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FW Rule changes and additions.

PostPosted: Fri Apr 28, 2006 11:29 pm
by Duff
Doc asked me to post the rule changes and additions that are used in the house game i'm involved in. Since using these variations we have found the game to be far more balanced and tactically satisfying.

FW Warrior Rule changes and additions

Scouting:
Change: Since the FW scouting rules suck the sweat of Satan?s balls, no scouting is allowed. Table sides are diced for. All terrain placement is done using the ?best dressed player chooses? rule or a fight outside.

New Orders:

Retreat:
Allows units to move off of their own table edge. Units not in combat must move towards their starting edge at full speed. They may manoeuvre to avoid enemy units or difficult terrain and may slow down to avoid becoming disorganised if the player so chooses. Units already in combat may give ground at a maximum of half movement. Every round an engaged unit retreats, it must make a casualty test at -1 even if no loses have been taken. Units in Blood Lust cannot be ordered to retreat. If a retreating unit goes into bloodlust, they count as being under Attack orders. The usual problems of changing orders for a unit in combat apply.
Once a unit has been ordered to Retreat, the order cannot be rescinded.

Withdraw:
A special order only usable by units with greater movement than its opponent. As standard, a Battle or War chief must be in base-to-base contact with the unit to give this order. The usual problems of changing orders for a unit in combat apply. The withdrawing unit must move its full movement away from the opponent during the melee round. It must avoid contact with all other enemy units. The withdrawing unit makes no attacks this round while its opponent gets its usual attacks. All withdrawing units will automatically become disorganised. Once withdrawn, a unit automatically goes to Oppose orders.

Orders by unit.
Change: All units within a Command start on the same orders as per the standard rules. War chiefs and Battle chiefs may then change orders on a unit-by-unit basis rather than only by command. The number of units that may be ordered to do so per turn is equal to half the command level of the War/Battle chief rounded up:

Level 1 & 2 ? 1 unit
Level 3 & 4 ? 2 units
Level 5 ? 3 units

Change: War leaders can issue commands to any units except Allies and Mercenaries

Influence

The following adjustment has been made to the Influence test:

Using Influence:
Change: Units in OK status can be influenced.
Change: A War chief can influence any unit in his army except allies and mercenaries.

Method:
Roll 1D6
If the result is equal to or under the War/Battle chief?s leadership he has succeeded.
If the result is greater then he has failed.
Change: If the score is 3 greater than the leadership level then something has gone horribly wrong. The previous 6 = horribly wrong rule has been dropped.

Success:
Addition: If the unit was OK then the unit is now in Bloodlust

Failure:
As per rulebook

Horribly Wrong
Addition: If the unit status was OK it is now Shaken.

Missile Fire

Blackening the sky
Change: Only 3 volley counters may be used by bow and longbow troops instead of 4. Crossbow, gunpowder and Bolt thrower units are unchanged.
No distance measuring is allowed on any missile fire until volley counters have been committed.

Melee

Flank and Rear attacks
Addition: Units attacking an enemy unit?s flank receives a +1 to hit and a +1 to wound bonus during the first round of combat, continuing to receive a +1 to wound in subsequent rounds. Units attacking the rear of an enemy unit receive a further +1 (+2 total) to hit in the first round of combat and continue to receive a +1 to hit and wound in subsequent rounds.
If an attacking unit is no longer a threat, the unit receiving a flank/rear attack may turn to face, negating any remaining bonuses the flanking unit may be receiving.
An unengaged enemy will always be assumed to have turned to face the attacker unless the player states he is not doing so.
Units receiving a flank or rear attack will become disorganised in the following round.
Units receiving a flank/rear attack must take a casualty
test every round, even if no casualties have been taken.

Setting to receive
Addition: All spear, halberd and pike units attacked by cavalry and giant creatures are assumed to have set to receive unless already engaged on another flank and the player had not specifically stated that they were already set and facing (see Flank and Rear attacks) or the player chooses not to.
Units Set to Receive gain +1 Strength on the first round of combat against mounted opponents for every 6?, or part of, that the attacking unit has moved.

Ranks
Addition: Infantry only. For every full 2 ranks after the first, a unit on attack orders will receive +1 Strength. Units on Hold or Retreat orders instead receive +1 worth. Units under Oppose orders receive no bonuses for ranks. Only ranks up and equal to the width of the unit?s frontage count towards this bonus.

Cavalry
Change: All mounted troops with a worth of more than 2 have their worth reduced by 1. Cavalry already with a worth of two or less are unaffected.
Change: Human cavalry may only use H&H for the initial charge, changing to hand weapon for all further combat until the unit can once again charge. The unit must have moved at least 6? to count as having charged.
Change: All mounted units automatically become disorganised on subsequent rounds of combat.

Saves
All rank & file troops with saves now use 1D6:
Save of more than 6 = 4, 7 & 8 = 5.

Individuals and Giant Creatures keep their existing 2D6 saves.

The Kick in the Bollocks Rule.
Any player can call this rule if s/he thinks another player is cheating, power gaming with the rules (Hero at the front of a single file of Berserkers etc) or just generally ?Acting the Cunt?. If found to be justified, the accused player must modify their gaming style/tactics or receive the ?Kick to the Bollocks?. If the accuser is in fact found to be the one being a ?Twat? then they run the risk of receiving the ?Kick? instead. As a general rule anything that smacks of Rules Lawyering counts as ?Acting the Cunt?.

Please feel free to throw in your tuppence worth, just don't expect me to care. :D

Roy
[/b]

Re: FW Rule changes and additions.

PostPosted: Sat Apr 29, 2006 9:21 am
by Lord of the Bears
Duff wrote:Doc asked me to post the rule changes and additions that are used in the house game i'm involved in. Since using these variations we have found the game to be far more balanced and tactically satisfying.
[omissis]
Roy
[/b]


Dear Roy,
I see that the ideas in connection with the game are a lot of variegated and the actual situation is some confused.
I suggest you to send your proposes to mr. Grazzini, Boss of the Mirliton that is the new and actual only owner of the rights on the game ( so he has said to us, authorizing us to put again in our site the file that Squiky had kindly sent us time ago, does that we think to behaviour as soon as possible, in the FROTHERS page ).
I have downloaded Your proposals and I will provide to translate it in Italian, as soon as possible, to discuss it with my dark son Darth Sandr.
to feel you again
By,
Sergio

P.S.
In first wisecrack: I can tell you that we have not found never difficulty concerning the Scouting. For us the rules goes well so as the great Nick had thought them, much that we have reproposed them nearly integrally for the futurist version of Fantasy Warriors ( NARAN 3003-FUTURE WARRIORS ) that in the next few days we will put in our site. :lol:

PostPosted: Sat Apr 29, 2006 2:24 pm
by Duff
I keep mentioning command tests, a mistake. instead of command test it should of course mean casualty test. Whenever a casualty test would already be taking place, there is no need for a second test though any modifier should be applied.

I'll edit the original now.

Sergio, I'm not putting these rules forward as any sort alternative to the Mirliton version of the rules, just the original English language one. The idea was for other UK players to have a look and play test them, in case we ever get a game organised. I'm becoming more and more keen on the idea of a Frothers FW display game at next years Salute TBH. :loopy:

Roy

PostPosted: Sat Apr 29, 2006 2:30 pm
by Motorway
Scouting:
Change: Since the FW scouting rules suck the sweat of Satan?s balls, no scouting is allowed. Table sides are diced for. All terrain placement is done using the ?best dressed player chooses? rule or a fight outside.


You mean like that I can throw my carefully collected elite scout goblin force out of the window? What's next, 'No musicians'?

PostPosted: Sat Apr 29, 2006 2:39 pm
by Duff
Motorway wrote:
Scouting:
Change: Since the FW scouting rules suck the sweat of Satan?s balls, no scouting is allowed. Table sides are diced for. All terrain placement is done using the ?best dressed player chooses? rule or a fight outside.


You mean like that I can throw my carefully collected elite scout goblin force out of the window? What's next, 'No musicians'?


Well, I'm not going to hold a gun to your head and force you. :D

No musicians? Are you mad? What would I do with my Elite Barbarian Bodyguard pipers band? Threat tests at +20, it's the only way to go. :wink:

We use the 1 musician per 10 rule from the companion, with the second one costing twice as much as the first and so on if you can use units bigger than 20. (I thought I better clarify that in case one of the Naran lads took the band idea seriously :D )

Roy

PostPosted: Sat Apr 29, 2006 3:40 pm
by Lord of the Bears
Duff wrote:I keep mentioning command tests, a mistake. instead of command test it should of course mean casualty test. Whenever a casualty test would already be taking place, there is no need for a second test though any modifier should be applied.

I'll edit the original now.

Sergio, I'm not putting these rules forward as any sort alternative to the Mirliton version of the rules, just the original English language one. The idea was for other UK players to have a look and play test them, in case we ever get a game organised. I'm becoming more and more keen on the idea of a Frothers FW display game at next years Salute TBH. :loopy:

Roy


But... Roy, then why do you not organize the tournement using the origal rules?
Sergio

Re: FW Rule changes and additions.

PostPosted: Sat Apr 29, 2006 4:15 pm
by Doc
Sergio wrote:But... Roy, then why do you not organize the tournement using the origal rules?

Duff wrote:Since using these variations we have found the game to be far more balanced and tactically satisfying.


:wry:

Re: FW Rule changes and additions.

PostPosted: Sat Apr 29, 2006 7:50 pm
by darth sandr
Duff wrote:Since using these variations we have found the game to be far more balanced and tactically satisfying.


Are you using these rules with the same profiles of original RB and Nick Lund's Companion or you made new army list?
To organise a balanced tournament yuo must use a unique set of rules and army list.

Bye
Darth Sandr

PostPosted: Sat Apr 29, 2006 9:36 pm
by Duff
These are addendums to the standard 1st edition fantasy Warriors rules plus any other rules and clarifications from the Companion and Warrior mag. the only change to any troop profiles are to cavalry and apply to all army lists. These changes are intended to be universal to all players regardless of army played.

Roy

PostPosted: Mon May 01, 2006 7:25 pm
by darth sandr
Duff wrote:These are addendums to the standard 1st edition fantasy Warriors rules plus any other rules and clarifications from the Companion and Warrior mag. the only change to any troop profiles are to cavalry and apply to all army lists. These changes are intended to be universal to all players regardless of army played.

Roy


Ok, but to play a tournament is necessary that all players have the same rules and the same army list: are these changes available? If, next year, you organize a FW tournament at Salute and if I and/or my father would play in it, how we can find your changes?

Bye
Darth Sandr