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Hmm you're right there Dale. I hadn't realized how gimped guard armies can be with their HQ choices.
First off ALL weaker HQ choices get a boost in ability! They might suck week 1-4 but on week 5 they will have a better chance at a sweet ability! I am telling everyone this now because everyone can can change their hero.
So this is news to everyone!
Let me give an example:
A necron lord
ability 2 of 3
2) Improved Gauss Technology: (army ability)
the Lord and every unit in the army possess powerful gauss tech that automatically wound or glance a vehicle on a 5+ and pen on a 6+.
Or this ability
Herald of Nurgle +++ Greater Demon of Nurgle
ability 3 of 3
3) Zombie Plague (army ability)
All models killed by a model with mark of nurgle will rise up as a plague bearer on a 4+. All new plague bearers will join within 2" of the unit that caused the casualty.
Note:
Not every character has super bad ass abilities. So a good character might only get one bad ass ability and two good abilities. Where a weaker HQ will have two bad ass abilities and one good ability.
The intention of the abilities are to do two things. Create a change up in how we select HQ choices and create a interesting twist on how the games are played.
I will create teaser with all this information plus some.
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Okay another question. Since the IG commander is stuck with only a few upgrade options to himself (no biggie, I know what I need) what would we have to do if we wanted him to have, say, carapace armor? I bring this up because you give the whole squad carapace when you upgrade, it isn't an individual basis. Do I just divide the points evenly and then that's him with said carapace armor? And even then that is a hassle. Here's why.
A standard command squad is 4 veterans and the commanding officer. It costs 20 points to give the whole squad carapace. Now let's say I add in all of the regimental advisers (a common tactic of mine). Carapace is still applied to them as well for the same cost as if I did not add them. Which number would I divide it by? The squad of 5 or the squad of 10?
Another issue that needs to be brought up on this. Let's say for a mission I want my command squad to have carapace, but the commanding officer was never issued it at the beginning. What then? Do I spend the 20 points and not get my full points worth since he can't be upgraded? Or hell let's say he had it before, will the full cost still have to be spent? In which case it would cost anywhere between an extra 2- 5 points for something that he already has.
And now that I think about it will I have to deduct his base points (which will be 10, since a CCS is 50 points with 5 models) when calculating the cost of the squad, but ultimately still paying for the full price of the squad OR will I be stuck paying that extra 10 points, making the CCS 60 points instead of the regular 50?
Just to make things easy. Treat the company commander AND his unit as your hero. So whatever you point out for the CCS the unit is not going to be able to change. I don't do this to retinues because they are optional where as in a CCS you are forced to take them. This is only to simplify things points wise.
As a note only the Company commander will gain any bonus's or stat upgrades.
Is everyone good to go?