But since we are always up for making house rules, we've set forth to do our best to revise the game. We're still pretty early in the process, and is of course concentrating about the armies we play ourselves and the core rules. The goal is to balance the armies externally as well as internally e.g. so our empire player shouldn't feel sad about fielding spears and halberdiers instead of swordsmen etc.
Here is our current draft.
Please feel free to comment nowWARHAMSTER HOUSE RULES - 'cause GW can't be bothered
Core Rules:
Spears can be set to receive charging cavalry, and gains ASF + Armor Piercing when doing so
Halberds gains Armor Piercing
Fear is changed to lower the break test by 2 instead of demanding insane courage - yet it still affects stubborn units
Psychology does not transfer from rider to mount
You can always strike a rank'n'file trooper, when in base contact with the unit - to prevent congas
All BSBs can carry shields and equipment as normal
Magic weapons are per default classed as 'hand weapons' - to encourage infantry heroes
Force organisation
1 special unit per 1 core
1 rare unit per 2 core
Core cavalry counts half for this purpose, while fliers do not count
Empire
Greatswords gain access to 50 pt. banners
Halberdiers gain heavy armor
Swordsmen reduced to I3
Swordsmen, spearmen and halberdiers cost 5 pt.
Arch Leactor and Warrior Priests get access to Full Plate
War Alter priced at 150 pt.
Master Engineer BS5, 50 pts.
Huntsmen, US5+ and is limited to 1/2 state trooper regiments
Sword of Justice onl works in CC
Banner of the Daemonslayer, Fearcausing, when charging
High Elves
Speed of Asuryan reserved for Swordmasters and fighty heroes/lords
Phoenix Guard and White Lions reduced to 12pt.
Lothern Sea Guard 11pt.
Archers 10 pt.
Spearmen 8 pt.
Shadow Warriors 15 pt. with additional hand weapon
Ellyrian Reavers, Silver Helms and Tiranoc Chariots become core
RBTs and Eagles become 2:1 choices
Star Dragons are put to sleep
Wood Elves
Glade Guard bows for everyone
Wardancers ASF dance does not cost an attack
Spellsingers gain access to Life/Beasts
Eternal Guards are stubborn on their own
Treeman gains 'treewhack' 1 S10 attack causind d6 wound
Vampire Counts
Master powers no longer allows you to increase over start size - new point cost
Skellies come with spears per default
Corpse Carts becomes vulnerable to S7+ hits like chariots
Warriors of Chaos
Marks doesn't limit your choice of lores
Juggernaut gets frenzy
Forsaken gain skirmish
Champions killed in challenges give a roll on the EotG table
Shaggoth gains stubborn
Skaven
Grey Seer becomes Ld6
Only clan rats and storm vermen are core per. the new force organisation rules
Life is cheap! goes for every rat
Lead from the back back
Scavenge Pile only 1 of each
Bell and Furnace cannot be in the same unit, and instead of unbreabable, the unit becomes stubborn
Assassin is not a hero slot, but an upgrade for Storm vermin clan rats, night runners, gutter runner or slaves
Doomwheel becomes vulnerable to S7+ like chariots
Hell Pit A-Bomb can only charge within LOS and is reduced to S5