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Space Marine Supreme Commanders. |
Evil and Chaos
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Post subject: Space Marine Supreme Commanders. Posted: Tue Oct 31, 2006 9:14 pm |
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Joined: Fri May 05, 2006 2:57 am Posts: 20887 Location: Harrogate, Yorkshire
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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?
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J0k3r
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Post subject: Space Marine Supreme Commanders. Posted: Wed Nov 01, 2006 12:12 am |
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Joined: Mon May 08, 2006 11:18 pm Posts: 876 Location: Edinburgh, UK
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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.
_________________ "Do not offend the Chair Leg of Truth; it is wise and terrible." -Spider Jerusalem
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Bombot
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Post subject: Space Marine Supreme Commanders. Posted: Wed Nov 01, 2006 1:02 am |
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Joined: Sun Oct 30, 2005 1:06 pm Posts: 348 Location: Reading, UK
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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.
_________________ "The Hoff isn't just a person - he's a state of mind, a kind of higher power"
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Markconz
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Post subject: Space Marine Supreme Commanders. Posted: Wed Nov 01, 2006 1:46 am |
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Purestrain |
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Joined: Mon Jul 28, 2003 10:43 pm Posts: 7925 Location: New Zealand
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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.
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nealhunt
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Post subject: Space Marine Supreme Commanders. Posted: Wed Nov 01, 2006 3:37 pm |
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Purestrain |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA
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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.
_________________ Neal
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Dwarf Supreme
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Post subject: Space Marine Supreme Commanders. Posted: Wed Nov 01, 2006 3:41 pm |
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Joined: Fri May 20, 2005 8:45 pm Posts: 11149 Location: Canton, CT, USA
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Knowing my bad luck with activations, I can't imagine ever playing without a SC. 
_________________ "I don't believe in destiny or the guiding hand of fate." N. Peart
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M4jumbo
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Post subject: Space Marine Supreme Commanders. Posted: Wed Nov 01, 2006 3:53 pm |
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Joined: Sat Sep 16, 2006 2:03 am Posts: 168 Location: Minnesota US
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I always include a SC and have no problem with the point cost as is.
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Evil and Chaos
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Post subject: Space Marine Supreme Commanders. Posted: Thu Nov 02, 2006 2:12 am |
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Joined: Fri May 05, 2006 2:57 am Posts: 20887 Location: Harrogate, Yorkshire
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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.
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Honda
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Post subject: Space Marine Supreme Commanders. Posted: Thu Nov 02, 2006 2:12 pm |
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Joined: Wed Aug 10, 2005 11:44 pm Posts: 1891 Location: Katy, Republic of Texas
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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.
_________________ Honda
"Remember Taros? We do"
- 23rd Elysian Drop Regiment
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gary_clark1946
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Post subject: Space Marine Supreme Commanders. Posted: Wed Nov 08, 2006 8:00 pm |
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Joined: Tue Jun 01, 2004 1:40 am Posts: 280 Location: Dominican Republic
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I am usually the nay sayer but This time I have to agree.
Wolf Lord (SC) never leave home without one. 
_________________ Wolf1
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[ 11 posts ] |
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