Wednesday, October 04, 2006

House Rules 7th ed

Overall, I love the new house rules, though my all cavalry Cult of Ulric army doesn't.

The basic rules for the house are fairly simple.
1. Only infantry units may enter a house.
2. Only 1 unit may be in a house at a time.
3. You may not march to enter a house, so use your normal movement to move up and enter a house.
4. If an enemy unit is in a house, you may assault the house with 1 infantry unit. If you have no infantry units, you may shoot at him, hahaha, or you may magic him out.
5. A unit in the house may use Missile weapons up to US 5, for each floor of the house.
6. In an assault, no charge bonuses apply, up to US 10 can fight from both sides, and only actual wounds apply. So no ranks, no banners, no warbanners, BSBs, marks, nothing. But musicians still break ties.
7. If you break the enemy in the house, they flee and get away, the unit assaulting the house occupies the house.
8. A unit in the house may not march or charge out of the house.

For a semi-combat archer unit, this is a great place to scout. Wood elf scouts and way watchers will love this place. Not being able to charge out of the house seems to be the only drawback.

A house will become a safe haven for infantry units trying to close in on cavalry units or get by them.
If you want to hide a unit from being wiped out, this is a great place.
Though it provides no magic protection, so spells can still wipe them out pretty easily.
A 2 story house is ideal for a unit of 10 archers to hide. They can shoot all 10 in a 360 arc. And if charged, all 10 get to stand and shoot and fight in combat and don't have to worry about ranks, standards, etc..

Not sure how a blunderbuss unit of Chaos dwarfs would work in here, probably not as they rely on ranks, and they would have none. but for most archer units, this is great.
Very short range weapons, such as thrown weapon units and pistoliers, may find opponents staying out of their range and moving away from the houses.

I can also see a unit of 3 Ogres or Minotaurs taking up residence in a house and holding it. Daring a unit to charge them. They get quite a bit of protection from the house from missile fire and can still claim or dispute table quarters from here.

Compared to last editions mess where 99% of all my games with a house ended up playing them as impassable, I think these are a nice set of rules that should be easy to use and add a new set of tactics and challenges with them.

1 Comments:

Anonymous Anonymous said...

Now there are rules for fighting over a house. HOUSE. No rules for a small shack, none for a watchtower, or a big chapel... ...some ideas on fliers vrs buildings? Flat roofs, parapets? If I had to give it a grade it would be Exceeds Expectations, but Incomplete.

9:14 PM  

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