![]() ![]() ![]() No discussion of points, balance or costs yet, just a framework.Įach unit of say 5+ models needs to be kept in check. Here's one possible style of solution, based on some theory crafting. So I think, to try and get an 'animosity' rule that would be generally accepted, it needs to have a feel of chaos and an army complaining, but enable the player to control and influence it. So the conflicting between game style and fluff causes problems. Warhammer and thus 9th age, are total control games. Now many rules systems have command points/order cards/ discipline values etc with a focus on trying to even get your troops doing what you want. Fluff says greenskins are hard to control, rules that make your troops hard to control add randomness, where many don't want it. So to paraphrase, a rule is fine, a time sync is annoying.ī is harder to solve. If a new 'animosity' rule were to come in, having it as a constant rule or something rolled once per game or even turn, still alleviates this. Point a is a matter of good rules writing. Among those against animosity, I see two principle arguments.Ī) rolling for every unit, every turn is a painī) a rule of random that makes key units misbehave can just lose matches. Looking at the numbers and comments, i'd say there's a good amount of people who want something animosity-ish. ![]()
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