WitBP Draft Rules

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Primarch
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Re: WitBP Draft Rules

Post by Primarch » Thu Nov 08, 2012 4:34 am

Ok, I will take a second look at the leg injury result.

Suffering the same injury twice (except for the badly beaten result), gets a character removed from the campaign, so whilst being blind in both eyes prevents you from being blinded again, it also prevents you from seeing your enemies. (You can use experience to remove injuries though, so a very experienced character may be blinded numerous times).

RULES AMENDMENTS

Fated Destiny (Veteran unit upgrade) should be a 6+ Ward save, not 5+.

Characters who already have a spell level may spend experience in the following manner.
1 experience point to upgrade their wizard level by 1, to a maximum of 4.
1 experience point to give them one extra spell than their level allows. (E.g. A level 3 caster would know 4 spells)
If they are level 4 and already have the extra spell, 1 experience point to make them a Loremaster.
1 experience point to allow access to one lore from the core rulebook that they cannot usually use.
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kojibear
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Re: WitBP Draft Rules

Post by kojibear » Thu Nov 08, 2012 1:19 pm

Thanks for the update Prim. :)

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The Underdweller
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Re: WitBP Draft Rules

Post by The Underdweller » Thu Nov 08, 2012 1:53 pm

Hi, Sorry, I thought I sent you a PM on Wednesday but I guess it didnt actually send. I have a day off tomorrow so I'll read over the rules in more detail and hopefully get my personalities up.

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job
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Re: WitBP Draft Rules

Post by job » Thu Nov 08, 2012 2:29 pm

Well I don't have any ideas to replace losing a leg -1M seems reasonable but it seems like a player might be inclined to leave that hero or champion out from any successive lists.

I also hope you allow player an option to keep a potential Zaitoichi. ;) com'on you can't say you haven't ever been thrilled by the idea if having a Daredevil in your army or a Capt. Ahab :D
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Re: WitBP Draft Rules

Post by Primarch » Thu Nov 08, 2012 2:37 pm

job wrote:Well I don't have any ideas to replace losing a leg -1M seems reasonable but it seems like a player might be inclined to leave that hero or champion out from any successive lists.

I also hope you allow player an option to keep a potential Zaitoichi. ;) com'on you can't say you haven't ever been thrilled by the idea if having a Daredevil in your army or a Capt. Ahab :D
I think there would be a bit more than a -2BS penalty to a blind character.

Replacing the leg wound how about:
Traumatised: -1 Ld
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Tenorikuma
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Re: WitBP Draft Rules

Post by Tenorikuma » Thu Nov 08, 2012 2:54 pm

Primarch wrote: I think there would be a bit more than a -2BS penalty to a blind character.
I think a regular hero might be totally incapacitated, but not necessarily a wizard.

Don't make things too complicated, though. We'll work with whatever you decide on.
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Re: WitBP Draft Rules

Post by Primarch » Thu Nov 08, 2012 3:22 pm

Tenorikuma wrote:
Primarch wrote: I think there would be a bit more than a -2BS penalty to a blind character.
I think a regular hero might be totally incapacitated, but not necessarily a wizard.

Don't make things too complicated, though. We'll work with whatever you decide on.
Depends on the spell. Line of sight may be an issue...
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job
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Re: WitBP Draft Rules

Post by job » Fri Nov 09, 2012 2:59 am

2 injuries and out is good and simple. Leave it in, even if we have to ignore the occasional Zaitoichi. Anyway, what are the chances of getting a truly awesomely wounded hero like that.
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Re: WitBP Draft Rules

Post by The Underdweller » Fri Nov 09, 2012 10:46 am

I have a few questions about the rules. I am new to Fantasy (and this campaign) so I hope you will forgive me for asking about things that should be obvious!

-If we picked a starting position at a side of the map, would we control less starting hexes and only get one army (0-5 hexes=1 army)?
-We should deploy two armies - I assume we don't have to say specifically what is in either of those armies?
-Does our HQ hex already count as having a "Build" command done on it? Have we already "Searched" our HQ hex?

In Equipment and loot:

-Why are one use items refreshed for every battle? Do we have to pay the points for them again?
-Why does the loss of a Daemonic Gift not prevent them from using it?

In Side Games:

-The rules state "Side games may reduce a massacre to a victory but may not reduce a victory to a draw." Sorry, I don't quite get it, could you explain it a bit?

Thanks!

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Re: WitBP Draft Rules

Post by Primarch » Fri Nov 09, 2012 2:14 pm

@Underdweller - Good point, don't choose a hex on the edge of the map for your HQ. Your HQ starts off with nothing built on it and unexplored should you wish to do so.

Your armies on the map have no fixed size or composition. At the start of each game you choose your army based on the points value agreed with your opponent. You are free to choose any Personalities, Veterans or Magic Gear with the exception that they cannot be in both armies during the same campaign turn.

One use items are just that, you get one use out of them and they are gone. If they didn't refresh, players would have just one of them throughout the entire campaign, which seems a bit harsh given that you effectively have unlimited use out of every other item. One use items tend to be fairly simple things like scrolls or potions, so we can just assume some wizard knocks out a spare one on his day off.

Daemonic gifts may be taken multiple times in the same army (I think...), but daemons don't get access to the items in the core book. As their abilities aren't unique and aren't always even items, it seemed fair to allow them to continue using them, even if they traded or lost one of them. (I'm not sure how one goes about stealing a mutated second head, but the Warhammer world is a strange place).

The side games are the players opportunity to do something extra that fits into the campaign, but doesn't have a major impact. If a player is massacred then the army resets to their HQ, whereas if they lose they just fall back one hex. A side game may allow a player to downgrade their defeat, perhaps a desperate rearguard action can save the main force from being butchered and allow time to regroup. However, allowing a player to change a loss into a draw has a lot more impact, especially for the defender. If a game is drawn then the attacker falls back to their original hex. This can be a big difference in the campaign. Essentially, if you lose, you lose, but you can maybe have some say in how much you lose by, by playing a side game. Allowing the extra games to overturn the results of the main games means that the main games quickly become pointless.

Of course, players are free to decide exactly what they want to do. If you both want to play an extra game and allow it to change the result (perhaps the first game was won by a very narrow margin or got called because of time), then you can. It should just be the exception, not the rule.

Hope that helps.
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