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
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.
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Once a unit has been ordered to Retreat, the order cannot be rescinded.
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 Once withdrawn, a unit automatically goes to Oppose orders.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
The following adjustment has been made to the Influence test:
Change: Units in OK status can be influenced.
Change: A War chief can influence any unit in his army except allies and mercenaries.
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.
Addition: If the unit was OK then the unit is now in Bloodlust
As per rulebook
Addition: If the unit status was OK it is now Shaken.
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.
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.
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.
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.
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.