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Fallen
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PostSubject: Coherency   Mon 26 Jan 2009 - 23:12

Slight problem occured with playing my friends today.

To cut it short, one friend was curious as to why my henchmen groups were breaking unit coherency (him being a 40k player it seemed odd to him) and then me and the other friend pondered if there was unit coherency within the rules.

I can't find anything that says there is, but have I missed it? Is there some unwritten rule about it? Theoretically one could hide a member of each henchman group and thus ensure their survival each game for the experience points... But other than that (even if that tactic was possible every game) I don't see any problems without breaking coherency.

Something I've not considered or a rule I haven't found?
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Exarch Thomo
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PostSubject: Re: Coherency   Mon 26 Jan 2009 - 23:26

No, you have been playing it right. There is no unit coherency in Mordheim, the closest thing is the All Alone rule (or whatever it is called)
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Fallen
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PostSubject: Re: Coherency   Tue 27 Jan 2009 - 1:16

Cheers.
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cianty
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PostSubject: Re: Coherency   Tue 27 Jan 2009 - 1:27

There is no real need to hide one henchman of each group becaue the +1 XP for survival applies if any member of your group survives. "Survives" here means that it does die, and die = roll of 1 or 2 on the serious injury table. So if you have a henchman group of four people and all of them are taken out during combat chances are that most of them survive (ie roll a 3+ on the injury table) so you will get the +1 XP anyways.

I am saying this because many people believe that a model that was taken out of action during the battle does not gain the +1 for surviving which is wrong. If you are already aware of this, please ignore this entire post. Smile

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Fallen
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PostSubject: Re: Coherency   Tue 27 Jan 2009 - 16:18

I was not aware.

Been playing for this long and still things I don't know...
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Von Kurst
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PostSubject: Re: Coherency   Tue 27 Jan 2009 - 19:00

Do not feel bad. I run the campaign and one of my players that didn't read rules pointed it out to me one night like 5 years ago or so. Changed everything!

Every now and then I re-read the rule book just to remind myself of them...
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PostSubject: Re: Coherency   Tue 27 Jan 2009 - 19:40

Add me to the list of this new detail I overlooked! All this time, I have been playing that if they were OOA, then no xp!!! OUCh!!!
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PostSubject: Re: Coherency   Tue 27 Jan 2009 - 19:46

PitFighterTrainer wrote:
Add me to the list of this new detail I overlooked! All this time, I have been playing that if they were OOA, then no xp!!! OUCh!!!

Yeah.

We played this way too!

But sort of makes sense after all...

But we never "hide one henchmen" for the group to improve. That's just twisted genius! Twisted Evil
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cianty
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PostSubject: Re: Coherency   Wed 28 Jan 2009 - 0:38

Well, then I'm glad you've been enlightened. Otherwise models would advance way too slow so it's good that it's how it is.

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Chad
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PostSubject: Re: Coherency   Wed 28 Jan 2009 - 4:14

I prefer too keep my henchies all in theri own groups, as I can give them different equipment.
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Paluke
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PostSubject: Re: Coherency   Wed 28 Jan 2009 - 8:52

Chad wrote:
I prefer too keep my henchies all in theri own groups, as I can give them different equipment.

and have infinite more chance on getting a lgt advancement lol!
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PostSubject: Re: Coherency   Wed 28 Jan 2009 - 9:31

Paluke wrote:
Chad wrote:
I prefer too keep my henchies all in theri own groups, as I can give them different equipment.

and have infinite more chance on getting a lgt advancement lol!

Sadly, this is a major reason to keep henchmen appart, one that I've adopted to stay alive in my group's campaigns Sad

although, being a fan of fluff, whenever I point them in different groups, I almost always:
1. arm them differently, so they have a different strength/weakness
2. give them unique names, rather than just 'swordsman 1'. If they ARE different, it seems only to the rest of the group to keep them separate!
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Chad
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PostSubject: Re: Coherency   Wed 28 Jan 2009 - 11:02

We have a house-rule that any henchmen bought at the same time (ie. when you form the warband) with the same equipment must be in the same group. Gives the whole warband more character. And on names: we always give them names whether their in groups or not.
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HornedRat
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PostSubject: Re: Coherency   Thu 29 Jan 2009 - 17:03

I hate to see a good henchman die (seems to happen to me all the time), that is why I try to always run them in groups of at least 2 so I can buy them again.

If they get a good advance great, you can start buying more of them, if one dies I spend a little bit more and all that experience isn't wasted.

I tend to run my guys like I would a 40k unit not that I have to but because it makes them more dangerous when they can back up each other, and not have to worry about all alone tests etc.

I also like to name them.
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JAFisher44
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PostSubject: Re: Coherency   Thu 29 Jan 2009 - 17:49

I like to start off with lots of 1 man henchmen groups. This allows me a higher chance to get my LGT rolls and also minimizes the chance of getting a crappy increase on 5 henchmen. Once I get a few LGT heroes and some good increases (+1 A, BS, WS, etc) I drop the henchmen groups I don't want and start buying new members for the ones I want to keep.
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PostSubject: Re: Coherency   Today at 19:27

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