tag:blogger.com,1999:blog-3802248223296608950.post8241647079917062129..comments2024-03-20T08:42:45.349+01:00Comments on Painted Miniatures: Warlord TYW...Stewehttp://www.blogger.com/profile/05292518953917213044noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-3802248223296608950.post-7049417213152533072011-04-28T10:32:49.852+02:002011-04-28T10:32:49.852+02:00This set of rules suits perfect for a game with 10...This set of rules suits perfect for a game with 10 - 12 units, with larger forces the rules in their original set up becomes a bit blunt. I'm thinking of tweaking the rules a bit;<br />Add 3 levels of commanders.<br />* 24, 12 and 8 inces of command range <br />* 3,2 and 1 chits per commander<br />* only give chits to veteran and battle proven troops and permit units in the same BG as the veteran units to advance with the veteran unit if activated, and if within cretin range depending on various factors.<br />I think this will increase the chanses of getting the units activated and give a better balance to the rules when having larger forces.Stewehttps://www.blogger.com/profile/05292518953917213044noreply@blogger.comtag:blogger.com,1999:blog-3802248223296608950.post-65454549110550176992011-04-26T01:05:15.780+02:002011-04-26T01:05:15.780+02:00I also feel that the randomness of unit activation...I also feel that the randomness of unit activation in VWQ is a drawback of the rules. I have toyed with the idea of using order chits like the ones used in GW's EPIC game from the 90's. Units can be given ADVANCE, CHARGE, HOLD, REFORM, FIRE, RALLY orders and then the orders are revealed simultaneously, following a certain sequence or system for resolving the orders. I have also thought of keeping it simple and just roll dice for initiative with the winner choosing who moves and shoots first each turn.<br /><br /> I look forward to see what you come up with.<br /><br />Regards,<br />ChadChadhttps://www.blogger.com/profile/04684797317380834729noreply@blogger.com