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Space Marine Supreme Commanders. http://www.tacticalwargames.net/taccmd/viewtopic.php?f=73&t=7837 |
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Author: | Evil and Chaos [ Tue Oct 31, 2006 9:14 pm ] |
Post subject: | Space Marine Supreme Commanders. |
I've heard a few times how 100 points for a Marine Supreme Commander is OTT. I've heard a few suggestions as to how this could be rectified, but how do YOU think it could be done? Or is he perhaps balanced for his cost in your opinion? |
Author: | J0k3r [ Wed Nov 01, 2006 12:12 am ] |
Post subject: | Space Marine Supreme Commanders. |
I think that he is ok for the cost- the extra re roll is very handy for retaining iniative issues, also I really like the commander assault ability. I find combined assaults to be particularly effective, particularly with bike/LS units. Its a real joy to outnumber the opposition on occasion. |
Author: | Bombot [ Wed Nov 01, 2006 1:02 am ] |
Post subject: | Space Marine Supreme Commanders. |
Worth the cost if you ask me. You can be far more aggressive with him around, which suits Marines. If he was any cheaper, he'd be a complete no-brainer, and I don't think that would be right. |
Author: | Markconz [ Wed Nov 01, 2006 1:46 am ] |
Post subject: | Space Marine Supreme Commanders. |
Usually well worth the cost IMO. Marines need precision manoeuvering, SC helps make sure you get it. Agree with Bombot - any cheaper and it would be a no-brainer. |
Author: | nealhunt [ Wed Nov 01, 2006 3:37 pm ] |
Post subject: | Space Marine Supreme Commanders. |
Ditto. I think it might be worth considering making the Commander ability cheaper in the SM list in some way but the SC is good as-is. I think it's close to a no-brainer even at 100 points. |
Author: | Dwarf Supreme [ Wed Nov 01, 2006 3:41 pm ] |
Post subject: | Space Marine Supreme Commanders. |
Knowing my bad luck with activations, I can't imagine ever playing without a SC. ![]() |
Author: | M4jumbo [ Wed Nov 01, 2006 3:53 pm ] |
Post subject: | Space Marine Supreme Commanders. |
I always include a SC and have no problem with the point cost as is. |
Author: | Evil and Chaos [ Thu Nov 02, 2006 2:12 am ] |
Post subject: | Space Marine Supreme Commanders. |
Just as a note, I tend to play him as removing an extra blast marker... though it looks like perhaps even that isn't nessesary. |
Author: | Honda [ Thu Nov 02, 2006 2:12 pm ] |
Post subject: | Space Marine Supreme Commanders. |
I will chime in with the others...he's still good value at 100 pts and I've seen a couple of SM players rue the day they left theirs at home. The first inclination with the SM initiative is to think that he's not necessary, but actually he's critical to keeping the high tempo of operational initiative going for the SM. He's fine. I too use the SM Leaders pull off 2 BM rule. |
Author: | gary_clark1946 [ Wed Nov 08, 2006 8:00 pm ] |
Post subject: | Space Marine Supreme Commanders. |
I am usually the nay sayer but This time I have to agree. ![]() Wolf Lord (SC) never leave home without one. ![]() |
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