I've always liked tinkering with rules. A few months ago I ran a short greenskins v dwarfs campaign with Dr Bargle that included a number of scenario specific rule sets. For example, in one battle a column of wolf and boar chariots dragged a number of spear chukkas. These used the following bespoke rule set:
- Movement of the chariots is as normal and the spear chukkas are already loaded - the chukkas can be released in a turn of the controlling player's choice and MUST be released if the chariot is destroyed or enters close combat
- On the turn the war machines are released, roll on the artillery dice to determine direction for facing
- Now the loaded shot is fired due to the chukka crashing into the ground - resolve the shot using the BS of the crew with any normal modifiers.
Much incompetent-goblin-fuelled hilarity ensued. Recently, however, along with the members of my regular small gaming I've got to thinking about some more solid 'house rules' that we could use. The purpose of these rules will be simple: to help ensure an enjoyable and characterful game. None of us are interested in math-hammer, hero-hammer or mega-unit-hammer. We all adore pouring loads of narrative into all our gaming exploits - we are, at heart, roleplayers of the old school. And so, with more than a hint of trepidation (knowing what the internet can be like...) I've decided to chart the development of our house rules on this blog - I've included a separate page for just this purpose here.
Our first rules for play testing are as follows, and are an attempt to keep the scale of battles lower than 8th ed often encourages, and to allow for tactical diversity in objective-based play:
(i) Any unit with individual models with a basic points value greater than 5 pts cannot be larger than 25 models;
(ii) No unit may have more ranks than files - e.g. a unit with a width of 5 models can be no more than 5 models deep.
I will keep a record of how these influence our games and any amendments we make to them.