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Characters/commanders

 Post subject: Characters/commanders
PostPosted: Wed Oct 08, 2014 1:30 pm 
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Hi,

I am thinking about how commanders etc are represented in the game. I would prefer to just have them as separate stands, instead of upgrades to existing stands.

Any ideas?

++Nothing to do with Tournament army lists etc, just for working out balanced scenarios or friendly games.++

Steve

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 Post subject: Re: Characters/commanders
PostPosted: Wed Oct 08, 2014 1:40 pm 
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Sometimes it works like that - see IG Command units, Eldar Farseers. Other times it doesn't, which is where the "character" rules come in.

Incidentally, a character need not only be an actual person joining the unit, the rules work just as well using other kinds of upgrades as "characters". Examples:

- adding a chaplain or a captain to a Space Marine Dreadnought to make a special dreadnought. (Wolf Lord + Venerable Dreadnought = Bjorn the Fellhanded)
- adding a "daemonic possession" character to a vehicle to make it a Possessed vehicle.


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 Post subject: Re: Characters/commanders
PostPosted: Wed Oct 08, 2014 1:41 pm 
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For friendly games if both sides are adding an extra unit with agreed stat's to existing list then go for it.

I'm sure there would be interest in compiling a list of "lengendary characters" that players could bring if both sides want to add them.

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 Post subject: Re: Characters/commanders
PostPosted: Wed Oct 08, 2014 3:33 pm 
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I do them on separate stands, like for IG Com. Yarrick, Eldar Phoenix Lords, SM Medics, Chaplains, Libs, etc. ... For example with my Dark Angels - Image L - R > Bn Cdr, Bn Staff/2IC, Lib, Chap, Tech, Medic and even The Heretic Cypher ( who actually is with my Traitor/ Chaos SMs ) ...

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 Post subject: Re: Characters/commanders
PostPosted: Wed Oct 08, 2014 3:42 pm 
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Legion 4 wrote:
I do them on separate stands, like for IG Com. Yarrick, Eldar Phoenix Lords, SM Medics, Chaplains, Libs, etc. ...


Yeah, that's what I do too. (armies based on old SM1/2 netepic organisation) Its a bit odd that (in EA) you cant just attach a commander to a formation, it has to be an "upgrade" so it replaces the stand of troops in the formation.... sort of.

Anyway, Ill have a look at what I can come up with and see what you guys think.

Steve

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 Post subject: Re: Characters/commanders
PostPosted: Wed Oct 08, 2014 3:45 pm 
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To take my point further, consider that a stand with a character can be represented by a command stand - so that a unit of Tactical Marines with a Supreme Commander isn't just four marines and a dude with a cloak, but a full command squad - a Captain* in artificer armour, a company standard bearer, an apothecary and so on. In effect adding a character to a unit does create a new type of unit - if you want it to.



*I find that with how EA is actually played (SC nearly mandatory) the SM Supreme Commander upgrade more accurately describes a company Captain, as a typical EA SM force is about a Marine Battle Company with supporting units. The actual Captain character can then be more like a well-respected veteran sergeant - or a lieutenant, if marines used that rank.


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 Post subject: Re: Characters/commanders
PostPosted: Wed Oct 08, 2014 4:13 pm 
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Curious to know what difference it actually makes?

Normally the decision about which to use comes from how the list is structured. For example marines can put them in any unit, so it is much easier to write them in as characters because otherwise you'd have to stat 5 versions of every unit. For guard on the other hand, the commanders and supreme commander are units because you can only put them with infantry and it allows them to have different primary stats (CC, armour), whereas commissars are characters because they can be added to anything.

So I think if you wanted to only allow the SC to be a "command stand" with different stats I think that'd be fine and of course it would be done by making it a new infantry unit. It's just the codex list let's you put him in more places.

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