![]() OGC Fantasy House Rules
Magic Items
Unless agreed by both players before the game, Magic Item allowances for characters
are halved, so Lords care limited to 50 points and heroes 25 typically. Unit champions
with Magic Items do not count. Magic Banners should not exceed 50 points anywhere
in the army. This is to encourage gaming with a little less emphasis on characters.
Overrun
When charging with a unit, mark its origin point. If the unit overruns against a
defeated opponent, it travels its remaining move distance and does not roll extra
movement. (Thus stopping Chaos Knights going 36 across the table in one turn!)
Banned Items
The following Magic Items have been banned
Bretonnia: Conquerors Tapestry (manipulating VP system)
High Elves: Battle Banner (causing random combat results)
Dark Elves
Games Workshop adjusted some of the Dark Elves list (see Website for official amendments).
However some of these amendments drastically unbalanced the game, in particular the amendment to
Dark Elf Warrior costs that was explained as being to encourage people to take more of them gave the
Dark Elves a unit that was better and cheaper than all the mainstay units in other armies. For the best
example of this take a similar High Elf army to a Dark Elf one, you will find that just this small
downgrade in points sees the Dark Elves being able to take a lot more for 2,000 points and the entire
army hates the other one!
For a fair and balanced update to the Dark Elves we suggest using the following amendments;
Army Composition
If a Highborn or Prince chooses a Sea Dragon cloak then they may not choose a mount.
If your general wears a Sea Dragon cloak then you must choose Corsairs as a mainstay unit (you must
have one of these units for each other Core choice in the army.
If your general rides a dark steed then Dark Riders become the mainstay unit.
Any other combination of commander means that Warriors are the mainstay unit.
Beastmaster: Options Light armour (+2 pts), Heavy Armour (+4 pts) and shield (+2 pts).
May have lance (+4 pts)
Shades: Unit size now 5-15
Cold One Chariots: Two count as a single special choice
Executioners: Now come with Heavy Armour at no extra cost
War Hydra: Apprentice now has movement 6
Black Guard: Now have Eternal Hatred
We decided that Cold One riders should not have a leadership upgrade. When playtesting Cold One
Knights simply would not fail stupidity tests, thus nullifying the unpredictability of these beasts.
However not upgrading the LD simply encourages players to place a Prince or Highborn into these
units making them much more characterful etc. This consequently has an effect of creating armies
where Warriors become the mainstay unit under are composition amendments. Armies that want to
have these beasts sat on the back line for counter charging (such as magic oriented shooting armies)
will have to deal with the Cold Ones not being happy about being asked to stand still for a long period
of time, again matching the background.
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