So, more rules for Age of Sigmar are out, and as expected, they are pretty much unusable for any semblance of balance. Many people on the forums seems to be thinking about a community effort and make a Warhammer 8,5 ed, which is something I have been contemplating myself for quite a long time. So, I would like to dedicate this post and the following comments to see what people in General are not happy about about the current edition, and what they would like to see in an 8,5 version. As for myself, I would plan to rework the following:
Basic Rules:
- Line of Sight is divided into different heights for various troop types and terrain instead of true LoS.
- Terrain is basic without special rules by default, "magical forests" is an optional rule that the players decide on.
- The player who gets to choose table side starts to deploy first.
- VP's are rewarded for killing 50% of a unit, 50% if the unit is fleeing at the end of the game.
Movement:
- Charge distance is M + 2D3", and M + 2D6" for models with Swiftstride.
- Failed charge = move the result on both dice.
- Distance when charging is measured from the longest distance a model [in the front rank] has to travel, not the shortest.
- Units may not move within 3" on an enemy unit's front voluntarily, unless they are charging said unit. This gets rid of the problem of cheap redirectors blocking the movement of a bigger unit completely. It can still be used to try and flush enemies out, just not to the same degree.
Magic:
- Generating Magic dice is 2D3 for each player, roll 4+ for each wizard level to generate extra Power dice. Half when determining dispel dice, rounding up (Lvl 1-2 rolls 1 dice, Lvl 3-4 rolls 2).
- Miscast on double 1, Irresistible Force on double 6.
- Miscast result depends on number of dice used.
- 5 dice maximum to cast.
- "Look Out, Sir!" applies to instant kill spells that effect the entire unit.
Shooting:
- War Machines can only fire at targets in it's front arc without moving.
- Cannonballs scatter D3" before bounce.
- +1 to hit on short range (25% of maximum range), no penalty for long range.
- Riders on Mo are hit by cannons on a 5+, Mo on 1-4. With Stone Throwers, they are hit (under the hole) only if the rider model is actually if the middle of the template, otherwise they just suffer the smaller S.
- Bolt Throwers allow armour saves, have Armour Piercing rule instead.
Close Combat:
- Remove supporting attacks for everything except spears and pikes (making spears and additional hand weapons more useful, and great weapons and halberds less of a no-brainer).
- Remove Horde formation.
- Bring back Unit Strength, Steadfast determined by this rather than ranks.Unit Strength = total number of W on a model's profile, including riders/mounts. (Example: Cavalry = US2, Dragon ridden by Lord = US9).
- Charging a unit in the flank with a unit with a US of 5 or more and at least one complete rank causes Disruption. Monsters with W5 or more always counts as having a complete rank.
- Steadfast solution #1= +1 ignore negative modifier for break tests for each 1x that the unit outnumber their opponent (20 models vs 20 get 0, 21 vs 20 get +1, 40 vs 20 models get +2, 60 vs 20 models get +3 etc.). Example: unit of 42 Goblins (Ld6) lose a combat against 17 Swordmasters with 3, giving the Goblins Ld3. Because of Steadfast (+2), they have Ld5 when taking the test.
- Steadfast solution #2 = Disruption cancels it.
- Steadfast solution #3 = remove it. For each 1x that a unit outnumber enemies in base contact, they get +1 CR. Example: 40 Skaven slaves vs 5 Empire Knights = +4 CR.
- Regular troops can always be attacked in combat, even if not in direct base contact.
- Charge = +1I, +1 CR. For every unit with US5+ that charges the same unit, +1 CR.
- High Ground always give +1 CR, not just when charging.
- +1 CR for wider frontage than opponent (can be combined with multiple units).
- +1 CR for each flank attacked.
- Flanking units gets +1 To Hit.
- Fleeing units suffers a W (with no saves) for every attack that the pursuing unit has if "caught". (Example, unit of 4 Ogres with additional HW's causes 16 Wounds). The pursuing unit is then placed 1" in behind the fleeing unit. This keeps small units from instantly killing huge units in one go.
- Redo Weapon Skill table to allow elites To Hit on 2's vs poor troops (WS 2x+1).
Special Rules:
- ASF no longer allow re-rolls to Hit, remove ASF from Elves.
- Fear = -1Ld, Terror = -2 Ld. No roll at the start of combat.
- Flaming Attacks = re-roll 1's To Wound. (no Regen). In the case of Missile weapons, -1 To Hit as well. Unit that can already do this re-roll both 1's and 2's To Wound.
- Impact hits [at the mount's Strength] for Cavalry and MC, +1S if barded.
- Units can Killing Blow riders of the same size/Troop Type.
- Magic Resistance applies to spells that "do not allow any save".
- Regeneration comes into effect at the end of each combat round, so set it apart from Ward saves.
- Remove Stomp.
- Stupidity test before movement rather than Start of Turn.
- Volley Fire allow all ranks to fire, but with -1 To Hit. Can only be used at long range (maximum range/2).
- Additional (optional) hand weapon types (to be used with shields): swords = parry, axes/morning stars = +1 S first round, hammers/maces = armour piercing.
- Spear (mounted) = +1S, +1I (on foot, fight in extra ranks, +1I when charged).
- Pike = fight in extra ranks (3), +2I when charged.
- Lance = +2S, +2I.
- Great weapon = +2S, -2I.
- BSB only allow re-roll of Break Tests, not all Leadership tests.
- Cavalry get rank bonus for being 4 models wide rather than 5.
And probably quite a few things. In essence, I would prefer 6th-7th edition with its focus on tactical manoeuvres and static combat as opposed to a battle royale where armies compete in who can cross the table the fastest, but with clear rules, equally balanced armies and less clutter. This could mean revamping some of my army books too to streamline them a bit.
Lots of rules that take place in situations where you often forget them (Stomp, Stupidity, Fear) are fixed with these changes.
Steadfast is a bit more complicated, but means that Elite Infantry can break huge units without being bogged down all game, while weak Infantry still benefit from being in great numbers.
Greater emphasis has been made towards flanking, especially with multiple units, which encourages the use of multiple smaller units against Death Stars.
Magic now scales better with larger games, and there is more reward in taking multiple wizards and using lower level wizards to cast due to removing +x when casting (x = Wizard lvl).
War Machines will now have to be placed in strategic position defending key points rather than doing 360-flips to shot everything.
Missile weapons are now more efficient with basic weapons. Some points cost revisions might be necessary.
Charges are now more important, and spears and lances have a better chance of striking first, which is logical. Charge distances are more similar to 7th ed, but still with a bit of the randomness of 8th ed.
Note that none of these suggested changes are set in stone, and is subject to change depending on community suggestions.
What changes would you players like to see in an updated Warhammer version?