Awesome input! I like all those ideas guys and I am glad we have some input from players. I am going to save those rules Mike, in a document for later. I must say though I am trying to meet demands from all because I know added rules can make the game more fun and interesting but they can also take away from it if not done properly. I used to design games and build maps and over time I came to realise K.I.S.S. really has a lot of wisdom to it.
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Tell you what, here is what we have so far. This is Colins take on my tournament special rules from what I gathered from our conversation. Keep them simple short and easy to remember which I agree with.
His idea was a list of 3-4 really good rules but all could only be used once per game and were chosen just prior to battle and after deployment. I thought five made it more interesting and I think if your choosing 1 then a few more can not hurt as long as all armies can benefit from them in some way and it does not break the game.
My original rules were designed only to help you gain VP (my favorite) not alter the game (which I am not a fan of) so I really am not sure where we need to go with this but here is the new list me and big C developed.
One chosen prior to battle, Both players know what the other has, The player who goes first chooses first and Once per Game...
- Low Life - You may turn any artillery dice into a misfire as you have sabotaged something that is unstable.
- Assassin - When a Hero/Champ defeats an opposing Hero/Champ in CC he earns double VP.
- Scondrel - Make any D6 roll by the opponent a 1 after it is rolled. This does not have to be declared until after the roll and may not be used for stat tests or deployment.
- Thief - When any model carrying any magics items/standards dies in CC you get points for those items on top of that models total value which originally includes the points for the magic items.
- Surprise, Surprise! - One unit in your army may benefit from the Vanguard special rule. This will trump any other scenario special deployment rules.
Of Course we must/can/should? expand on these rules fine tune em and put examples with them but I think they are solid and won't break the game... I hope b/c you never know until it is played out. There will be a sheet for all players to use during the tournament with the special rules on them.
Also, C thought it would be good to earn VP if you won or else there is no incentive to win. I argue the incentive to win is based on the fact that the only way to win the tourney is VP. Not to mention if 2 players had a close game it will drive them play more decisively in tournament round 2 and 3
I did however already have a rule giving players 300 VP for meeting the objectives in the watch tower and blood and glory scenarios as there would be no incentive to meet objectives and just rack up VP.
So, even though I am hosting this tournament I think it would beneficial to be Democratic. How does...150 VP for winning any battle sound but you get 300 for meeting the above scenarios (WT,BG) criteria for winning?
GUYS I encourage you all to weigh in so if it's just me, Colin, Mike and Tim then that is all the input we will get. I'll post the new rules by Saturday and send them to Colin, so... better participate if you really think the tournament Special rules need some tweaks.
By the way you earn the VP for what you kill not the difference between your scores. It will be good to cause carnage. And for God sakes please help me build some warhammer specific terrain! :)