Tactical Command
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Interesting House Rules?
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=12726
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Author:  rose4100 [ Fri May 30, 2008 10:17 pm ]
Post subject:  Interesting House Rules?

I'm just curious about what other people use for house rules to spice up E:A games? I'm thinking along the lines of random things that may happen during the game, or special options or "secret weapons" that an army may be able to pull out of the hat when things arn't going so well. Or if you capture an object early in the game it allows you 'something'.

This is all for purely light hearted fun. Mostly interested in what Orks could do/have seeing i'm trying to make the game a little more fun/silly for my fiancee. So... being the husband yielding to the wife... breaking the rules in her favor is absolutely allowed ;) hahaha.

I heard in a thread, not sure which one, that there are/used to be fate cards?

Author:  zombocom [ Fri May 30, 2008 11:33 pm ]
Post subject:  Interesting House Rules?

The main house rule my group uses is that units with jump packs can close combat skimmers.

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