble with damaging them - but that's okay. Bows shouldn't be able to bring down a tank or Landspeeder. They just need representative points to reflect the general lack of anti-tank weaponry. But don't forget that Great Weapons, monsters and cannons would all do a fine job at bringing them down.


And that's about it for now.

I don't have another game lined up on the map until the next campaign turn but when I do I'll be further exploring the rules for Space Marines in Warhammer Fantasy.

Next I'll be delving into the background for how I feel I can justify Space Marines turning up on the Warhammer World. 

On a personal note, before I finish, it really is chuffing cool seeing ranked up Space Marines on a movement tray! It was worth the effort just to see my dream come true at last.

Thursday, 31 March 2011

Vampire Counts Spell Cards for Download

Spell cards are kind of cool when you get right down to it. But what about the races that don't have them?!?!?

Well...

Here for your gaming pleasure is a set of downloadable Vampire Counts spell cards that I made up. No more will you need to keep referring to the cumbersome army book mid game!

It's a PDF document that you can print on card then cut the cards out. Click on the link to download them.


Art by George Patsouras

Wednesday, 9 February 2011

New "Chaos" Dwarfs from Mantic!

Click here for more Chaos Dwarf articles.

The new Abyssal Dwarfs will soon be available from Mantic Games, which make me, for one, very excited. Coinciding with Chaos Dwarfs being released soon from Warhammer Forge, this is an exciting time to love little men (in more ways than one). I’ve already added the Chaos Dwarf capital to my new campaign map.
There are several units about to be released, most of which are pretty darn cool. Let’s have a look at them.
The first unit we have are the Black Souls. These seem to be the basic warriors and I have to say I am liking them. Mantic have a reputation for producing some really nice GW-compatible miniatures for reasonable prices (the zombies are amazing) and these seem to be in line with that. I don’t like everything mantic have produced but I’ll definitely be getting these.
Next up are the Decimators for a bit of long range support. Again, they’re pretty nice. I wasn’t quite so sure about the mouth on the leader but it’s starting to grow on me.

The Immortal Guard are an elite unit. Several of my friends aren’t too keen on the mantic Abyssal Dwarfs but I don’t know why. They’re great!

Apart from this. I’m afraid I’m not a fan. But we can’t have everything. I plan to fill my army with these guys and use the occasional expensive but fantastic model from Warhammer Forge.
But what about rules?
Warhammer Forge will be releasing rules in the upcoming Throne of Chaos book , but in the meantime there is a great fan-written army book available HERE. In fact on this site is an amazing array of different army books for obscure Warhammer armies like Araby, Cathay and Amazons.

Click here for more Chaos Dwarf articles.

Wednesday, 15 December 2010

I Just Remembered a Rule!!!

How many times have I played a game of Warhammer, only to remember a rule after it is too late!

Like when my Skaven Screaming Bell "failed a break test" and fled, getting run down. It was weeks later I realised it was unbreakable!!!!

So I played a game tonight with my good friend Mike where a foolish ignorant mistake on my part led to a combination of good-natured ribbing and enraged imagined head-butting.


Killing Blows do not affect Monstrous Infantry. Unfortunately I didn't realise this when they were applied, in a challenge, to my Ogre Tyrant. Over the rest of that combat I later worked out I would have done a whopping twenty one wounds had I read the rulebook properly.

Boy have I learned my lesson!

I hope...

Mike and I also learned a valuable lesson about supporting attacks from second rank models being limited to one attack per model. The amazing success of his Plague Censer Bearers in our last game can be knocked up to that one.

Not that I'm bitter. Oh no!

Well... maybe a little.

Alright, a lot.

So, to remind myself:

  • Killing Blow doesn't kill Monstrous Infantry!
  • Second rank models only get one attack!
  • Don't forget fear checks!
  • And don't forget stomp attacks!
And maybe I won't get my ass kicked quite so badly in future!

Tuesday, 16 November 2010

Vampire Counts Rules Crumble

And here’s what I really though of that game!

Classic Vampire Counts:

I had a vast zombie army. I’m talking bigger than has ever been seen before: three forty-strong hordes PLUS a sixty-strong horde using my newly painted zombies. I had points left enough for three magic-strong vampires, a Varghulf, some Grave Guard and some Crypt Ghouls… And some Cairn Wraiths!

My wife got some good rolls and played well and I got some pretty grim rolls but I was doing well. By creating several new zombie units in flanking positions I set up some carefully crafted combats. My wife was targeting my vampires (good for her) but my victory detector was starting to peep.

Then her lord charged my lord on his hippogriff.

He does a challenge. With some doubt I accept. I have a sword that auto-kills if a wound is scored, several attacks and I strike first. Obviously I miss completely and he kills me with his multi-wound sword. Making my entire army crumble.

The end.

Here is an alternative way that this battle could have played:

I set my lord up next to my wife’s lord on an empty board. We play out the challenge (taking five minutes). I lose.

Method two enables me to save time setting out my army and achieves exactly the same effect without the wasted time, frustration and despair!

I love Vampire Counts, I really do, but every game I either lose my lord and die, spend the entire game trying to avoid that stupid hippogriff guy, or get a lucky roll and beat him. Why should I need to protect the lord? He’s a vampire lord! He should be out there kicking ass!

What is wrong with that picture…?