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Sharphammer - Breaking two Perfectly Good Rules Sets...

Sharphammer - Breaking two Perfectly Good Rules Sets...

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Overview of the Rules Used

Tutoring 1
Skill 1
Idea 2
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A bit of an experiment combining the excellent Sharp Practice https://www.beastsofwar.com/game/sharp-practice/ rules set by Too Fat Lardies with Warhammer Fantasy (I was using 9th ed http://warhammerarmiesproject.blogspot.com/ but 6th ed or anything later should work appropriately with some adjusting to the magic phase…). Idea was to test small scale and solo applicability of such rules modifications/combinations.

Here is what I came up with:

Magic: At the start of each turn (i.e. before any cards are drawn for the current round) roll 2d6 for the Winds of Magic. The resulting two dice become the base power and dispel dice for each army for that turn. That is, each force has access to the same base casting and dispel dice. Wizards or casters may make their channelling attempts once for casting and dispel pools once their cards are drawn. When a wizard activates they may use any or all of the available casting pool to cast spells available to them. However, note that any additional wizards who activate later will be running from the same spell pool. Any wizard who is deployed may attempt to dispel a spell that has been cast, adding their caster level to the dispel attempt, provided they themselves have not miscast earlier. A wizard who miscasts rolls on the miscast table as normal, and may not cast or dispel for the remainder of that turn. Dispel attempts may be made using unmodified base dispel dice if no friendly wizards have been deployed, or if all available friendly wizards have miscast, provided sufficient dispel dice are available.

Unit leaders: When a force is selected (using WHFB points and rules), all units must take a unit champion where possible. Unit champions effectively act as level 1 leaders. Hero level characters are effectively Level 2 leaders and Lord level character are level 3. For simplicity level 2 and 3 leaders have a 12” command range. Accepting challenges with unit champions may therefore have unintended consequences.

Deployment: Troops may deploy when the command card associated with their unit appears, in line with the standard rules for Sharp Practice. Any unit with a Scout, Vanguard or Ambushers special rule will entitle the force to one (and one only) moveable deployment point as per the SP rules set.

Shooting: As per the WHFB rules set. Units that are move or fire/slow to fire (artillery, crossbows, handguns etc) must spend an action reloading as per the SP rules set. Quicker fire weapons (slings, blowpipes, bows etc) are assumed to reload immediately.

Flags: Uses of command flags have been modified slightly as per the below, with other uses (activating units after the Tiffin card is revealed etc) being as per the SP ruleset where applicable:

Any number of flags – Add +1 to hit die to an attack (non-war machine shooting or close combat) with the unit’s base trooper stat; add +1 to the leadership of a unit before they take a leadership or break check.

2 flags – Activate an unactivated unit on the table within command range.

3 flags – Immediately attempt to reroll a failed leadership/psychology/rally check; reroll a single die (including on the miscast table)

4 flags – Bonus activation.

Shock/Morale: Given the absence of shock/morale mechanics in WHFB a unit takes a leadership test each time they suffer one or more wounds from shooting/magic, as though they had taken more than 25% casualties in a single phase. Casualties in close combat are handled by the standard combat resolution process as normal.

Close Combat and Combat Resolution: As per WHFB rules set, with each force involved in the combat fighting a round of combat each time a command card (or activation) for one of the participating units is triggered.

Drawing 3 Flags in a Row: I didn’t attempt to rework the random event tables opting to just leave it out – I wouldn’t imagine it would be too difficult to modify them to suit the flavour of the game.

Force Morale: Disregarded – in small scale non-competitive games with high casualty rates as per WHFB you can pretty much eyeball when one force is beaten… Could easily reword the SP charts though if one were so inclined…

 

 

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