runequester
Vassal
This is some of the various options we tried at one point or another. Most weren't at the same time.
No parrying
In response to every character using a sword. This made a few character abilities obsolete but we ended up liking it this way.
Warhammer fantasy close combat rules
This was a very brief experiment. Just too many dice being rolled and we didn't feel it worked any better.
"Grunt wars".
No characters with more than 1 wound, no vehicles, no "heavy" infantry (terminators, wraithguard etc). This is a ton of fun.
Limitations.
We tended to play without allies, without special characters and without using the 3 Force card psychic powers. These were constants for the vast majority of our 2nd edition gaming. Though eventually we went back to using all the psychic powers and it worked fine after all.
Dual wield.
Models with two close combat weapons must split the hits between them (Not sure if we came up with that or we adapted it from Necromunda)
I will try and think of more stuff but those seem to be the major ones.
We had a lot of interpretations about what models could do what with who and when of course, but that stuff always fluctuated. I do remember we decided Banshee Masks couldn't affect Dreadnoughts and that Mega Armoured orks had the same limits as Terminators (no hiding, could fight while on fire etc)
No parrying
In response to every character using a sword. This made a few character abilities obsolete but we ended up liking it this way.
Warhammer fantasy close combat rules
This was a very brief experiment. Just too many dice being rolled and we didn't feel it worked any better.
"Grunt wars".
No characters with more than 1 wound, no vehicles, no "heavy" infantry (terminators, wraithguard etc). This is a ton of fun.
Limitations.
We tended to play without allies, without special characters and without using the 3 Force card psychic powers. These were constants for the vast majority of our 2nd edition gaming. Though eventually we went back to using all the psychic powers and it worked fine after all.
Dual wield.
Models with two close combat weapons must split the hits between them (Not sure if we came up with that or we adapted it from Necromunda)
I will try and think of more stuff but those seem to be the major ones.
We had a lot of interpretations about what models could do what with who and when of course, but that stuff always fluctuated. I do remember we decided Banshee Masks couldn't affect Dreadnoughts and that Mega Armoured orks had the same limits as Terminators (no hiding, could fight while on fire etc)