/wfg/ Warhammer Fantasy General

Real Aver Hours

>Resources (Crunch, Lore and Warhammer Fantasy Role-play)
WFB: pastebin.com/2EJLZq7a
WFRP: pastebin.com/NX6t6eYa
Novels: pastebin.com/Uzp9RQ9i

>We're looking for these novels for the archive:
pastebin.com/t5kdcfVm

>Alternative Warhammer Miniatures and Manufacturers
pastebin.com/WQTJDtUV

>Warhammer Wikis
warhammerfb.wikia.com/wiki/Warhammer_Wiki
whfb.lexicanum.com/wiki/Main_Page

>Warhammer Video Games.
pastebin.com/396cm1Jp

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First for Sigmar!

...

>you will never be this valiant
Why live?

It's not about how you live, but how you die.

How many units should I have in a 2000 point army?

Would it be too harsh to, if homebrewing rules for Bretonnian mercenaries, to have a Bretonnian army that takes mercenaries risk losing part of a random unit depending on dice rolls? I think it'd be a 'we'd rather keep our honor than fight and and show fealty' thing, but I don't want it to be something that will absolutely break an army.

I would limit it to more like chances of lowered leadership or decreased charge distances or something (less willingness to fight or charge into the fray knowing they are fighting alongside honourless mercenaries). Losing entire models based on die rolls is a bit much.

2 combat blocks
2-3 support blocks
2 chaff units
1-2 ranged units

Do you think WHFRP 2e would be better if attacks were tested to hit based on opposed WS tests between the attacker and defender opponents rather than a fixed value regardless of how characters compare to each other?

While Parrying and Dodging does indeed represent opponents acting against their opponents chances of hitting them I don't think it does well. Low WS opponents are still rarely hitting opponents and those same characters are rarely dodging their opponents as well.

I personally think that parrying should only be a thing if your character is actively doing so, either with a parry stance or carrying a shield/buckler. Don't know what to do with Dodging.

With those two modifications, low WS enemies are going to have good chances of hitting each other and an unskilled opponent will have reduced chances of hitting a skilled opponent, instead of equal chances of hitting a skilled and unskilled opponent. In a similar manner, striking a helpless opponent should hit automatically.