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

Thursday, 15 December 2011

Tamurkhan Review - Campaign and Rules

Plenty has been written and debated elsewhere about the Chaos Dwarf list included in Tamurkhan: The Throne of Chaos. It's very hard to escape the excitement surrounding the 'official' return of Hashut's favoured sons (as demonstrated by the fact I'm mentioning them from the off...). I actually find them - as with all dwarfs - rather dull, even if some of their siege engines look rather nifty. So enough about them and on to some of the interesting aspects of the campaign rules, creature and character lists that provide that real meat of the Tamurkhan book.   

Campaign Scenarios 
Rules are included that allow players to organise all the phases of Tamurkhan's campaign. What is especially welcome are the designer's notes that explicitly encourage altering and expanding the narrative is multiple ways - this makes the book wilfully inspirational and illustrative of the kind of imaginative depth that can be reached through the hobby. For those who seek and prefer a little more 'official' structure there are six new scenarios based on the saga that could easily be adapted to stand as regular WFB scenarios: simply roll a D6 on this list instead.

Chaos Beasties
Rot Knights... Bile Trolls... It's impossible not to be drawn to the filthy wonders of Nurgle! For me though, it's the Siege Giant that really shines in the new Chaos bestiary. The rules for the 'regular' giant make it one of the most entertaining monsters in the game and, similarly, it's 'pimped' cousin comes with a raft of special rules and upgrades that have taken it right to the top of my monster purchase list for the new year.

Pimp my Giant
While most people have been over the moon with the Chaos Dwarfs, I'm far more interested in the prospect of seeing some Great Hosts of Chaos take to the table, with warriors, beastmen and daemons in a combined force. On first glance this might seem to be an overwhelmingly powerful prospect. However, some very straightforward rules on the paragon, disciples, antagonism, and the tide of conquest will likely make fielding such a host an unpredictable and highly entertaining task.

The Empire of Men and some Bound Monsters
As I'm not really a fan of special characters it's the Land Ship that sent my imagination flying. This would be absolutely insane to field and I find it difficult to envisage it doing anything other than rolling across half the battlefield before blowing itself up - but what an extraordinary model! Once again the spirit encapsulated in these rules perfectly replicates the attention to detail and narrative that I try to develop around my own armies.

Soon to be commanding my very own Dread Host
If only the Land Ship wasn't so expensive... Especially when compared to the exquisite Carmine Dragon (No. 2 on the must buy list for 2012).

The Best Bits and Hidden Gems
For me, this is where things go from the great to the sublime. I've mentioned before that I prefer fluffy rules to balance rules. I'm not against balance - I just think it's of lesser importance. In this frame of mind Tamurkhan is a goldmine. Here are a few of my favourite examples:

  • The conquest of giants scenario: A brilliant capture the monsters scenario that opens up the basic WFB game to dozens of different interpretations that don't all have to hinge on the 'my plastic toys are killing your plastic toys' approach.

  • Colossal squigs: Paint an evil face on a pumpkin, roll it randomly around the table, and when it gets blown up, anyone too close is drowned in a torrent of guts.

  • Tamurkhan's possession attack: Oh, so you think you've killed my general? Well he's now possessed your champion. Cheers then!

  • The Dread Host: Commanded by a dragon and using Storm of Magic as an army book, core troops drawn from the monstrous infantry and monstrous beasts lists, special choices are monsters costing less than 150 pts, with rare choices (all non-daemonic) costing over 150 pts. My next army without a shadow of a doubt.

And so ends my brief journey alongside the horde of Tamurkhan. Of course, I think this book is fabulous and I congratulate everyone involved, especially the marketing people at Forge World who have now convinced me to spend hundreds of pounds on chunks of resin. Roll on Monstrous Arcana.

Thursday, 3 November 2011

The Improbable Business Model (The Quiet Rules Revolution: Part 3)

How do you know what to expect when you face a new army on the table top? Very few of us will own all the current army books for WFB or 40k codexes. The basic stat lines for each troop type are included at the back of the main rulebook for WFB, but these do not include one vital piece of information: the points value. One reason this is important is because understanding relative points values is key to comprehending how different armies can be fielded. Points values, as we all know, are a closely guarded piece of company 'property' and if I was to provide even a partial list of them on this blog I would probably receive a cease and desist letter from GW's solicitors within days or weeks.

To have a comprehensive understanding of all the rules for WFB would cost you a whopping £360 at the current price of the books as listed on the GW website. This really annoys me. WFB is the main table top war game that I play and I'm denied a good working knowledge of the full range of rules. There are other ways to find out about how different armies play, through joining a large gaming group or by reading about them on the internet, but that's hardly a sufficient substitute. *Let me apply a quick undercoat to the elephant in the room... I know people can get copies of these books for free from the web... I couldn't possibly endorse that kind of behaviour here*

The alternative approach that I suggest below will never happen in reality because it is highly unlikely that GW will ever change their current business model in favour of one that would actually benefit gamers - I'll briefly outline it anyway and even put forward a business case.

The Improbable Business Model

Aspect 1: GW release a comprehensive rulebook containing all game rules plus the full lists for all armies in the game, points values etc. included. This provides the basis for all kinds of play from competitive tournaments to 'oldhammer' campaigns. The best games have, at their core, simple design concepts. Fluff is at a minimum and can be found elsewhere.

Aspect 2: A range of source books is released. These contain a wealth of background information, campaign rules and scenarios, optional rules, tables for generating unique characters and units, and so on. These would help reinstate the roleplay aspect that I think is so lacking in the structure of the GW profit-orientated approach today. Some of this could even be released for free (shock horror) on the web. 

The Bottom line argument: With access to the full range of basic rules, players will get a flavour for all the different forces in the game and many will start collecting a wider range of armies. A good range of source books allows those who are so inclined to opt-in to playing in a 'deeper style', while maintaining a steady feed of new products into the range.

Given that this plan very quickly hits the brick wall of reality there's not much point in arguing the case any further. It's a pipe dream; a pure exercise in wishful thinking. So what was the point of all this? The important thing, as I see it, is to find an alternative is the disenfranchisement brought about by the likelihood that huge swathes of the rules for WFB are kept at arms length from the majority of players. In line with my other posts this week I'd say that it's important to act as if the fundamentals of this improbable business model were actually true.


Tuesday, 1 November 2011

Fluffy Rules Are Better Than Balance Rules (The Quiet Rules Revolution: Part 2)

Over the weekend I had a good read of some of the unofficial player-produced army books for WFB. In the past I'd given these a cursory glance and nothing more, but as I've had rules on my mind I thought I'd give them a closer look. And what I found was a veritable goldmine.



Take the Dogs of War book for example. This contains rules for pikemen - a unit type that isn't currently catered for in 8th edition. The rules are outlined as follows:


This would be an excellent and characterful addition to an Empire army, particularly my Marienburg army, which is mostly comprised of mercenaries. Pikemen gain a real advantage in terms of extra ranks and always striking first, but they are still just basic level humans, so making the most of that advantage would still require good tactics and some luck. Their basic points value is listed as 6 pts, which seems fair, although the additional single point increase for each model to equip them with heavy armour looks under costed to me. But then, if these are the mainstay for the DoW army and the only ones to have heavy armour available, then that's fine. For another example, here are the rules for crossbowmen:


The inclusion of the Pavise is a great touch. It adds a little protection from missile fire, a good bit of borrowed historical detail, and makes for some good modelling opportunities - I have some WotR Perry mercenaries that look fantastic with them either on their backs or wedged in the ground in front of them. One final example, this time from a character:


All these additional rules have one thing in common: they are all unit or character specific, rather than stemming from some common formula. If there's one thing that really lets the recent editions of WFB down it's the way that balance is built into army lists through the sharing out of roughly positive and equal enhancements. They may be characterful in name, but the mechanic is one that is shared across various races. What I like about the above examples is that they might be game changing either in your favour or in favour of the 'enemy'. More than this, I like the idea that the characterful attributes/weapons/items of a unit or hero could turn out to be either a blessing or a curse, depending on strategy, circumstance and accident.

The Dogs of War book, along with the other (as they say) strictly unendorsed and unofficial army books, provides a wealth of ideas. They are not perfect by any means; Lorenzo has a magical sword that negates all armour saves. But they do show, I would argue, that fluffy rules are better than balance rules in making table top war games that are enjoyable and challenging to play. They illustrate how to take the basics that are provided by GW - the human stat line for example - and then enhance them, not to give a player an advantage, but to stretch their tactical nous and present them with a varied and unpredictable gaming experience.

Ultimately games like WFB and 40k should be played for fun, character, and as forms of fantasy roleplay. They are not competitive in the way chess could be simply because they belong to a different family of games. They can be played in the spirit of competition but that should never be the main aim. Some kind of balance achieved through a points system is a helpful mechanic, as this will stop games regularly ending too soon simply due to an overwhelming force on one side or the other. Of course, sometimes a scenario might call for this and that's just fine... as long as everyone involved is enjoying their evening.


Monday, 31 October 2011

GW Do Not Own Your Gaming Experience (The Quiet Rules Revolution: Part One)

This week I'm going to write a series of posts about rules. I'm going to use 8th edition Warhammer fantasy battle for most of my examples, although the general thrust of the arguments will be more-or-less applicable across various gaming systems.

I was inspired to do this by an overheard conversation in my local games store yesterday, where two guys were complaining about how evil/corporate/bastardly Games Workshop was these days, and how they didn't play either WFB or 40k anymore. This wasn't the first time I'd listened to this kind of 'argument', so let's begin by dispelling some common misconceptions.

1. GW products are overpriced - something that is demonstrably untrue if you live in UK.

2. GW are corporate bastards - true, but then this is only a problem if you want to play in their stores or tournaments, and frankly if you're an adult, why on earth would you want to do that?

3. The current design of army lists ties you into buying massive armies - an issue easily circumvented through intelligent gaming with likeminded peers. 

All these issues are interconnected, of course, but it's really the last point that interests me at the moment. I have to admit that I do like playing with the most recent edition of any given rule set most of the time. (The only notable exception being my preference for 2nd edition WFRP). I'm not one of those gamers who wishes we'd never left the 1980s and I don't stand by arguments that earlier editions are simply better because I don't think that they are. I am, however, very sympathetic with the manifesto for 'Oldhammer' that Zhu has outlined. The five core aspects of the manifesto are:

1. Have a games master - this will help build and maintain the narrative

2. Don't be shackled to army lists, be creative

3. 2000 points is not the only level to play at; much smaller works just as well

4. Don't worry about game 'balance' 

5. Never play in tournaments 

These are all approaches to gaming that I hold close to my heart - if you don't want to play like this, then I don't want to play with you! However, I don't think that we need to go back to earlier editions in order to fulfil these practices, even though they stand in stark contrast to the majority of corporate mono-culture that GW pump out. The current edition of WFB can quite straightforwardly be adapted in order to fit with this manifesto. If you find you 'need' to field hoards of 50 or 60 halberdiers then the fault lies in your approach to gaming, not within the pages of the rulebook. 

That, in short, is the main argument that I'm putting forward today. It seems so obvious, but in the face of the constant GW marketing onslaught it can admittedly be hard to remember. GW do not own your gaming experience. They offer up armies, rules, miniatures and so on, and you have the choice of how to use them. As long as the people who share your gaming experiences and leisure time agree with you then you can do whatever you like. It seems churlish (to say the least) to abandon everything GW have to offer just because you find their marketing and legal departments objectionable - I do, but I also apply a good dose of sense to the choices I make. 

Wednesday, 28 September 2011

House Rules for Warhammer 8th Edition

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. 

  
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