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Thursday, October 18, 2018
Pikeman's Lament Rules Modifications for Pro or Con
Having learned from prior demo games I am going to make some small changes to the Pikeman's Lament rules for the convention. I have no problems with how the rules play and am completely happy with them, but, for use in a convention I have found these changes make things play just a bit smoother.
1. Rolling for Orders. A unit that has failed top pass its Orders check does not end the turn for that player. Instead we will be playing as if it were TMWWBK , a failed Orders check simply freezes the unit in question for the rest of the turn and you move on to the next unit. This keeps a string of poor rolls from ruining somebody's day after they have driven all the way to the Con.
2. Each side will be subdivided into separate forces, they will all act on the same initiative but they will be entirely distinct forces. Morale and Command effects will be specific to the player's force alone.
3. I will produce the Commanders Characteristics and have them ready on a card in advance. Each side will be randomly dealt a number of Commanders Cards equal to the number of players. They may examine them and assign the commanders to the units as they see fit.
4. I will provide Unit Data Cards for each unit, these will list the Orders and Actions as well as the movement rate of all the units as well as a note regarding any special rules that apply.
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All thumbs up from, and has worked very well in my opinion from previous conventions.
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Kevin
I’ve used very similar small changes when I’ve hosted games of Lion Rampant at conventions. It’s just stuff that make the core system a little more multi player friendly. 😀
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