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 Post subject: Alternate equipment rules
PostPosted: Wed Oct 12, 2011 11:59 pm 
Ringwraith
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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?
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 Post subject: Re: Alternate equipment rules
PostPosted: Thu Oct 13, 2011 1:26 pm 
Kinsman
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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
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 Post subject: Re: Alternate equipment rules
PostPosted: Thu Oct 13, 2011 2:20 pm 
Elven Elder
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If that was the case thpugh, and you needed a 6 to wound your opponant that would make it impossible.

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 Post subject: Re: Alternate equipment rules
PostPosted: Thu Oct 13, 2011 2:38 pm 
Craftsman
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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.

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 Post subject: Re: Alternate equipment rules
PostPosted: Thu Oct 13, 2011 2:39 pm 
Elven Elder
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There isn't a Fallen Realms list in SBG

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 Post subject: Re: Alternate equipment rules
PostPosted: Thu Oct 13, 2011 2:54 pm 
Craftsman
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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.

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 Post subject: Re: Alternate equipment rules
PostPosted: Thu Oct 13, 2011 3:04 pm 
Elven Elder
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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)

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 Post subject: Re: Alternate equipment rules
PostPosted: Thu Oct 13, 2011 4:12 pm 
Ringwraith
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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.
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 Post subject: Re: Alternate equipment rules
PostPosted: Thu Oct 13, 2011 7:33 pm 
Elven Elder
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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?

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 Post subject: Re: Alternate equipment rules
PostPosted: Thu Oct 13, 2011 8:13 pm 
Elven Elder
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That would make wood elf spears ability to parry useless

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 Post subject: Re: Alternate equipment rules
PostPosted: Thu Oct 13, 2011 8:18 pm 
Elven Elder
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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.

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 Post subject: Re: Alternate equipment rules
PostPosted: Thu Oct 13, 2011 10:07 pm 
Loremaster
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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.
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 Post subject: Re: Alternate equipment rules
PostPosted: Thu Oct 13, 2011 11:04 pm 
Ringwraith
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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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