I love the idea of tactic cards, but the way Games Workshop has implemented them leaves a lot to be desired. My biggest gripe is that they scare new players away because they are an extra layer of rules and preparation in a game which is very hard to get into already.
So, I suggest the following:
Whenever a player would gain a "tactic card", they instead gain a token called a "tactic". Use anything that is convenient to keep the track of how many tactics you have, for example you stack coins, mark a piece of paper with a pen or use a D6 die facing up with your current number of tactics left.
A player can spend a tactic in the following ways:
- Once per round reroll a single characteristic test or a save roll for a friendly fighter.
- On activation remove a flesh wound from an activated fighter.
- During recovery test select a seriously injured friendly fighter, they count as having assistance during the recovery test.
- If you did not have the priority in the previous round, you can add +1 to the priority roll to a maximum of 6. Only one tactic can be used this way per round and the tactic has to be used before any rolls are made.
Alternatively, before the game players can agree to use the "classic" tactic card decks, if all players have prepared them according to the rules of the campaign (usually 18 cards, no duplicates). This way people who have tactic card decks and newcomers (or people who despise tactic card decks) can even play in the same campaign without getting on each other's toes.
BTW, if loot caskets would give 1 tactic when successfully opened there would be a lot more incentive to go for them.
So, I suggest the following:
Whenever a player would gain a "tactic card", they instead gain a token called a "tactic". Use anything that is convenient to keep the track of how many tactics you have, for example you stack coins, mark a piece of paper with a pen or use a D6 die facing up with your current number of tactics left.
A player can spend a tactic in the following ways:
- Once per round reroll a single characteristic test or a save roll for a friendly fighter.
- On activation remove a flesh wound from an activated fighter.
- During recovery test select a seriously injured friendly fighter, they count as having assistance during the recovery test.
- If you did not have the priority in the previous round, you can add +1 to the priority roll to a maximum of 6. Only one tactic can be used this way per round and the tactic has to be used before any rolls are made.
Alternatively, before the game players can agree to use the "classic" tactic card decks, if all players have prepared them according to the rules of the campaign (usually 18 cards, no duplicates). This way people who have tactic card decks and newcomers (or people who despise tactic card decks) can even play in the same campaign without getting on each other's toes.
BTW, if loot caskets would give 1 tactic when successfully opened there would be a lot more incentive to go for them.
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