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Commander's power more balanced


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#1 Ctol

Ctol

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Posted 03 December 2013 - 08:38 AM

Hi,

 

My friens don't like the Commander because their power aren't balanced.

 

In fact, an Iron Will (when tallying strength during a battle, this commander may draw a number of Fate cards equal to his wisdom. For each GOLD or GREY gain +1 strength during the battle's resolution) or A Thorn in Their Side (at the start of battle, this commander may test agility. GOLD or GREY: Choose an enemy unit type. All units of that type are now considered to have a printed initiative of 5 for the remainder of the battle.) are really more powerful than a Holy Pact (once during a battle, this commander may be dealt 1 damage at any time to prevent a unit from being routed. This may not be used on a retreating unit.) or Incalculable Strength (at the start of a battle in an area that does not contain one of your activation tokens, place one of your activation tokens in the contested area and spend up to 6 influence to move an equal number of standing units from adjacent friendly areas into the contested area, following all normal movement rules.).

 

If you think like me joint to me in that post in order to do submit for rebalancing these powers.

 

My Submits:

 

Holy Pact: Once during a battle, this commander may be dealt 1 damage at any time to prevent a unit from being routed. This may not be used on a retreating unit.

Aim of that change: makes it more useful.

 

Incalculable Strenght: At the start of a battle in a area that does not contain one of your activation tokens, place one of your activation tokens in the contested area and spend up to 6 influence to move an equal number of standing units from adjacent friendly areas into the contested area, following all normal movement rules.

Aim of that change: allow the use of that power in attack and not only in defence.

 

Flexible Mobility: at the start of a battle in which you are defending, you may swap any standing friendly units in the contested area with the same number of friendly standing units from up to adjacent areas and from areas located 2 hexes away (ignoring borders). The units moved out of the contested area are then routed.

Aim of that change: make it more powerful and easy to use.

 

 

Other powers seems to me well balanced.

 

 

 

 

 

 

.


Edited by Ctol, 03 December 2013 - 08:55 AM.


#2 KevinBakon

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Posted 07 December 2013 - 01:50 PM

Yeah the commander abilities are not created equal. I just played a 1 on 1 as elves vs uthuk. His commander was battle Mage, he had thorn in their side, and I had incalculable strength, and the flag woman. It was over summer of year 2. I'll never do elves 1 v 1 again!




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