House Rules

By Wolfie6407, in Chaos in the Old World

Our game group has decided that Khorne is too overpowered, in both 3 or 4 player games both he just dominates over us all. With the Warrior upgrade card and one warrior in every region he can kill too much, even with just ONE. What he does is place the first unit on the first turn in the middle of the board, and just put one as many regions as he can, and just chase everyone down, easily getting 2+ dial tokens every turn.

So we refuse to play untill we come up with some house rules to bring him down a notch to be in more equal to the others. Some of the ideas we've come up with:

The chaos card and the warrior upgrade that give 2 pre-battle dice: considering to change it to 1 pre-battle dice where explosions cannot be re-rolled.

Dial Advancement Condition : Instead of just killing a unit in a region, thinking of changing it to where he has to kill a unit in a region where he also places 2 corruption. Everyone else has 2 conditions to get a dial advancement except Khorne.

Every unit gets +1 defese against a khorne warrior.

Your thoughts? More Ideas?

Right, I have to respect your dice rolling skills, because Khorne in our games SUCKS.

Seriously, are you doing the following things:

1)Run away from Khorne after he plays his expensive Bloodletters

2)Teleport Bloodletters away to somewhere useless

3)Use Rain of Pus/Field of Ectasy to keep Khorne at bay

4) If you need to stay in a region, play warriors to fight back.

Seriously, if Khorne doesn't double-tick in his first few turns, he is a LOT weaker. If anything, Khorne needs houseruling to make him better, not worse

Also - you realise the Bloodletters upgrade lets them strike first INSTEAD of in the simultaneous section, right? And that you can't tick more than twice in a turn?

An alternate approach would be to learn how to deal with Khorne. All chaos powers have some abilities that can stop the Blood God, I've listed some in this thread . Overall, the Chaos Gods are very balanced, there's statistics showing that . Personally, I've still played less than 10 games (with other people, plus a few solo but those don't count for balance purpose), and once the other Gods know what to do in order to stop Khorne, he has a really hard time winning.

Play a few more times before you decide to house rule anything.

One great way to ruin Khorne's day is just not to spead out your forces too thin. If every player tries to limit his forces to as less regions as possible, Khorne will have a hard time to score enough kills to double tick.

There are so many other ways to hinder Khorne that I would not dare to say that he's overpowered. He's just as powerful as you are letting him become.

I have to agree with the group here on this one. Khorne is definetly the weakest god but probably the easiest to play. It has been said before and even in this thread but i'll say it again. If khorne doesn't tick up in the first turns of the game they fall behind by a WIDE margin and are basically no longer a threat to the game.

Wolfie6407 said:

Dial Advancement Condition : Instead of just killing a unit in a region, thinking of changing it to where he has to kill a unit in a region where he also places 2 corruption. Everyone else has 2 conditions to get a dial advancement except Khorne.

Every unit gets +1 defense against a khorne warrior.

This is insane. Your doing something wrong if you thing this is needed to balance Khorne. Basicly you are requirering him to spend 4 power after everyone else to have a chance at dial advancement. 2 power for the two cultist, and another 2 for a bloodletter, and even then he'd only have somewhere near 0.25 chance of advancing (needs to score double hit on avery figure), and if he's not the last player, you could just run away. And then the next turn he has to do it again, since noone would voluntarily move into this territory.

Either you are reading the rules wrong, or you are just not running away when he places his bloodletters. Remember, he has to spend 2 power to put a bloodletter in the same area as a cultist, but that cultist can flee for 1, so he'll only get attacks if he places last, which is rarely the case.

Personally we have a house ruling on the 0-cost card that give 2 free combat dice. We play such that Khorne has to have a unit in the region for it to trigger, because we feel this was more balanced, now he can't use it to cover more regions then he is able to with his figures.

Baenre said:

I have to agree with the group here on this one. Khorne is definetly the weakest god but probably the easiest to play. It has been said before and even in this thread but i'll say it again. If khorne doesn't tick up in the first turns of the game they fall behind by a WIDE margin and are basically no longer a threat to the game.