At 06:49 PM 2/20/2007, you wrote:
Okay, I was hoping for a more detailed use of overrides - I have up to 6 versions of the same weapon in use, and I was hoping to use overrides to modify them depending on the unit taking them.
The primary purpose of overrides is to change the behavior of a unit or item based on changes in rulesets. Using 40K as an example, there are all of the different Space Marine chapters, each with somewhat different equipment options, point costs, and behaviors for a variety of units that are largely the same. One approach would be to re-implement each of these units separately for each chapter. However, using overrides allows the same units to be modified slightly for each of the different chapters.
Looking at Warhammer Fantasy, overrides are great for the various "special armies" that many of the army books include. For example, the Lizard book includes a healthy number of differently flavored armies, each with slightly different rules. Overrides make it possible to include all the units once and properly adapt them to the specifics of each of these special armies.
You can also use overrides in conjunction with global tags that are assigned by units. For example, there are some armies in WFB where the presence of a particular special character causes some units to be treated differently (e.g. different point cost or re-classification of special units as core). By assigning a global tag to the special character, the rest of the roster can dynamically adapt itself appropriately. However, this only works with global tags, so it won't work for your situation.
Does this help to explain how and when overrides can/should be leveraged? If not, let me know what you still want me to explain and I'll do my best to provide it.
Thanks, Rob