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"Extra" Comrades?


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#1 LuciusT

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Posted 29 June 2012 - 08:13 AM

 So, a standard Imperial Guard infantry squad is 10 individuals. Part of the idea of the comrade system is to round out the squad, since we're assumed to have fewer than 10 players. :) Now, I have perhaps 3 players would I can rope into this. That's 3 PCs and 3 comrades, four short of a line infantry squad. A thought which I have has is to round out the rest of the squad with extra comrades… but what to do with them. Comrades don't act on their own and I'm not sure how the mechanics would support everyone doubling up on comrades. 

So, other prospective Only War GMs, how would you handle this?



#2 Frankie

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Posted 29 June 2012 - 08:23 AM

Extra wound pools, unless you want the bonus from the "attack" orders to stack.



#3 KommissarK

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Posted 29 June 2012 - 08:31 AM

Its hard to say. #1, if you do it, don't allow the bonuses to stack, and have them generally stick together by player. All they have is multiple names, wound tracks, and demeanours..

I've considered how unbalancing a tier 2 talent, leadership/fellowship for an extra comrade might be. It just doubles the survivability of the comrade effect, which is significant I guess, but at the same time, how much does that actually help? Comrades seem quite survivable if your careful, still have a fairly significant chance to die outright anyway.

For as small a game as you have, I might suggest either:

A. a non standard regiment, where 6 man squads are the order of the day

B. A squad that has taken losses, and the paperwork to get replacements has simply been lost, and for whatever reason, never gets through the system.

C. The squad constantly splits up, and the other 4 always seem to stick together and never get hurt (but never do anything).

 

I think what might affect this is the type of doctrine in use. Is this a mechanised regiment, an armoured company?



#4 Librarian

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Posted 29 June 2012 - 10:01 AM

 you can also go with a classic, assume the squad is 10 strong at the start of most missions and come up with a creative way to kill off 4 guys at  the start..mabye even describe how poor jimmy was about to get married, retire, win the superbowl and splat.

 

we actualy did this in our first deathwatch game where we only had two pc's to explain why we where lacking a full squad the game started with a thunderhawk crashing and us being the survivors.



#5 Magnus Grendel

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Posted 30 June 2012 - 08:44 PM

Veteran and specialist units are often understrength anyway, and - as noted - every regiment does things differently. It's just a 6-man unit.

For that matter, 6 men is tactica-standard for a heavy weapons team (three heavy gunnners and loaders) or a special weapons squad with three weapons specialists.



#6 skatingtortoise

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Posted 30 June 2012 - 09:52 PM

a lot of regiments after taking casualties need to make up squads of ten, and inevitably there will be leftovers, and 'part' squads. eventually these will be restored to full strength via recruiting, but possibly not for a while. 



#7 lostguardguy

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Posted 11 October 2012 - 01:24 PM

Eazy make your 3 players fire team leaders with 3men under each and a add an NPC Sgt who you controll or have them draw straws, roll off, or roleplay for the last comrade.






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