South Island Wargaming, New Zealand.

South Island Wargaming, New Zealand.

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 Post subject: The WOTR Houserules project
PostPosted: Wed Nov 09, 2011 4:04 pm 
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Joined: Sun Jun 07, 2009 3:44 pm
Posts: 322
There has been some really good discussion this year (I put V1 of this up just over a year ago and there has been a lot of input since) about how certain units are poorly treated by the WOTR rules. After following this closely, I've updated my ongoing house-rules in light of what I think are the better suggestions out there to address these issues. As always, these rules aim to be just the 'low hanging fruit'. Not everything that could be made better is addressed here and the focus is on making global changes where-ever possible and only changing a specific unit when it is really out of whack.

New to the list this year are changes to how Monsters work to try and make 'Hard to Kill' and 'Very hard to Kill' Monsters less of a case of false advertising. I have also adjusted a number of units that had no option to move at the double (which proved to really hamper already expensive options) to be able to do so and I have made Spirit troops a little tougher. This year's version of the 'Ard Boyz' also had a good idea in one of their scenarios so I have switched 'Will of Iron' back to being a 4+ but now any hero that still has at least one might point remaining can do this for free. A small change (call it 'Editor's Prerogative') was to tone down one spell that I have found too silly.

Here is this year's handy one-page rules mod. Enjoy and any and all comments welcome here on on the Onering thread for this doc. These can all fit easily on a single, one-side, A4 sheet.

General Rules
Will of Iron, change to roll for free, on a 4+, whenever a hero has at least one might point left..
Units with the ‘Counselors’ rule, may not benefit from might from another unit with that rule.
Overlord cannot be used to allow a formation without a hero to call heroic actions.
Inspiring Leader cannot be used to boost courage vs Spirit Grasp
All Monsters and formations with 'we stand alone' may attempt move at the double.
Battlehosts: Only heroes purchased as part of the Battlehost may join during a game.

Epic Actions

Epic Strike: change to give the hero his base fight + 2. (ie this will lift it back up from 0, if used)
Epic Charge: change to incorporate the features of a heroic charge
Epic Rampage: hits for the purposes of this rule, cannot be rolled again on 1s to hit.
Battlehosts: Only heroes purchased as part of the Battlehost may join during a game.

Crossbows: Disallow the ability of ‘heroic shoot’ to permit them to shoot after moving.
Throwing weapons: ignore note in shooting text about being unable to shoot if you move more than half. If used within 3”of defensible terrain, they are always able to hit troops inside.
Pikes: can fight counting full attacks from second rank when allocating hits to the front.
Heavy infantry with shields, set a price floor:
1. No def 6 (including shield) troops below 25pts in cost, 30 pts if they have crossbows/berserkers/pikes/special charge ability etc
2. No def 7 (including shield) troops below 30pts in cost, 35 pts if they have crossbows/berserkers/pikes/special charge ability etc
Banner 15pts; Hornblower/Drummer 10pts; Taskmaster 20pts; Goblin Drum 40pts
Captain 40pts; Shaman/Stormcaller 75pts

Spirits: All spirit formations count as Defense 7.

Monsters: 'Hard to Kill' Monsters deduct 1 from all rolls on their table (the same as the former VH2K) and 'Very Hard to Kill' Monsters now use the following instead of the old table: D6 result (+ wound counters) - 1-2: Nothing, 3-5: 1 wound, 6-8: 2 wounds, 9: Dead. On any natural 6, you apply that result and roll again for free.

Nazgul now Mastery 2 base and Winged Nazgul in the battlehost now count as 'Hard to Kill':
The Witch-king of Angmar Remains Mastery 3, Gains ‘No Man may Kill Me’ (each hit in a duel is negated on a 4+) – except vs female heroes. His special ability works in rear arc.
The Betrayer Rerolls for just for his company.
Khamul the Easterling Save changes to only negate hits, and not reflect them onto other units.
The Knight of Umbar Boosts apply only to him and his company.

Fallen Realms - Corsair Arbalesters, the Pavise shield only grants a defense bonus for shooting and spells, and grants no defense bonus in melee.

Elves - Longbows, change to add ability to always ignore shields; Elven Glaives, change to add new priority: infantry with glaives strike before other infantry, cavalry with glaives strike before other cavalry.

Rohan - change to give all cavalry in the list the benefit of the Lances rule.

AngmarBuhrdur becomes 'Hard to Kill' (ie he does not benefit from the new VH2K table)

Spells: 'Wings of Terror' now just allows unit to act as if it has a drummer/hornblower and banner, and always pass rolls to move at double.

Blogpost version here:
Onering Discussion thread here:

Army blog:

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