Hi,
Lately my gaming group has been playing some custom games using fully racial armies of Dwarves vs. Goblins vs. Hmans. We decided the goblins needed a little more power that didn't come strictly from musical instruments. ;-)
I picked up some old Grenadier 15mm minatures, and some Eureka miniatures:
http://eurekamin.com.au/index.php?cPath=87_110_116_119&sort=3a
I wrote up some house rules - please have a look and tell me what you think! I'm looking for anything that make them fair, fun, and balanced. I'm not hoping to cause a big discussion about Goblin strengths/weaknesses since I lost badly playing against them as the humans! lol
Thanks!
~ CEG
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Orcs
Orcs are large heavily muscled Goblinoids who dwell in the dark and dangerous forested lands to the North. While not as quick and nimble as their Goblin cousins, Orcs are brutal and vicious combatants who love a good fight and will seldom run from a challenge. Orcs don't suffer from Goblin panic, or Goblin’s frightened nature, nor do they benefit from the Goblin rush, however, any turn in which an Orc charges an opponent, they roll +1 dice.
Infantry
Orc Infantry are Blue Infantry units and follow all the rules for regular blue infantry.
Orc Fell Beast Cavalry
Blue Cavalry - Orcs
Ferocious – Any unit (friend or foe) adjacent to a Ferocious beast loses Bold status except for creatures and other Ferocious beasts. Troops that are not bold become frightened.
E.g. Bold2 units become Bold. Bold units become Normal. Normal units become frightened. Frightened units stay frightened – they don’t get any more frightened.
Orc Wolf Chariot
Green war machine (consists of 2 crew and a chariot drawn by 2 wolves that counts as one model which is also the flag bearer)
As a war machine, the chariot acts like a Green Cavalry unit except it is not affected by command cards, or lore cards that specifically target cavalry units.
Combat: 4dice on the charge (3 +1 for being a charging Orc), 2 dice normally. Hits on banner colors and bonus strikes.
On any turn in which the chariot charges, it rolls 4 dice in combat. However the chariot cannot “back out” of any combat. If engaged with an enemy on any side it must remain in combat and cannot move. If forced to retreat, it moves away as normal.
Ferocious – Any unit (friend or foe) adjacent to a Ferocious beast loses Bold status except for creatures and other Ferocious beasts. Troops that are not bold become frightened.
E.g. Bold2 units become Bold. Bold units become Normal. Normal units become frightened. Frightened units stay frightened – they don’t get any more frightened.
Orc Catapult
Blue War Machine (consists of 3 crew and a catapult)
As a war machine, the catapult launches large rocks at the enemy at long range and therefore functions like a ranged unit. However, it is not affected by command cards, or lore cards that specifically target ranged combat units.
Combat : Range 6, 3 Dice. Scores hits on banner colors and bonus strikes.
Can move 2 - but if this unit moves, it may not fire.
The Catapult itself counts as the Banner Bearer and is the last figure to be removed. If the crew is dead, the catapult my not move, shoot at range, or attack in close combat.
The Catapult can fire over friendly or enemy troops, but not over terrain. If you can't draw line of sight to your target you risk a misfire.
Misfire
If you fail to roll any hits and you don't have line of sight to your target, each friendly unit adjacent to the target takes one automatic hit - remove one figure without rolling. If this eliminates the flag bearer in a unit, your opponent gets it. If this hits a creature, roll one dice and resolve a critical hit as normal. If there are no adjacent friendly units, the shot dissipates with no effect.