The One Ring
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Alternate equipment rules
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Author:  whafrog [ Wed Oct 12, 2011 11:59 pm ]
Post subject:  Alternate equipment rules

I got into this game with the One Ring book, but it seems the older rules had differing rules for different equipment, specifically unarmed vs daggers vs hand-weapons. This makes sense with a few of the profiles (hobbits, wood elves, harad archers, berzerkers, etc), and I kind of miss the concept. The problem though is that any +/- of even 1 point has a serious impact on the game.

Anyway, I was thinking of something like the following:

Unarmed: -1 Fight, -1 Wound (but a 6 can remain a 6 if a 4-6 is subsequently rolled)
Dagger: -1 Fight or -1 Wound (not sure which)
Hand weapon: normal
2H weapon: -1 Fight, +1 Wound

Problem is how to cost it or bundle it into the profile. Someone recently brought up a good idea, that if GW was to do a cleanup of the rules and profiles, they should double the point costs for everything, giving them a slightly finer granularity. Any thoughts?

Author:  Battalia [ Thu Oct 13, 2011 1:26 pm ]
Post subject:  Re: Alternate equipment rules

looking at it purely from a logical perspective, it would be just as difficult to best your opponant with a dagger as it would be unarmed, but the dagger would be easier to strike a fatal blow than it would be your hands, so I'd say -1 to fight but normal to wound. To only problem with this however, is for units such as berzerkers who would have a 2H and a dagger, there would never be a reason not to use your 2H except if your bieng supported :?

On the unarmed though, I don't see why a 4-6 should stay. It's not a penalty if it only happens half the time, and only on the rolls where you lost anyways imho. But I do like the idea

Author:  GothmogtheWerewolf [ Thu Oct 13, 2011 2:20 pm ]
Post subject:  Re: Alternate equipment rules

If that was the case thpugh, and you needed a 6 to wound your opponant that would make it impossible.

Author:  WayUnderTheMountain [ Thu Oct 13, 2011 2:38 pm ]
Post subject:  Re: Alternate equipment rules

Battalia wrote:
To only problem with this however, is for units such as berzerkers who would have a 2H and a dagger, there would never be a reason not to use your 2H except if your bieng supported.


And that's a bad thing? If anything it makes the berzerkers more like they were in the movies, a brutal shock trooper that scythes through everything in his way. If (a very big if) I was playing an Isengard force, I wouldn't have troops supporting them directly. I'd have them as the infantry variant of my hammer while a phalanx forms my anvil and watch them cut through the enemies flanks much like my Morgul Knights and Easterling Kataphrakts did in my Fallen Realms list.

Author:  GothmogtheWerewolf [ Thu Oct 13, 2011 2:39 pm ]
Post subject:  Re: Alternate equipment rules

There isn't a Fallen Realms list in SBG

Author:  WayUnderTheMountain [ Thu Oct 13, 2011 2:54 pm ]
Post subject:  Re: Alternate equipment rules

Touche, but I haven't played a single game by LoME rules and all the models I use are under the Fallen Realms tab on the GW website. Hence I call it a Fallen Realms list. It uses Easterlings, Haradrim and Morgul Knights so I'm just missing Corsairs and Warriors of Khand.

Author:  GothmogtheWerewolf [ Thu Oct 13, 2011 3:04 pm ]
Post subject:  Re: Alternate equipment rules

If you dropped the Morgul Knight which are Mordor only in SBG, then it could be ok. (They're in Fallen Realmms Tab because GW don't care about SBG)

Author:  whafrog [ Thu Oct 13, 2011 4:12 pm ]
Post subject:  Re: Alternate equipment rules

Battalia wrote:
To only problem with this however, is for units such as berzerkers who would have a 2H and a dagger, there would never be a reason not to use your 2H except if your bieng supported :?


I believe the original intent was for berzerkers to be otherwise unarmed...so they'd have to use their 2H weapon.

Author:  Draugluin [ Thu Oct 13, 2011 7:33 pm ]
Post subject:  Re: Alternate equipment rules

Daggers should be -1 to win.

I was thinking that to make elven blades actually useful (because everyone has a hand weapon is a stupid rule), you can use them in 3 ways: like a hand weapon, like a 2 handed weapon and last in a parrying like move. This last one would give a +1 to win, but a -1 to wound (so an opposite 2 handed weapon). I say in a parrying like move because this would increase be a similar move to shielding, (increased chance to win) but you can still attack if you do win (but not a good chance). What do you guys think?

Author:  GothmogtheWerewolf [ Thu Oct 13, 2011 8:13 pm ]
Post subject:  Re: Alternate equipment rules

That would make wood elf spears ability to parry useless

Author:  Draugluin [ Thu Oct 13, 2011 8:18 pm ]
Post subject:  Re: Alternate equipment rules

Not really, cause they can be used to support and shield. Shielding would double your chances of winning a fight while the +1 would only increase it by 1/6.

Author:  SuicidalMarsbar [ Thu Oct 13, 2011 10:07 pm ]
Post subject:  Re: Alternate equipment rules

A dagger's wound roll penalty should be determined by the strength value of the enemy. I.E: A model of strength 4 or less will be wounded normally by a dagger, but a model of strength 5 or more will recieve a -1 penalty when being wounded by a dagger.

Author:  whafrog [ Thu Oct 13, 2011 11:04 pm ]
Post subject:  Re: Alternate equipment rules

Draugluin wrote:
This last one would give a +1 to win, but a -1 to wound (so an opposite 2 handed weapon). I say in a parrying like move because this would increase be a similar move to shielding, (increased chance to win) but you can still attack if you do win (but not a good chance). What do you guys think?


I like it 8)

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