Well as said it is huge work in progress but here is my yaktribe thread on the matter and also link to the google drive word document I have started to edit. I have included edited rules highlighted with blue or strikeout so it would be little bit easier to follow the rules. I also made some sections more intuitive to read, for example falling rules when model goes knocked down or stunned near edge out from the "movement section" and into the injury section, what makes a lot more sense. (for example I missed the whole rule and though that Necromunda had it better when fighters could drop down.)
https://yaktribe.org/community/threads/ ... tion.5163/https://drive.google.com/open?id=17Ikwt ... 9GaBh5se08Eventhough I have written some stuff allready with blue they are not yet "approved" by my fellow comrades in Winterfel club. I don't think many of the changes are something they would object, but regardless. Like I personally would like to make things little bit more streamlined, for example something like unwieldy with spear and hard to use with morning star (small difference between the rules mainly that other allows buckler and other don't). also I like some basic principles like sequencing, active player, no rerolls of rerolls, generally roll of 1 is fail etc.
So far we have agreed atleast on the following subjects on the group:
- Climbing so that you can combine it with normal move (in otherwords you don't have to START your turn next to a wall or building etc) to climb but rather can combine it with normal move so that total movement don't exceed movement allowance.
- We include fleeing models when calculating Rout test, instead just Out of Actioned.
- Interception rules written little more clearer and make the defender "actually" step up against the charger.
- Multiplayer rules: All enemies combined rating when calculating underdog, all hand-to-hand combats are played in every turn (even when player whose turn is isn't participant, however the player whose turn is decide the order how to resolve hand-to-hand combat) you can shoot in combat provided that there isn't any own models there and randomize the one who is hit. Captured goes to the player who caused the out of action.
- Multiple combat rules (still under debate) but some basic principles how to resolve strange multiple combat situation with nudge moves etc.
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