by LordMalekTheRedKnight » Wed Dec 03, 2008 11:27 pm
by jlong05 » Thu Dec 04, 2008 5:16 am
by jlong05 » Thu Dec 04, 2008 3:44 pm
Repost from AdeptusArizona.com wrote:DrunkenSamurai wrote: First of all WAB has nothing to do with the question. WAB is basically WHFB 5th edition without magic and a few additional rules. It is nothing like LOTR.As for the might issue the limit is to allow any given model a chance to win a fight against any other model. Even a mighty hero such as Aragorn will loose a fight if his best roll is a 1. Later in the battle it might be even worse because as he reduces his might pool he will get to a point that he starts to loose fights with 4.My suggestion is that they play the rules and DON'T mess with the heroic system. They need to learn how to deal with heroes in the context of the rules. The example that you gave I have had and it is the way it goes sometimes. Next time bring more troops with you.Dean wrote: Its happens to me plenty of times.... and we just dice off then... 123 evil wins 456 good wins....That just happens to be the way the rules are written for LotR.Me personally, I try and stay away from house rules. You never know when you might get them confused in a tourney...Deanjlong05 wrote: OK. I didn't know if WAB used those same rules as it sounded like that was what the were playing. I also see both of your points in that houserules can get confusing, and I agree that might is there to allow the 'underdog' to beat the mightiest hero. However in this circumstance both figures were the same with no loss of might. I guess (not knowing the full circumstances) the player who had a 6 already could have used his might to help boost a fate roll, assuming they had those.TJSKI wrote: Hmm here is my insight, keep it as it is.This was one case were there was two captains with the same fight value were fighting each other, and one person used Might to Tie up the fight and win by rolling a dice – 1, 2, 3 the side that has initiative wins; 4, 5, 6 the side that doesn’t have initiative wins. It happens and it sounds like the player that lost wants to change how it works.Now if he wants to try something different, I have heard of people that play LotOW & LotHS were they add their Fight score to the dice roll to see who wins fights as well as adding Might to the score to adjust. Although this could lead to the same problem with having a tied score and uses up Might quicker. Some people swear by this but in your example it would lead to the same thing.So all in all it ends up being the same in the long run. Perhaps your friend needs to adjust the Fight Values or change the Might allocated for his conversion of Ancients.Tim K
DrunkenSamurai wrote: First of all WAB has nothing to do with the question. WAB is basically WHFB 5th edition without magic and a few additional rules. It is nothing like LOTR.As for the might issue the limit is to allow any given model a chance to win a fight against any other model. Even a mighty hero such as Aragorn will loose a fight if his best roll is a 1. Later in the battle it might be even worse because as he reduces his might pool he will get to a point that he starts to loose fights with 4.My suggestion is that they play the rules and DON'T mess with the heroic system. They need to learn how to deal with heroes in the context of the rules. The example that you gave I have had and it is the way it goes sometimes. Next time bring more troops with you.
Dean wrote: Its happens to me plenty of times.... and we just dice off then... 123 evil wins 456 good wins....That just happens to be the way the rules are written for LotR.Me personally, I try and stay away from house rules. You never know when you might get them confused in a tourney...Dean
jlong05 wrote: OK. I didn't know if WAB used those same rules as it sounded like that was what the were playing. I also see both of your points in that houserules can get confusing, and I agree that might is there to allow the 'underdog' to beat the mightiest hero. However in this circumstance both figures were the same with no loss of might. I guess (not knowing the full circumstances) the player who had a 6 already could have used his might to help boost a fate roll, assuming they had those.
TJSKI wrote: Hmm here is my insight, keep it as it is.This was one case were there was two captains with the same fight value were fighting each other, and one person used Might to Tie up the fight and win by rolling a dice – 1, 2, 3 the side that has initiative wins; 4, 5, 6 the side that doesn’t have initiative wins. It happens and it sounds like the player that lost wants to change how it works.Now if he wants to try something different, I have heard of people that play LotOW & LotHS were they add their Fight score to the dice roll to see who wins fights as well as adding Might to the score to adjust. Although this could lead to the same problem with having a tied score and uses up Might quicker. Some people swear by this but in your example it would lead to the same thing.So all in all it ends up being the same in the long run. Perhaps your friend needs to adjust the Fight Values or change the Might allocated for his conversion of Ancients.Tim K
by jlong05 » Fri Dec 05, 2008 3:05 pm
Repost from AdeptusArizona.com wrote:BrentS wrote: ...Now, back on the original question. I would not advocate changing or creating a house rule for this Hero on Hero combat. Roll-offs are the nature of the game. I can't count the number of tournament games I've won or lost on the outcome of a single tied combat roll-off. As a corrollary to this, there is a reason my All Hero army at the LV Clash of Heroes went almost un-wounded. When you have 4 models that are Fight Value 6,7,7, and 9 with 3 attacks and 3 points of might, its very, very difficult to lose a fight. If you don't want to tie your combats, bring a higher FV model Febber wrote: My facetious post was attempting to make this very point. In wargaming, crap happens. So he rolled higher, got tied on might and lost the rolloff and died? This is a game, not a computer algorithm. Stuff like this happens on purpose. If the designers had wanted captains not to be able to use might on other heroes, they would have specified that. Instead, the rules specifically deal with how might is used in a battle between heroes where 1 or both want to use might. There is no need to create a house rule to alter the way the game is fundamentally designed. My suggestion is that the dude should suck it up and pull out the figures for a rematch.
BrentS wrote: ...Now, back on the original question. I would not advocate changing or creating a house rule for this Hero on Hero combat. Roll-offs are the nature of the game. I can't count the number of tournament games I've won or lost on the outcome of a single tied combat roll-off. As a corrollary to this, there is a reason my All Hero army at the LV Clash of Heroes went almost un-wounded. When you have 4 models that are Fight Value 6,7,7, and 9 with 3 attacks and 3 points of might, its very, very difficult to lose a fight. If you don't want to tie your combats, bring a higher FV model
Febber wrote: My facetious post was attempting to make this very point. In wargaming, crap happens. So he rolled higher, got tied on might and lost the rolloff and died? This is a game, not a computer algorithm. Stuff like this happens on purpose. If the designers had wanted captains not to be able to use might on other heroes, they would have specified that. Instead, the rules specifically deal with how might is used in a battle between heroes where 1 or both want to use might. There is no need to create a house rule to alter the way the game is fundamentally designed. My suggestion is that the dude should suck it up and pull out the figures for a rematch.
by LordMalekTheRedKnight » Fri Dec 05, 2008 7:15 pm
by jlong05 » Fri Dec 05, 2008 8:08 pm
by LordMalekTheRedKnight » Fri Dec 05, 2008 9:54 pm
jlong05 wrote:It appears that the cap is simply to allow anyone(lowly non might hero), captain, to a mighty hero to ALL have an equal chance hence the cap.
jlong05 wrote:If there was no cap, then a mighty hero would always win as he would always be able to boost to a higher level and 'outbid'.
jlong05 wrote:Mainly the cap is to institute a level of chance in the game.
jlong05 wrote:Not knowing the full rules for your game, did the player losing the Captain not have any fate points left? If so he could still have used him might to help boost that roll if needed.
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