Me and my friends enjoy warmaster, but we do like to tailor the game to our own style with houserules.
One thing that has come up quite a lot recently is the length of time a game takes. This may be our own fault with chatting, making cups of tea, awesome armour saves and pondering. We also play quite a few multiplayer games, this contributes to the length of the game.
We have warmaster skirmish rules already, which is great fun. I would like to attempt an alternative "fast warmaster"
Please note, this is just an alternative version, and isn't meant to replace the basic rules
Personally i think the command phase, magic/shooting phase are already quick enough. I can't see how they can be improved upon.
The phase I'd like to concentrate on is the combat phase. As it stands a unit charges in (possible stand & shoot), you work out your dice, roll attacks, roll armour saves, determine winner, pursuit, attack again, possible advance and repeat.
What I'm proposing is one charge, and no pursuit or advance. This would also reduce the advantage of cavalry (and i realise the cost of certain units would have to be looked at, eg. Dwarf Rangers) After all the attacks and armour saves from both sides are rolled, all units move back X cm to regroup (somewhere around 15cm?)
This one round of combat would be more devastating than a regular charge (otherwise killing units would be very difficult) To represent this all units hit on a 3+ in the open, and 4+ in difficult terrain. Charging units would still get +1 to attack
We intend to play test this very soon. Does anyone have any other ideas? or any positive contributions?