Tag Archives: Warhammer

adjustment to damage mechanic

Some play testers had reported that going into column to attack enemy positions was at times too difficult and that attacking columns would rarely reach enemy positions. Therefore, I’m going to try a new damage mechanic for formations in the game.

Columns

When an attacker shoots at an enemy column, instead of causing double damage as had previously been the case, the attacker will instead be able to re-roll unsuccessful “Fire!” rolls.

For example, in the image below a British brigade with its three battalions arranged in column formation is attacking a French position held by a Brigade with three battalions in line formation.

British Brigade in column attacks a French Brigade in Line.

The French roll their combat dice for their “Steady” roll as normal, needing 5+ to succeed.

After rolling twelve dice for their “Steady” roll, they roll four successes, three sixes and a five.

“Steady” Roll

The French player now rolls these four successes as their “Fire!” roll, however, as the unit they’re aiming at is in column formation, they are able to re-roll any failures.

The British brigade is at long range, therefore the French player will need sixes to hit.

“Fire!” Roll

The French player rolls four dice and doesn’t succeed in rolling a single 6, however as mentioned before they are able to re-roll unsuccessful rolls as the target is in column formation. Re-rolling all four dice sees the French player make a hit. The British therefore suffer 1 damage to their morale on the Brigade and roll a D6, on a roll of 5+ they lose a combat dice for that Brigade. They must also now make a morale test.

Squares

For attacking units in Squares the rules are similar to those above, apart from the attacker is able to re-roll both “Steady” rolls AND “Fire!” rolls.

Hopefully this means that Brigades don’t suffer quite such catastrophic damage as they were previously.

Please let me know what you think to these rules in the comments below.

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Revision to Artillery

Artillery had previous been using a firing dice for each weapon on the base and these were imply using a 6+ to hit at long range and a 5+ to hit at short range.

However after the blood bath of the first test game I’m having to revise this to make artillery less powerful.

Therefore I’m going to implement a ‘Steady’ roll which functions on exactly the same manner as the roll for hand weapons. This Steady roll will also require a 5+ before the weapons are able to fire.

This should decrease the artillery effectiveness and still allow it to fire each action.

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