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What happened to the Commander change?

 Post subject: What happened to the Commander change?
PostPosted: Thu Jun 25, 2009 6:35 am 
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So when a formation with commander was attacked it could choose to intermingle nearby allies?

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 Post subject: What happened to the Commander change?
PostPosted: Thu Jun 25, 2009 11:04 am 
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Jervis rejected that idea.

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 Post subject: What happened to the Commander change?
PostPosted: Thu Jun 25, 2009 11:12 am 
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God knows why. It's a great idea.

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 Post subject: What happened to the Commander change?
PostPosted: Thu Jun 25, 2009 11:17 am 
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To me its a small change that *could* have a big impact.


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 Post subject: What happened to the Commander change?
PostPosted: Thu Jun 25, 2009 12:00 pm 
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Quote: (Mephiston @ 25 Jun. 2009, 11:17 )

To me its a small change that *could* have a big impact.

agreed  :agree:

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 Post subject: What happened to the Commander change?
PostPosted: Thu Jun 25, 2009 12:11 pm 
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Oh yes, thats why it was so great :)

Was it only me that wanted to do a close order battle drill with the guard? :)




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 Post subject: What happened to the Commander change?
PostPosted: Thu Jun 25, 2009 12:17 pm 
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Unlimited self-interminglings per turn... that wouldn't make Siegemasters even better, would it? :))

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 Post subject: What happened to the Commander change?
PostPosted: Thu Jun 25, 2009 1:24 pm 
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It just wasn't tested enough.  I floated the idea and it got a lot of positive response so I included it in the list of changes for consideration.  However, very few games were reported and, of course, even when it is used it doesn't come up every game.

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 Post subject: What happened to the Commander change?
PostPosted: Thu Jun 25, 2009 1:28 pm 
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Quote: (Evil and Chaos @ 25 Jun. 2009, 12:17 )

Unlimited self-interminglings per turn... that wouldn't make Siegemasters even better, would it? :))

Funnily enough sadly not as much as you'd think :( The units you intermingle with are typically in their own defensive areas and including them doesn't get you any extra attacks other a firefigth. Tis basically a risk in return for +1 or maybe +2 from an extra commissar (at most two if you go for the max 3 formations) and more numbers. Far better to lose a segment of trench and keep the surrounding areas in their emplacements.

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