
So my son and I have been playing for a couple of weeks now and really enjoy the game, we have been doing the 1.5 and 1.6 and 2.0 rules. Talk about conflicts. haha.
We have found some things we like and some things we dislike, so we have come up with some house rules that have been working out pretty well.
First is the Initative, rolling 2d6 with the high roller going first sometimes is NOT an advantage, sometimes I dont want to go first, so we changed it roll 2D6 and the high roller gets to choose who goes first that turn.
No Retreat on the first round of combat - We thought this made some units not as good as they could be, like some elves, so we decided that whomever won initative on that turn could elect to retreat on the first round (not who won the roll, but who went first), if you did not win initative you could not retreat on the first round, it made the initative roll also a bit more dramatic since the winner could choose who gets the initative. If you win the initative roll and choose the other player, then you also forfit your ability to retreat in the first round of combat.
Stacking Limit - We played with the limit of 6 (plus wizard) and the board seemed very cluttered in some spots, so we tried the 4 limit and it played much better (I have read many complaints about 4 not being enough, but I think it might be players who were used to the 6), in any case, although the game did go smoother, we did notice some combat that seemed like it would have been better with larger armies. So we decided to stick with the stacking limit of 4, but allow 1 group on each side to go up to 6 (plus wizard), this represented the main army or largest force that your side has to offer, we also decided that a wizard has to be in command of that group for the stacking limit to go over 4... If the wizard was killed or left for some reason, the group would have to split, etc. We are thinking of maybe trying out something like for a 100 point game you get to go over the stacking limit of 4 once, and for each additional 50 points you play you can also go over 1 more time, so a 200 point game would allow you 3 groups that can break the stacking limit of 4, etc...
There was one other thing that we had made a house rule on, but I can't recall it right now and I dont have the game handy to look, so I may edit this message at a later date with more info.
I would love to hear everyones opinions on these house rules and let me know if you have a better way or a house rule that is similar and any good/bad thoughts about it.
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