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 Loosing your leader question

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Darthvegeta800
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PostSubject: Loosing your leader question   Thu 14 Aug 2014 - 3:29

Does this mean it's usually best to restart the warband? As you loose a slot and most likely your best character?
Or do you guys keep slogging on longterm?
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RationalLemming
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PostSubject: Re: Loosing your leader question   Thu 14 Aug 2014 - 5:45

If you lose your leader in your first few games and don't get any quick TLGT henchmen promotions then there could be good justification to restart. However, once a warband gets several games under its belt then I think it probably would be better to keep going as the warband is likely to be stronger than a starting warband even without the original leader. Also, if you are playing in a campaign with Campaign Points then you may not want to reset back to zero Campaign Points.

If you play for story at all and not just to win battles then continuing on after losing your leader can add a fun story element.
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Darthvegeta800
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PostSubject: Re: Loosing your leader question   Thu 14 Aug 2014 - 5:49

*nods* Thought so. Especially in shorter campaigns no use.
Then again i presume a crippling defeat will pop up inevitably if you keep playing the warband across multiple campaigns.
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Saluksic
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PostSubject: Re: Loosing your leader question   Thu 14 Aug 2014 - 8:48

Darth, I'm playing dwarfs right now, and for that warband the leader is not the best character. He starts out with only 1 Ws and BS better than a regular henchman, and will only advance painfully slowly due to his bad (high) starting experience.

That being said, having as many heroes as you can is important to some folks, so I really don't want to loose him. But if I did and got Lads Got Talent on a fresh recruit in the same turn, it wouldn't be so bad. I could definitely recover, and would actually be better for it (because of more advancements) in the long run.

That's one of the reasons I want to play the really long campaign. I want to see what it's like when all your heroes have died off and been replaced, or when characters get towards max xp and have tons of skills.
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PostSubject: Re: Loosing your leader question   Thu 14 Aug 2014 - 8:54

Cool thanks for the feedback.
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PostSubject: Re: Loosing your leader question   Thu 14 Aug 2014 - 10:33

In the group I play with we made house-rules so that all warbands can replace their leaders. Some, like the undead and skaven replace them and some like the mercenaries and dwarfs have them promoted from within the ranks. For those that promote them, the hero gains not only the Leader special ability, but also access to all the skills the previous leader had. Each warband was evaluated on a case-by-case basis and we made stuff up that both made sense and didn't break anything. It led to more fun because there were fewer restarts due to a loss of leader.
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PostSubject: Re: Loosing your leader question   Thu 14 Aug 2014 - 11:44

We have a house rule that lets all warbands use the rule that the Undead warband officially receives. Lord O's more developed options sound fun too.

In some ways, the captain is often the worst of the heroes in a long-term game. Starting at 20 experience, he has missed out on eight improvement rolls, yet frequently is only about three stat points better than average. A youngblood starting at 0 will be, by the time the YB hits 20 experience, probably a much more effective member of the band than the captain.
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PostSubject: Re: Loosing your leader question   Thu 14 Aug 2014 - 12:17

But isn't the 'hero slot' lost? I mean it does diminish the maximum nr of heroes by 1 no?
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PostSubject: Re: Loosing your leader question   Thu 14 Aug 2014 - 12:41

Darthvegeta800 wrote:
But isn't the 'hero slot' lost? I mean it does diminish the maximum nr of heroes by 1 no?

No, the maximum number of heroes stays at 6, whether or not the original warband leader is alive or not.

We also houseruled that all warbands can hire their leader after his demise. While not necessarily explainable, it reduces the times a player feels he needs to start over with his warband. Nobody has to hire a new leader though, they can just give the leadership to the next hero, like the rulebook says, and hope for lucky LGT-rolls.

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PostSubject: Re: Loosing your leader question   Thu 14 Aug 2014 - 14:30

elde is right that you don't loose the slot. The only way to officially fill it, though, is through the Lad's Got Talent roll for a henchman improvement.
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PostSubject: Re: Loosing your leader question   Thu 14 Aug 2014 - 14:52

Aaah like that Smile
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PostSubject: Re: Loosing your leader question   Thu 14 Aug 2014 - 15:14

Has any group introduced a buff to the undead to make up for the fact that one of their strengths have been given to all warbands? Undead are a second tier warband already. Just curious.
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PostSubject: Re: Loosing your leader question   Thu 14 Aug 2014 - 15:23

Good question.

We haven't. Well, come to think of it, we do let ghoul heroes carry Lucky Charms and Rabbit's feet (we figure the vamp hangs them around their neck and what do they care?). But that house rule was not meant to balance the Captain thingie.


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PostSubject: Re: Loosing your leader question   Thu 14 Aug 2014 - 15:37

Again, no, we haven't given the Undead anything in return either. Nobody has so far played Undead, which might explain why. I can't see why ghoul heroes couldn't use miscellaneous equipment like mweaver said, even when the warband rules deny all equipment. They're supposed to be heroes too, after all.
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PostSubject: Re: Loosing your leader question   Thu 14 Aug 2014 - 16:50

I agree, there is a rule to give people access to things they don't normally know how to use, and a rule for describing an individual who rises their station in life. In our last game our undead player (he's not undead, just his warband) got a ghoul hero. We decided it was perfectly fair and rational if he took the combat skill tree and chose "weapons training", so that the ghoul could use weapons. I mean, here was a talented ghoul, who gets special training; he can totally overcome his ghoulish predisposition against using tools.
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PostSubject: Re: Loosing your leader question   Thu 14 Aug 2014 - 17:01

He is, by definition, a talented ghoul after all.

Hmmm.. give him academic skills, take Arcane Lore, and give the boy a Tome of Magic. That would seriously annoy the witch hunters!

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PostSubject: Re: Loosing your leader question   Thu 14 Aug 2014 - 18:02

RationalLemming wrote:
Has any group introduced a buff to the undead to make up for the fact that one of their strengths have been given to all warbands? Undead are a second tier warband already. Just curious.

We did indeed.

1/ Heroes in an undead warband with a Tome can learn Necromantic magic. (More for flavour than anything, but made a bit more useful by another house-rule we have that lets you pick your first spell and roll the subsequent ones.) Because we can pick our first spell it means that Ghouls or Dregs (with the notebook) get to pick a good supportive spell before having to risk a spell on a levelup. That being said, if you only want a single spell for them you might as well get a Necromantic magic tattoo (Relics of the Crusade).

2/ Zombie Master: When a Necromancer gains a level they can apply that increase to their zombies. Roll on the henchmen table. If you roll TLGT you can pick a stat. This increase is applied to all zombies summoned from now on so long as the necromancer remains part of the warband. You may increase a stat more than once, but no more than human maximum. This allows zombies to get more powerful and stop being little more than mobile xp-points later. Only applies to purchased zombies and not Awakened zombies.

3/ We made a house rule on Reanimation and got rid of the time limit. Instead it can only be cast once per caster per zombie. What that means is that with the necromancer and the vampire and possibly a dreg or ghoul with Reanimation the zombie screen just doesn't die so it is quite a bit harder to get them to rout.

Also, in our group we are perfectly ok with Ghouls that take the appropriate skill being armed with whatever the hell you want so long as it is paid for and modelled on. We have had more than one ghoul in our group with glasses and a pack full of books and scrolls blasting people with 'lesser' magic or a sniper rifle or double-handed axe. Not the same ghoul, obviously Razz.
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PostSubject: Re: Loosing your leader question   Thu 14 Aug 2014 - 18:55

All very neat. Several good ideas from folks. Now I want to start a new undead warband. As we are currently playing my brother's "Vampire Hunters" campaign, I expect this action would be frowned upon by the other players.
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PostSubject: Re: Loosing your leader question   Fri 15 Aug 2014 - 0:32

Thanks for the ideas. Smile

Lord 0 wrote:
1/ Heroes in an undead warband with a Tome can learn Necromantic magic. (More for flavour than anything, but made a bit more useful by another house-rule we have that lets you pick your first spell and roll the subsequent ones.) Because we can pick our first spell it means that Ghouls or Dregs (with the notebook) get to pick a good supportive spell before having to risk a spell on a levelup. That being said, if you only want a single spell for them you might as well get a Necromantic magic tattoo (Relics of the Crusade).
Where is this tattoo? I just looked through the ROTC rules from Fanatic Online article and didn't find the rules. I really like the sound of it.


mweaver wrote:
All very neat.  Several good ideas from folks.  Now I want to start a new undead warband.  As we are currently playing my brother's "Vampire Hunters" campaign, I expect this action would be frowned upon by the other players.
 lol! 

Are you updating your Wargame Weaver website with updates again? I really enjoyed the battle reports from your last cooperative campaign.
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PostSubject: Re: Loosing your leader question   Fri 15 Aug 2014 - 6:27

The Wargame Weaver site is maintained by my brother Jim, and he and I are part of different gaming groups since we live fairly far apart (Middle Tennessee for him, South Texas for me). I have been lazy about doing battle reports, but may work on a "first quarter" report now that we are almost done with Day 5 (still have to see what happens night 5). The campaign has flowed differently for us - they had a struggle with Morale, and were constantly worried they would lose the game because of low Morale. With us, Morale has consistently stayed high (usually at max) but almost constant attacks on the town at night combined with the fatigue rules has meant we have sent far fewer raiding parties out hunting his coffins.
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PostSubject: Re: Loosing your leader question   Fri 15 Aug 2014 - 10:22

RationalLemming wrote:
Where is this tattoo? I just looked through the ROTC rules from Fanatic Online article and didn't find the rules. I really like the sound of it.

Relics of the Crusade, Page 15 - New Equipment wrote:

Magic Tattoo
200+d6*25
Rare 11


The knowledge of engraving a magical tattoo into skin is a combination of the arcane knowledge of many races, including dwarven rune smithing and the “arts” of the savage orcs.

A hero that purchases a magic tattoo may choose one spell from the Lesser Magic list. He may now cast that spell. Finding an
artist that will allow the hero to choose from Necromancy, Chaos Rituals or Blessings of Nurgle adds +2 to the magic tattoo’s rarity (taking it over 13, which means your hero must have access to the streetwise skill or something similar to get a magic tattoo).

There you go Smile.
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PostSubject: Re: Loosing your leader question   Sat 16 Aug 2014 - 0:40

Lord 0 wrote:
There you go Smile.
Thanks. I must have mis-spelt "tattoo" when I searched the RotC rules before asking.  Embarassed
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