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Composition Rule Sets

  • Thread starter Thread starter owen_bell at hotmail.com
  • Start date Start date
O

owen_bell at hotmail.com

Guest
Hi,

I've just d/l the construction kit and red the manual, but I can't
find instructions on how to create composition rule sets anywhere...

For example, the WFB system has normal, <2000 points and 7 Knights
rule sets. What I want to do is create a new ruleset for a special
tournament.

Any pointers you can give are most appreciated.


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--- atrahasis1982 <owen_bell@hotmail.com> a écrit : > Hi,
>
> I've just d/l the construction kit and red the manual, but I can't
> find instructions on how to create composition rule sets anywhere...
>
> For example, the WFB system has normal, <2000 points and 7 Knights
> rule sets. What I want to do is create a new ruleset for a special
> tournament.
>
> Any pointers you can give are most appreciated.
>

Look at racial attributes : xbrk and create a new scenario mode with
"mode" racial attribute.

Garfunkel

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#
> Look at racial attributes : xbrk and create a new scenario mode
with
> "mode" racial attribute.
>


Sorry, I'm afraid I don't understand. Which file am I looking in?


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Check out the ABCTutor.rft file, and specifically the 'Composition Rules'
section. This explains the format of composition rules.

Now, the 'xbrk' is a racial special attribute that allows you to create
alternate composition rule sets (ie, rule sets that are different from the
standard 'Composition Group Rules' that is defined in the Race tab. If
you open the file cr.wf6 in abcreator and look in the Augmentation tab,
you'll see a lot of augmentations listed along the left ("Race: xx").
The xx means that all of these augmentations are applied to all races
(which is what you want to do). If you look at the 4th augmentation from
the top, you'll see the 7 Knights and <2000pt composition rule sets. For
your own rule set, you can either add it to this list by adding a new xbrk
statement, or you could create an entirely new augmentation.

What specifically did you want to change for your composition rule set?

Mark



--- atrahasis1982 <owen_bell@hotmail.com> wrote:
> #
> > Look at racial attributes : xbrk and create a new scenario mode
> with
> > "mode" racial attribute.
> >
>
>
> Sorry, I'm afraid I don't understand. Which file am I looking in?
>
>
>
> To unsubscribe from this group, email
>
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>


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Thanks, I've looked through that file umpteen times and missed it
every time.

The rules are as follows :

1 hero only
at least 1 core
between 2 and 4 units of core/special/rare total
no more than 1 special OR rare total
no single model > 125points

There are a couple of others but I don't think ABuilder will cope as
they're VERY specific.

I'll have a bash now - if there are any really important tips you
can give, then fire away.


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> 1 hero only
> at least 1 core

These are both doable.

> between 2 and 4 units of core/special/rare total

You will probably need to use ulmt for this, which is another racial
attribute that you can put in the same augmentation as your composition
rule set. There is more info inside ABCreator, just add a new attribute
and click on ulmt on the left and it should tell you all you need to know.

> no more than 1 special OR rare total

Same as above.

> no single model > 125points

ulmt should work here too.

> There are a couple of others but I don't think ABuilder will cope as
> they're VERY specific.

You never know 'til you try (or ask this group). :)

Mark


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At 10:46 AM 5/2/2003 -0700, you wrote:

> > 1 hero only
> > at least 1 core
>
>These are both doable.
>
> > between 2 and 4 units of core/special/rare total
>
>You will probably need to use ulmt for this, which is another racial
>attribute that you can put in the same augmentation as your composition
>rule set. There is more info inside ABCreator, just add a new attribute
>and click on ulmt on the left and it should tell you all you need to know.
>
> > no more than 1 special OR rare total
>
>Same as above.
>
> > no single model > 125points
>
>ulmt should work here too.
>
> > There are a couple of others but I don't think ABuilder will cope as
> > they're VERY specific.
>
>You never know 'til you try (or ask this group). :)
>
>Mark
>
>
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>http://www.WCP-Vancouver.com
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--- In armybuilder@yahoogroups.com, "Mr. Green" <mach_5@r...> wrote:
>
> > 1 hero only
> > at least 1 core
>
> These are both doable.

Done

> > between 2 and 4 units of core/special/rare total
>
> You will probably need to use ulmt for this, which is another
racial
> attribute that you can put in the same augmentation as your
composition
> rule set. There is more info inside ABCreator, just add a new
attribute
> and click on ulmt on the left and it should tell you all you need
to know.

Done, but how do I make it apply only when my ruleset is being used?

> > no more than 1 special OR rare total
>

I've limited special and rare to 1, but I want them to be mutually
exclusive.

>
> > no single model > 125points
>
> ulmt should work here too.
>
> > There are a couple of others but I don't think ABuilder will
cope as
> > they're VERY specific.

OK, special cases where you have two-for-one slots (gobbo spear
chuckas and the like) - I want to remove the discount. I'd also like
to limit the army to one chariot.

Thanks for your help.


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> > > between 2 and 4 units of core/special/rare total
> >
> > You will probably need to use ulmt for this, which is another
> racial
> > attribute that you can put in the same augmentation as your
> composition
> > rule set. There is more info inside ABCreator, just add a new
> attribute
> > and click on ulmt on the left and it should tell you all you need
> to know.
>
> Done, but how do I make it apply only when my ruleset is being used?

If you're making a new type of army list (like I did with Warhammer
Skirmish), you can add the -mode= qualifier on the end of the ulmt
statement so that it will only apply when users are using your special
list. The problem with this is users won't be able to use special units
that are only available in specific appendix armies (such as City Guard
for Dark Elves) unless you make them available in your special list.

> > > no more than 1 special OR rare total
> >
>
> I've limited special and rare to 1, but I want them to be mutually
> exclusive.

This should do it:
ulmt:comp=Spec,Rare-max@unit=1

again, if you want to create a special army list mode, add the
-mode=<your-list-acronym> to the end

> OK, special cases where you have two-for-one slots (gobbo spear
> chuckas and the like) - I want to remove the discount.

So that they don't get one for free? You'd have to remove the ability for
each unit to take a second for free, ie go into each unit and delete the
option link for "Free Choice" and changing the unit sizes from 1:2 to just
1.

> I'd also like
> to limit the army to one chariot.

Again, no really easy way to do this. If you really wanted to, you could
add a type:chariot to all of the chariot units, and then add a tlmt:
restriction to your generic race augmentation (same place you're doing the
xbrk/ulmt things).

This is a fair bit of work to do, though, especially since you'll have to
pretty much re-do it each time the wf6 files get updated. It's probably a
lot easier just to let your group know 'one chariot max.

Mark


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> If you're making a new type of army list (like I did with Warhammer
> Skirmish), you can add the -mode= qualifier on the end of the ulmt
> statement so that it will only apply when users are using your
special
> list. The problem with this is users won't be able to use special
units
> that are only available in specific appendix armies (such as City
Guard
> for Dark Elves) unless you make them available in your special
list.

I thought of doing it this way - Appendix lists aren't being used,
so thats not a problem.

> This should do it:
> ulmt:comp=Spec,Rare-max@unit=1

Yeah I'd got that, but I'm still in moderation for this list so its
taking a few hours for my posts to appear.

> lot easier just to let your group know 'one chariot max.

Thats what I thought (and why I said it was probably too specific to
do in AB easily).

I've got most of the limits in place and working (although they're
working all the time and not just when my ruleset is selected) and
thats going to take a lot of work out of the army list verification
process. I'll keep at it and see if I can get any more of them
working but I'm happy that what I've got has saved some work. Thanks
again for all the help.


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>> The problem with this is users won't be able to use special units
>> that are only available in specific appendix armies (such as City
>> Guard for Dark Elves) unless you make them available in your
>> special list.
>
> I thought of doing it this way - Appendix lists aren't being used,
> so thats not a problem.

Now that I think about it though, Chaos uses the same method of
choosing which army to be as other races use for Appendix lists, so
its not possible to write a valid Chaos army without me adding rules
specifically.

I've got the following limits in place :

1 - Exactly 1 Hero
2 - Between 2 and 4 Core, special, rare units.
3 - At least 1 core
4 - 1 Special or Rare choice
5 - No more than one war machine (used ulmt:categ=mac-max@model=1)

That leaves :

6 - At least one infantry unit of at least 10 models.
7 - No unit larger than 25 models
8 - No single model more than 125 points
9 - No magic standards

6,7 and 8 are a problem because I can't see how to make the limits
apply to only one unit - I can tell AB that I want at least 10
infantry models, but not that they all must be in one unit.

9 I haven't really looked at yet, I'm going to try that now.

I had to start from scratch becaue I unthinkingly upgraded to the
new version of the files this afternoon when the automated message
came up ;(




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> Now that I think about it though, Chaos uses the same method of
> choosing which army to be as other races use for Appendix lists, so
> its not possible to write a valid Chaos army without me adding rules
> specifically.

... and Chaos rears it's ugly head once again. All I can suggest is just
do it and tell people to ignore error messages like 'your general must be
a mortal in a mortal army' and 'you do not have enough core units' if they
are doing a beastmen or daemon army.

> That leaves :
>
> 6 - At least one infantry unit of at least 10 models.
> 7 - No unit larger than 25 models
> 8 - No single model more than 125 points
> 9 - No magic standards
>
> 6,7 and 8 are a problem because I can't see how to make the limits
> apply to only one unit - I can tell AB that I want at least 10
> infantry models, but not that they all must be in one unit.

True, I can't see a way to do what you want here either. I can think of a
way to do this is you wanted any unit of at least 10 models, but I can't
think of one for just infantry, since there's no common method used to
distinguish infantry from other units. They are lumped into the same
'regiment' category as knights, monsters, and other unit types, and while
some have been given the type 'infantry' many others have not. I suppose
I could fix that (going through every file and adding type:infantry to all
the infantry units), and I may in the future, but it's pretty low on my
priorities right now.

> 9 I haven't really looked at yet, I'm going to try that now.

Maybe try an augmentation to set spec:-stnd on all units? I'm not sure if
that'd work off hand.

> I had to start from scratch becaue I unthinkingly upgraded to the
> new version of the files this afternoon when the automated message
> came up ;(

I hate it when that happens. My advice is back everything up in a
separate folder (I keep a wf6 folder inside my armybuilder folder for
files I'm currently modifying).

Mark

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> ... and Chaos rears it's ugly head once again. All I can suggest
> is just do it and tell people to ignore error messages like 'your
> general must be a mortal in a mortal army' and 'you do not have
>enough core units' if they are doing a beastmen or daemon army.

I might go to the effort of adding some conditions to make Chaos
work properly - just depends on how much University work I have to
avoid ;)



> They are lumped into the same 'regiment' category as knights,
> monsters, and other unit types, and while some have been given the
> type 'infantry' many others have not.

I noticed that...
Supposing their was a type:infantry attribute for every infantry
unit, would there then be a way to do it?

>
> > 9 I haven't really looked at yet, I'm going to try that now.
>
> Maybe try an augmentation to set spec:-stnd on all units? I'm not
sure if
> that'd work off hand.

This one's sorted - see my (very) recent post for details.

> I hate it when that happens. My advice is back everything up in a
> separate folder (I keep a wf6 folder inside my armybuilder folder
> for files I'm currently modifying).

I only really need to copy cr.wf6, don't I? I assume their aren't
many changes made to that file these days.



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> 9 - No magic standards
<---snip--->
> 9 I haven't really looked at yet, I'm going to try that now.

This one turned out to be really easy :

ilmt:count=0-categ=stnd-mode=zzz

I used mode=zzz for my mode because it then automagically takes
advantage of some of the warhammer skirmish rules in place (ie no
requirement for a specified general etc).


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I just thought of something else you can do... create a new file (go
file | new, then select wf6) and save it as whatever you want
(mystuff.wf6 or something). Put your augmentations in there and then
just make sure you don't 'delete files not included in the latest
update' when you download the wf6 updates.

Mark

> > I hate it when that happens. My advice is back everything up in a
> > separate folder (I keep a wf6 folder inside my armybuilder folder
> > for files I'm currently modifying).
>
> I only really need to copy cr.wf6, don't I? I assume their aren't
> many changes made to that file these days.


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> > They are lumped into the same 'regiment' category as knights,
> > monsters, and other unit types, and while some have been given the
> > type 'infantry' many others have not.
>
> I noticed that...
> Supposing their was a type:infantry attribute for every infantry
> unit, would there then be a way to do it?

Create a new option. Call it 'infantry requirement' or something. Add
the following attributes:

glob:incl
hide
utyp:infantry
usiz:min=10
type:ReqInf

This option will attach itself to all units in the game, as long as they
are of type 'infantry' and have at least 10 models in them. Units that
meet these requirements will be given the type 'ReqInf'. Now, all you
have to do is require that the army have at least one unit of type
'ReqInf' and you're good to go.

You still need to add type:infantry to all the infantry units though :(

> I only really need to copy cr.wf6, don't I? I assume their aren't
> many changes made to that file these days.

Yep, if you're only making changes to cr.wf6, that's the only one you need
to backup.

Mark


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> Create a new option. Call it 'infantry requirement' or
something. Add
<---snip--->
> You still need to add type:infantry to all the infantry units
though :(

Yeah I know. Can't even use US instead, as Ogres and the like are
US3 infantry.
Would creating a new option in a similar vein not allow me to
implement the other limits? ie attach an option toobig to units that
exceed 25 models and require that there be 0 units with toobig (and
similarly for 125 point single model limit etc)?




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> Yeah I know. Can't even use US instead, as Ogres and the like are
> US3 infantry.
> Would creating a new option in a similar vein not allow me to
> implement the other limits? ie attach an option toobig to units that
> exceed 25 models and require that there be 0 units with toobig (and
> similarly for 125 point single model limit etc)?

Sounds like that should work.

Mark


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> > You still need to add type:infantry to all the infantry units
> though :(

I've been sneaky ;)
I've added an option us1inf that has

glob:incl
hide
usta:US=1
type:infantry

This as you can probably tell makes all units with US1 infantry.
Then all I had to do was find the few that defy this rule (ogres,
kroxigor, trolls) and make them infantry. While I was doing this I
realised that all US3 models are infantry too (aren't they?). So,
another option for us3inf was created. Job done.

However, for some reason its not working for Empire Archers (which
have US1, but are already type:skirmishers) I didn't think this
should matter, but apparently it does. They are assigned
type:infantry (I removed the hide to check) but don't trigger the
ReqInf type assignment option. It seems to work for gutter runners,
that have US1 and are also type:skirmishers. I can't work it out.

I've also implemented the 25 model limit on all units, using a
similar option. If I get the bug with the archers fixed, and find a
way to implement the 125 point model limit, that will be all of the
restrictions in place.


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Problem with archers solved by making ReqInf Priority5
utyp:infantry condition wasn't satisified because the option
assigning the type:infantry was of equal priority.

Only the 125 point/model limit left to do.

Thanks again for all your help.


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