Warm Ale and Mud WFB 3rd Edition - House Rules

Blog: Warm Ale and Mud
Owner: MichaelStockin
Author: Mike
Post: WFB 3rd Edition - House Rules


My WFB games are set in and around a small village and the local counts manor.

Whilst all the Warm Ale and Mud story games are low key skirmish games, we do play the occasional more traditional warhammer fantasy battle game, but we still keep it low key by limiting character models, magical items, magic etc.

I want games about units and leaders and terrain and places and less about +5 swords of smiting wielded by the Lord of All Men on his immortal Demi-Dragon.

Here are the house rules we use for BIG GAMES to try and keep it low key.

Character Models



Max of 1 level 20 hero

Max of 1 level 15 hero

Max of 2 level 10 heroes

Max of 3 level 5 heroes



No Wizards Higher Than Level 15

Only 1 wizard per army.

NO MORE THAN 3 MAGICAL ITEMS PER ARMY



Magical Armour


+1 save modifier + 25 points

Magical armour must be worn by the highest level hero.

Only 1 suit of magical armour per army.





Magical Weapons


One Ability Only.



BLESSED 15 points

It has no special powers, other than it can harm creatures that are immune to non-magical attacks.​


— — —
MIGHTY STRIKE 50 points

Once per game you may make a single S10 attack.
You can choose to use this ability after you have rolled to hit.

— — —


DEGENERATION 50 points

Any target receiving damage from this weapon must roll a D6 at the start of all its turns.
If a 6 is rolled they lose a wound.
Cure Severe Wound can negate this effect.

— — —


INFLAMMABILITY 35 points

The wielder of this weapon is immune at all fire based attacks.

— — —


MAGICAL DESTRUCTION 50 points

If this weapon hits magical armour, a magical weapon or a magical banner, roll a D6 and on
a 5 or 6, the struck item loses its magical properties.

— — —


FEROCITY 50 points

This blade adds 1 to the bearers Attacks.

— — —



ONLY HERO MODELS OF LEVEL 15 OR ABOVE MAY HAVE A MAGICAL WEAPON.



Magical Banners




WARBANNER 75 points

Adds 1 to the HTH resolution total to see who won that round.

— — —


WARD OF THE BRAVE 75 points

This banner allows the unit to re-roll any Rout test.
You may only re-​
roll a test once.

It may be used again on subsequent tests.
— — —

HELLFIRE BANNER 100 points

The banner bearer may forgo their HTH attack to cast a single Fireball in the
magic phase of the turn.

— — —



A magical banner may only be carried by a hero model.





Magical Instruments



DOOMSOUNDER

Any enemy unit in HTH has -1 to their LD whilst engaged.

— — —

BATTLECALL

Adds 1 to the HTH resolution total to see who won that round.

— — —


CALL OF VALOUR

+1 to LD tests



ARMY LISTS.



No need for strict adherence to army lists.
Use them as a guide and follow the principles, but there is no need to follow them to the letter.

Having said that, stick to the troop types from the relevant army lists.

So no foresters from the Empire army in an Undead army, no shapechangers from the Norse army in a Dwarf army, no assassins from the Dark Elf army in an Orc army.

These guidelines and limits help create a more laid back and low key grubby sort of game.

For our BIG GAMES, we use no more than about 1000 points.

Do you do anything in your Oldhammer games to tone down the feel?



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