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Taffin

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Posts posted by Taffin

  1. 1 hour ago, Kramer said:

    thanks so much for the highlights! On thing is missing though... Did it look fun?! :D 

    In your eyes did it see like a fun way to play the game without to much clutter (something that regularly happend with the whfb supplements)

    It looked super fun. They played through two scenarios from the new book but I only managed to see one. Game was played on a 4x4 board. In one corner there was 12"x12" temple or sacred ground with two entrances, one facing each players corner of the map. In the middle of that sacred ground of sorts there was a relic to be plundered. Warbands rushed to the artefact because the player with most models within 6" at the end of 5th round wins. BUT after each turn there is a warp-storm closing on the warbands. After the second round all models that were more than 24" away from the sacred ground got D3 mortal wounds and that distance shortened with every turn. Few models did not make it and where swallowed by the storm. Only the sacred ground was truly safe and it could only be entered via those entrances I mentioned.

    It was truly epic when one warbands last model alive barely made it before the storm and killed the only two models left from opposing warband. Guys from GW mentioned several times that this system is mostly for narrative play. They encouraged people to take existing battleplans and adapt them to skirmish games. But for those who like a challenge there will be some guidelines for more competitive play.

    I think we could use some of that stuff and blend it with Hinterlands to make an awesome game on par with Mordheim or Necromunda :D

    • Like 1
  2. Ok so for those of you who didn't mange to watch the live show with AOS Skirmish here are some facts:

    - only selected models are included in the game
    - models keep all their abilities
    - models have re worked point system now called Renown
    - warbands start with 50 Renown
    - Abhorant Ghoul King is 26 Renown and Glade Guard is 2 or 12 Renown (not sure didn't hear that clearly)
    - Warbands consist of 5 to 20 models, must have a Hero (I think you can have more than one), all models must be from one Grand Alliance
    -there are new spells, new traits and artefacts for Heroes
    - Battleshok tests are taken for the whole Warband using the leaders Bravery. if the D6+ number of models slain is higher than B of the leader you must pick that many models to leg it. That also means that some warbands will be almost immune to Battleshok
    - the winner gets 10 Renown and gets 3 dice to roll on Reward Table and picks any two dice; loser gets 6 renown and 2 dice for Rewards

    Rulebook will include renown cost, spells all all new stuff and 6 new Battleplans and campaign guide, it will cost somewhere around 6BP and will go for pre-order this weekend.

    • Like 1
  3. Few posts earlier I suggested to have full health Heroes at full price (and why I think it is a good idea) and had that in mind when writing these changes.

    6 minutes ago, Jamie the Jasper said:

    Not too sure about the rest - what's your rationale for restricting the models that a hero can target? I'm generally quite wary of rules that take decisions out of the player's hands.

    Your right, forcing a player to cast spells and shoot at a enemy Heroes first makes no sense. Having Heroes at full health makes them a priority target and players will throw everything at them without the rules telling them to.

    As for charging the reasoning was to give the little guys a fighting chance. They can still be attacked in the combat phase when they get to close but can't be charged if there is a more juicy target in range. Maybe I overdid it with charging out of 3" range of an enemy model.

    17 minutes ago, Jamie the Jasper said:

    I like your challenge rule a lot and would be very happy to see it added to the main Hinterlands rules. The one change I'd possibly make is to make challenges optional, with a forfeit if your opponent refuses the challenge.

    That might work.

    When writing those rules I was focusing on dragging the might of Heroes away from little guys and towards other Heroes to have a less "hero-hammer" effect. I admit that I got carried away in some points.

  4. I just had an idea regarding full health Heroes being OP. These simple changes will make fielding Heroes more challenging. This is just a first draft and I'm open for constructive criticism.

    Heroes are made, not born

    Warband leader must have the HERO keyword. If the model chosen to be the leader doesn't have it, he gains it. Normal limitations to number of Hero units apply.

    Warlords pride

    Heroes are proud individuals eager to prove themselves. When choosing a Hero to attack from distance be it magic or shooting or any other ability he must target enemy Hero(s) if in range. Normal rules for dividing attack apply and the First Rule of Three.

    In the charge phase if a Hero is declaring a charge and has at least one enemy Hero within 12", he must try to engage into hand to hand combat. If the charge roll was insufficient it can't engage other targets as they don't represent a proper challenge. Heroes must attempt to charge other Heroes even when within 3" of non-hero enemy models (standard restriction does not apply).

    In the combat phase a Hero must pile-in towards and use all of it's attack against enemy Hero (ignoring the rule for piling-in to the closest model). When at least two Heroes engage in hand-to-hand combat they fight a challenge which is always resolved at the end of combat phase - proceed activating other model possibly bringing more Heroes to the challenge. Other models can't attack or be attacked by models in a challenge.

    Challenges

    When two or more Heroes get within melee range of each other they engage in a challenge. When more than two Heroes fight each must divide their attacks amongst engaged enemy models before rolling the dice. Challenges are resolved just like normal fights but all attacks are made simultaneously. So even when a Hero is reduced to 0 Wounds he gets to attack, possibly dragging other models with him. If a model has an ability allowing it to move out of combat it can be used to avoid a challenge but that model forfeits all of its attacks (I'm looking at you Sakven Warlord). Models can retreat from a challenge using standard rules.

    To sum up. I think this tweak will add a bit flavour to the game and preserve little guys by forcing Heroes to fight each other whenever possible. Now players must rely on grunts to hold objectives as Heroes can run away head-hunting. This also opens up some possibilities for rewards based on winning challenges. I think that Warlords Pride rule can also be applied to MONSTER keyword and models with high Wound characteristic as they pose a threat for the Hero. What do you think?

    I know there are unit specific rules that will be not compatible with these changes but I believe players will figure out how to deal with them.

  5. 2 hours ago, Jamie the Jasper said:

    Mine is broadly inspired by simultaneous linear equations. The idea is to compare the most basic units in the game - units whose stat line are almost identical but not quite, and look at the points difference between them. Theoretically any difference in the value of their stats should be accounted for by this points difference.

    My method is still in testing but its more calculating the average damage output of a unit and how much effort it takes to wipe it out. Do it for couple different units against one type of foe and see if any patterns emerge. That will help estimate what portion of the units cost are base stats, weapon stats and abilities.

    2 hours ago, Jamie the Jasper said:

    And then this is even further compounded by the fact that a stat increment that might have little value for a character with an already low stat line might exponentially improve the strength of a character with a high stat line. For example, improving the save of a character with the same stats as a Crypt Horror from 5+ to 4+ isn't going to have a huge impact on their power and usefulness in-game - but doing the same for a character with the same stats as a Varghulf Courtier is going to tip the balance a lot more. That stats increment shouldn't be costed the same way for both. So there needs to be some kind of multiplier involved I think.

    I think the design team at GW has a system to estimate units power level based on stats alone and then they add abilities. What I'm trying to say is that an ability to re-roll Save is far more valuable on a unit with 3+Sv than on a unit with 6+Sv. So just like you said there must be a multiplier.

    It will be great if we manage to make a "Character Creator" for Hinterlands. @someone2040 Your ideas are also cool and maybe I'll borrow some of them.

  6. On 8.05.2017 at 1:12 PM, Jamie the Jasper said:

    I've actually started tentatively working on a character creation system, more as an intellectual exercise than anything else. I don't know if it will ever be completed or see the light of day, but my basic idea was to reverse-engineer the points costs for existing units to work out a rough cost for each attribute and ability that a character could potentially have. So increasing wounds by 1 costs X points, reducing rend by 1 costs X points, the ability to fly costs X points, etc. It's pretty tough since I think the way GW points things is more art than science, and quite a lot of fudging is required, but I think there's the potential to develop a satisfying system. It would need a fair bit of play-testing though.

    If you have a method and you're willing to share it Ill be more than happy to help. Or I can try to distil my own method and we could compare notes. I know I'll be starting with Ironjawz models.

  7. 4 minutes ago, bottle said:

    Wow some radical ideas! Full health heroes sound scary because of how much focus they need from grunts to be able to take them down. For hinterlands I always wanted a system where a lone moonclan archer or Freeguild crossbowmen could have a meaningful impact on the game, but I would think they'd be outclassed completey by 5/6 wound heroes.

    Yes that sounds scary and you are probably right nerfing Heroes. On the other hand if I take a Hero for 140g and three other dudes I'm fielding a warband that can be outmanoeuvred by more numerous foe and lose the mission. And when the aim of the mission is to kill the Hero, conditions can be adjusted to make it  fair fight.

    My reasoning behind this was as follows: point value of a single model i calculated with regard to all its stats and abilities; halving the wounds does not necessary mean that the model should be half price; all other models keep theirs stats and point/gold cost in balance as designed; halving wounds an cost for heroes distorts balance making some non-hero models more efficient.

     

    13 minutes ago, bottle said:

    I think what's going to be most interesting is seeing how AoS Skirmish works and then going from there. They might have half wound heroes or they might have a much stricter cap on heroes (perhaps even a limit of 1 per Warband).

    I'm also very interested how the rule set will look like. Any words on the release date? Capping Heroes to 1 per warband an forcing him/her to be the leader is not that bad idea.

    Just had a thought. How about adding another layer of role playing and have wizards buy magical components for their spells, or fighters buy arrows and bullets for their missile weapons? Calculate the cost of magical aids from casting value of a spell, or a cost of a single arrow from number of wounds it can cause (better arrow heads cost money and you have to take more of them if you can shoot more than once). I know that adds complexity and forces player to keep track of every shot and every spell, but can be fun.

    • Like 1
  8. 8 minutes ago, hellalugosi said:

    INJURIES

    1 : Severe Injury (-d3 wounds, if lost all wounds, model is retired)

    2-5 : Recovered

    6 : Character Event (at which point the character gains an advancement and the player makes up a heroic story or nickname etc)

    Sure, its less detailed, but i think it will save warbands from getting completely destroyed by warbands with killy models, and being forced to remake a warband.

    ADVANCEMENTS

    I'm going to say it here first. I don't like experience per kills. I think its too one sided and avalanches easily. I propose that it be replaced with a simple advancement system. After each battle the winner will be granted D3 advancements, and the loser will receive 1 advancement. Keeping track of which models has which amount of kills and what it has killed has gotten cumbersome during the games unfortunately.

    The players are free to decide which of their models gains the advancement, relying on developing interesting stories to reason why the character got the advancement and whatnot. During the advancement phase, you will apply these advancements, rolling on the advancement table similar to the one already included in the packet. You can not advance a character more than once in this phase, so you can't stack all the level ups on one model per phase. This means you can gradually see your warband get powerful, as opposed to MASSIVELY STRONG or CRIPPLINGLY WEAK. 

    Here is a table i would suggest we use

    1 : Wound +1

    2: Save +1

    3: Move +1

    4: Weapon Skill +1 (pick weapon, your choice which stat, from range/to hit/to wound)

    5: Weapon Quality +1 (pick weapon, your choice which stat (apply or increase Rend/damage)

    6: Your choice of advancement.

    Its simpler with a little more freedom, of course. I also would prefer that you can only upgrade a statistic of any kind once. So you'll only become slightly stronger than your baseline, and i think that'll be more balanced.

    LEVELS

    Each advancement means you've leveled up your model. You may only level up a model a maximum of 10 times. (which in turn means a model can only take advancements if they can go up a level) A model's starting level is their starting amount of wounds. Models with the HERO keyword always start at 5 as it is now, and any models with health higher than 3 wounds, start their wounds at 3. So from the get go, all models on the table at the beginning of a campaign have a fairly good chance of being slain. 

    UNDERDOG VALUE

    So this might be random, but i'd suggest we just go off the total combined levels of every model in the warband. Im not sure if that would work well, but I want to try it!

    @hellalugosi I have very similar thoughts and ideas. This is how I see it:

    INJURIES

    1 - major injury: fighter looses D3 wounds. If looses all wounds retire the model. If not "killed" misses next battle.
    2 - minor injury: fighter misses next battle
    3-5 - full recovery
    6 - what doesn't kill you, makes you stranger: roll D6 and on a 6 fighter gets +1 wound

    ADVANCEMENTS

     

    After each battle players get a number of experience points to divide between their fighters. To advance a fighter player must pay a number of exp points equal to new level (to promote a fighter to lvl3 3 points are needed, lvl4 needs 4 points and so on). You have to advance one level at a time and only one level between battles. When a fighter is promoted you can pick one advancement from the list. One fighter can not pick the same advancement twice, that's why some effects are listed twice. Max level is still 10

    +1 Wound
    +1 Wound
    +1 Save
    +1" Move
    +1" Move
    +1 casting/unbinding
    +1 To Hit for one weapon
    +1 To Wound for one weapon
    +1 Damage for one weapon
    -1 Rend for one weapon

    I'm still thinking how to adjust number of exp points after the battle. Maybe 5 points for both and +D3 for the winner?

    STARTING LEVEL AND MUSTERING YOUR WARBAND

    All models start at a level equal to their wounds including Heroes. Heroes also keep their wounds but cost full price. Starting funds are increased to 200 gold to compensate. Maybe gold rewards for Battleplans also should be increased?

    UNDERDOG RATING

    Compare both combined gold cost of all models put on the table and combined exp level. When comparing gold value ignore difference of 10 or less. There are two rewards for the Underdog. One roll on Underdog Gambits table or extra experience points.  

    If one player is outmatched in one regard and equal in other than that player can choose either to roll for Underdog Gambits or gets 3 exp points instead D3 for winning the battle

    If one player is outmatched in both gold and exp level of his warband he gets both rewards.

    If one player has more gold on the battlefield and other player has higher exp level, players can decide that neither gets a bonus or both get a bonus (Underdog Gambit for cheaper warband, extra exp for having lower exp level).

     

    I know that full health Heroes seem scary but maintaining their cost will prevent hero-spam. Also high wound heroes will be more expensive to advance and will have less advancements. Heroes aren't unkillable. In my country is a saying witch I try to translate without butchering it: Even Hrecules is an ass when attacked by enemies in mass. :)

    What do you think? Are any ideas any good?

    • Like 1
  9. @hellalugosi Battle plans look like tons of fun. Those Ironjawz Command abilities are very powerful. Personally I would change the IRONJAWZ IS DA BEST! to affect only models in 6" range in the combat phase.

    I also was thinking of a different experience and advancement system.  The one we have know is not bad, but after a few games with my buddies some patterns emerged. My group consists of 4 players. We started the game before the Second Role Of Three and decided to play without it. One particular Skaven warband with lots of magic and shooting is almost unbeatable. They take out other warbands at range and each kill gives them exp and makes them stronger and stronger to the point that even the owning player admitted is not fun any more. Did anyone experienced similar issues or is it just us? Then we started talking about the system in SW: Armageddon. It lacks in therms of "role-playing" but keeps kill teams with the same mission count more or less even.

    What do you think? Is anyone interested in an alternative system? I will be more than happy to write one down for you to critique and comment.

     

  10. 4 hours ago, aquietfrog said:

    I've been rereading the ruleset but I seem to be missing a couple of things:

    1. What is the endgame winning condition for a campaign?  Is there a definite way to win the campaign?  Or do we just make our own goals?

    2. Are XP and Levels ignored in underdog gambits?

    This is something I wrote to @bottle about.

    After a few battles models cost in gold is not representative of its power. Hoarding gold keeps the Underdog Rating low, but models are getting stronger after each fight. Taking into account warbands total experience level is also not ideal.

    My friends and I decided that as for now we will use warbands total gold earned as the Underdog Rating and the difference must be 10 gold or more for it to matter. This way the player that lost more games (or is less lucky) is more likely to be the Underdog. To us this approach seems fair enough.

    • Like 1
  11. 4 hours ago, hellalugosi said:

    Definitely think the SWA routing system works really well. We could have it be roll at the beginning of turn just the same, 1d6 vs your leaders bravery, permanently adding 1 per friendly model lost in the entire game. Starting as soon as you lose more than 25% of the warband?

    @hellalugosi I think this will be to harsh for "horde" warbands. 25% out of 15 is 3.75 so after losing 4th model your leader makes a test with +4 modifier. So the leader must be at lest B5 to have 1/6 chance not to Rout. Maybe allow the player to order a rout only after losing 25% (rounding up) of his/her warband.

    Also I was thinking of something along the lines: whenever a friendly model is slain within X" throw a dice adding 1 for every model slain beyond the first and subtracting 1 for every friendly model within Y". If the roll exceeds models bravery it is removed from play but still gets its exp. This isn't also a good solution because it can force the player to test 3 times in one turn (hero, shooting and combat phase).

    But then again it adds another layer of rules for a system that is supposed to be nice and simple like

  12. 12 minutes ago, Dez said:

    @bottle So one player is ahead of the rest, so the rest are all talking about autoroute to get their gold up. What I mean is setting up for a game, and then one player declares they are routing. You still get gold and xp for the scenario, so they just do this ad naseum until they catch up. Way to kill the spirit of the game.

    Might be something to think about/faq.

     

    Adding a rule that allows a warband to rout only after losing 1/4 or 1/3 or 1/2 of their models? Or maybe something Bravery related? I don't like the idea of adding rules. I like the system for its simplicity, but sometimes there is no choice.

  13. 14 minutes ago, Wartravs22 said:

    How does everyone find Ogres work in Hinterlands? I feel like having just 3 massively powerful models would be a big advantage most of the time, but then come back to bite you in the ass on missions that require being several places at once.

    @Wartravs22 I think recruiting few cheap models to fill out your warband will solve that problem. After all, you can pick units not only from one faction. For Ogres I will take some goblins with bows. Goblins lack the staying power but your opponent has to waste some attacks on them if they hold a key objective. Bows give them a slight chance of harming something from a safe distance.

    Hope this was helpful.

  14. @bottle I got a new Battleplan. I called it "Loot and Scoot"


    "Both warbands came across a rumour that somewhere in this area is a hidden loot and both leaders are eager to find it."

    LOOT LOCATION

    There are three possible locations for the loot bag. One is in the centre of the battlefield and the other two are placed on the centre line (left to right) and 8" away from the first location. Mark these locations with small markers.

    SET-UP

    Players roll a D6 and the winner chooses one table edge parallel to the "loot centre line" other player has the opposite edge . Then players alternate setting up models starting with the player that won the roll off. Models must be placed within 12" of their table edge.

    FIRST TURN

    The player that finished setting-up first may choose to take the first turn.

    THE LOOT

    If a model ends its move within 1" of a loot marker throw a dice, on a 5+ the loot was found and remove other loot markers. Test once regardless of number of models within 1" of the marker. If the loot was not found remove the marker. The last marker always has the loot. The loot bag may be picked up in the controlling player hero phase by any model within 1" and if there are no enemy models within 1" regardless of who found the bag (I can already see those thieving rats snatching the bag from under someone's nose). The loot is heavy and/or fragile and the model carrying it cannot move more than 5" in a single turn and can't fly. If a model is slain place the loot marker roughly where the centre of the slain model's base was (to avoid "slingshot" effect).

    VICTORY

    The player who has the loot at the end of 6th battle round wins the game. If a player brings the loot within 6" of his table edge the game ends immediately. If a player decides to Rout he leaves the loot behind and loses the game.  If neither player owns the loot at the end of 6th battle round the game is a draw and count both players as "losing" when checking campaign outcome.

    CAMPAIGN OUTCOME

    Winner gets 20 + D6 gold + 3D6 form the loot bag. Additionally the model owning the loot at the end of the game gets either +D6 additional exp or +1" Move (players choice).
    Losing player gets 10 + 2D6gold.

    This battleplan is just a framework and can be easily adjusted to fit ones needs. If you want more risky game place 6 markers randomly on the map and on a 6+ find the loot. You can remove the movement restrictions giving faster models a advantage. IMHO the only fiddly part are the rewards.

    If anyone has an idea to make this battle plan better be sure to comment.

  15. @bottle This is why this forum is for, we poke holes in each others ideas to make them better.

    On the other hand it seems a lot of time and effort to nerf a handful of OP heroes. Me and my group are all casual gamers and we agreed that some units are OP and we just don't recruit them (one example being Stromfiends with Warpfire Projectors). I myself have no HERO in my warband - to me its like shooting down a sparrow with flak cannon (my Megaboss is a killer but he has no army to deal with). This way, by not taking some models we can enjoy a good game of Hinterlands with no additional clunky rules. In my eyes Hinterlands is not a competitive system, and if someone is THAT GUY he will find a way to break any rules we can think of.

    • Like 2
  16. 14 minutes ago, bottle said:

    if you shot a model with a 6+ save in cover, a 5 would punch right through where a 6 would give them a 6+ save (because it would be a Mortal Wound).

     

    16 minutes ago, bottle said:

    As for the new rule of 3, the intention is each Mortal Wound is replaced by a regular wound with rend '-' and damage 1. So the Jezzails would not miss out on damage, just rend (which I will address in a moment).

    @bottleFair points

    18 minutes ago, bottle said:

    Then you get the choice, auto-wound but have no rend, or roll to wound as normal and get your rend.

    I like this idea very much. I think being able to choose gives my opponent another tactical decision to make. 

    18 minutes ago, bottle said:

    I will make it a 6+ ability save called something cool like Fate Favours the Swift

    My Ironjawz will like to have some extra protection. This extra rule also reminds me of old Necromunda, but if my memory is correct the shooter got -1 to hit and the target must have moved a least 10".
    Maybe I'll have a chance to test out new rules this week. I'll give a report afterwards.

    • Like 1
  17. 55 minutes ago, hellalugosi said:

    Battleplan looks neat ill have to try it out! 

    @hellalugosi  Glad to hear you like it, but it has to be finished first. If you test some different set ups and/or how to bring the rest of the kidnappers warband on board let me know. I was thinking of setting up the Prey and sentries in the centre of the board. The rescue party chooses one table edge and sets up within 6" of that edge. The kidnappers appear at the end of first round within 3" of any table edge but more than 12" of enemy models.
    I think this could work. Any thought?

  18. @bottle TBH I think that the second rule of Three is a bit cumbersome. That 3 mortal wound cap makes Skaven JEZZAILS not wanting to roll a 6 to HIT - their normal wounds are resolved at Rend -2 and DMG 2, mortal wounds beyond 3 are counted as DMG 1 and no Rend. I think that my idea of Cover blocking mortal wounds is more intuitive (cover giving a 6+ save vs. mortal). @Double Misfire expanded the idea even more.
     

    @hellalugosi +1 save for running is also very good idea and It could be merged with cover saving from mortal wounds. If a model runs behind cover it gets +2 regular save and 5+ "mortal" save.

    @bottle A came up with a new Battle Plan. It is called "Ransom".

    Before the battle roll of who is the Kidnapper and who is Prey. Prey randomly chooses a model from his warband other then the leader and model that for some reason miss the battle. This model is kidnapped and must be rescued. Do not count this model's cost when determining the Underdog Rating.

    SET UP
    Haven't decided on the set up yet (maybe someone will come up with a appropriate one).  I think the Prey should be in the centre of the map. The kidnapped model cannot be moved and is watched over by 1, 2 or 3 sentries (depending on the warband's size) placed within 6".  The rest of the warband including its leader is off the board (looting or drinking) and enter the map at the end of the first battleround (how this is achieved will be determined when Set Up rules will be determined) .

    FIRST TURN
    The rescue team gets the first turn.

    VICTORY
    Kidnapper wins if at the end of the 5th (6th?) Battleround the Prey is not rescued.

    THE RESCUE
    The rescue group wins if they manage to get the Prey within 6" of any table edge. To do this the Prey must be first cut lose (achieved by having one friendly model in base contact and not having enemy models within 1" at the end of the rescue group's turn). The kidnapped model may then move as normal but cannot fight (he/she was disarmed by the kidnappers).

    CAMPAIGN OUTCOME
    The winning player earns 25+D6 gold. The losing player earns 10 + 2D6 gold.
    If the winning player was the kidnapper the losing player pays him 12 gold as ransom. The Prey returns unharmed to his warband (gets no exp).
    If the winning player was the rescue team the kidnapped model gets 3D6 experience for surviving this battle.

    Tell me what you all think. I would like to see my idea improved upon. Constructive critique most welcome.

    • Like 1
  19. Regarding HEROES I think limiting them to one per warband would help with balancing  things out. On the other hand losing this HERO would be very painful so when rolling for him/her on Injury table re roll 1's.
    Someone mentioned taking a hero as a mercenary for one fight. I think is a great idea, but would add a little twist. In SA: Armageddon is a bounty mechanic. How I see it in Hinterlands: you pay for your hero mercenary a 1/4 the points in gold and half the wounds, PICK one advancement for him (to compensate a bit for not having him for ever) and add the mercenary to your warband for one battle. If your merc is taken out of action AND you lose the mission your opponent gets additional gold, lets say 1/10 of his points cost. This way your opponent wont rout right after killing your merc to get extra cash. There may be a limit on how many merc's a warband may take on a single mission.

    As for making mortal wounds less mortal. I think making all cover a 6+ save against mortal wounds a good alternative. Still makes them dangerous but gives a player on the receiving end a reward for using cover and planning his advance.  If a model already has a protection against mortal wounds he can test for that ability separately.

    What do you think? This is my first post here so be gentle.

    • Like 1
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