Now then, I am no further along the road towards actually making the tunnel terrain I've been on about for the past month, but further to my magic phase ideas I have a collection of adjustments for other phases. I'd be interested in your feedback as always!
Now, bearing in mind the game needs to be characterful, but also not too different from normal Warhammer and most inportantly, quite easy to pick up and play, there are a few things that need addressing.
Firstly, command groups. I see the need for a few changes.
1. Champions. Champions will function just as they are, quite straightforward really!
2. Musicians. Also known as 'Signallers' they are quite important when needing to relay orders to the troops. Musicians will keep the current +1 to rally, auto-win drawn combat stuff but will allow marching free reforms (I'll discuss free reforms in a bit) rather than swift reforms.
3. Standard Bearers. A bit of a problem at first, this, as it's difficult to wave a tall flagpole about in a cramped sewer. I still wanted a point to them though, and for people to be able to use the models that they've spent ages painting and modelling. So, you buy your standard bearer as normal, but he becomes a 'Quartermaster', and allows the unit to purchase one item of wargear from the 'Underground Armoury' (again, I'll discuss this in a bit).
Secondly, Missions.
I want a variety of ready-made missions that can be used to get a game going quckly, and taking a leaf from the BRB I'd like to force people into picking a balanced army via the missions on offer.
So, I was thinking of a straight-forward pitched battle, some missions with nominated attackers/defenders (like trying to undermine a fortress/countermine etc), a mission where you need to smuggle a VIP or treasure chest or similar back to your board edge and a few others. I'll have a serious think on these after xmas.
Thirdly, Movement.
The movement phase looks problematic at first glance. All that manouvring and wheeling, mainting ranks etc. However, by applying free reform to every unit and not just skirmishers the game speeds up massively. There is a penalty though, when free reforming you can only ever move your normal movement distance, and cannot march. If you have a musician (and have therefore spent some of your precious points on one) you can march and free reform, like skirmishers. Skirmishers themselves are unnaffected.
I think this is quite characterful, as a unit 5 men wide wouldnt just walk into the walls on either side of a tunnel opening unless told not to. They'd shove and push their way into a line that could enter the tunnel. If you have a musician/signaller relaying commands to you, you will get into line quicker.
More ideas and rules will follow folks, but its Christmas now so I'll leave you to it until Boxing Day!
Adios! And merry christmas!
Neil
Tunnel Fight / Sewer Wars – More rules and ideas
by Neil | Dec 24, 2012