Hi Hellreich!
When I play my Ultra Marines, I usually keep them close to thier own
units. The Scout Company does not get the same 5+ morale roll, as other
marine companies, so I put the Veteran Command unit with the Scouts, to
ensure a better morale roll.
The 1+ morale modifier does not seem to be a big deal in the Rally
phase, after most everyone is dead. But, if making a morale roll vs.
deamons, or Blood Claws, etc... it can make quite a difference.
Usually, my commanders start out by thier companies, reinforcing the
Morale rolls. As the battle progresses, sometimes they will heroicly
charge a unit of enemy, to pin them, and buy thier hard fighting
comrades a little time.
Or, I sometimes use them to grab an objective.
Marine Commanders are quite usefull. Unlike IG commanders, (because of
the excellent marine training), marine commanders can pursue a wide
variety of duties, not just directing troops. Marine Commanders are
more heroic in nature.
Frankly, I never thought of using them in roving packs. An interesting
idea, but one I would never use. Ny die rolling is never lucky enough
to always roll a 5 or less. I like the automatic save, so I tend to
keep my commanders close.
What does everyone else think?
Warprat ;)
hellreich_at_... wrote:
>
> Well I've always pictured the Commander would stick with the best detachment
> in the company. The sort of vetrans that have seen battle before, but are
> not harden vets. Just simple logic that this would increase his ablity to
> survie the battle or complete the mission. Then ordering his trusted
> Sargents and Lt's to lead the rookies trusting in them to lead and show the
> rookies the ropes. So I'd say the Commanders must stay with in 6cm of
> atleast one detachment of the Company Card, all other Specials are free to
> move as they wish.
> ----- Original Message -----
> From: Peter Ramos <pramos2_at_...>
> To: <netepic_at_egroups.com>
> Sent: Thursday, April 20, 2000 8:19 PM
> Subject: [NetEpic ML] Additional Issues
>
> > Hi!
> >
> > I have begun editing, slowly revising and adding our changes. Of course,
> as
> > I read I will find stuff that may need some conversations and I'll add
> them
> > as they appear.
> >
> > I remember a discussion regarding command units and their errant movement
> > away from their detachments, very unlike commanders.
> >
> > In an attempt to make them behave more like commanders I suggest the
> > following:
> >
> > 1. a detachment on fallback orders in which the commander is in coherency
> > with (6cm) rallies without need for a roll.
> >
> > 2. commanders can increase a unit's abilities when in coherency with it
> (be
> > it +1 to CAF or to hit or whatever minor boon people like).
> >
> > Any other suggestions?
> >
> > Peter
> >
> >
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>
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Received on Sun Apr 23 2000 - 18:19:11 UTC