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 Buying a Leader / Captain

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PostSubject: Buying a Leader / Captain   Buying a Leader / Captain Icon_minitimeTue 10 Mar 2015 - 12:37

Right, just want to know what people think of this one.

I noticed in the rulebook that you can't 'buy a Leader', now I am unsure exactly what that means. Does it mean that:

1. I can't buy any model that has the Leader rule apart from when starting a new warband. I can only ever have one Merc Captain and when he dies, that is it, no buying more Merc Captains.

2. I can't buy a model to replace my slain Leader, it must come from one of my already present Heroes. However should my Merc Captain die I can pay the points to have another Merc Captain, he just isn't my Leader.

The section on 'death of a leader' seems a tad vague to me. I can see both ways of interprating it but I am not 100% sure either way. Granted I am unlikely to buy a Captain apart from the starting one as I would rather have Champions and Youngbloods grow and evolve but still, just want to clear it up.

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PostSubject: Re: Buying a Leader / Captain   Buying a Leader / Captain Icon_minitimeTue 10 Mar 2015 - 13:55

As I understand it, you cannot buy another Captain if he dies (there are exceptions such as with the Undead). A new leader must be promoted from within your ranks. You effectively lose one of your heroes that may be purchased.
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PostSubject: Re: Buying a Leader / Captain   Buying a Leader / Captain Icon_minitimeTue 10 Mar 2015 - 20:04

Number 1 is correct, teinchman is quite right.
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PostSubject: Re: Buying a Leader / Captain   Buying a Leader / Captain Icon_minitimeWed 11 Mar 2015 - 10:34

Ok, was inclined more to agree with that one but just checking in case it comes up in our group.

Though I don't see why anyone would want to buy a leader again given they should have some other upgraded Heroes by then. Smile

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PostSubject: Re: Buying a Leader / Captain   Buying a Leader / Captain Icon_minitimeWed 11 Mar 2015 - 19:40

FireKnife wrote:

Though I don't see why anyone would want to buy a leader again given they should have some other upgraded Heroes by then.


Indeed, I've done the math and, out of the original warbands at least, only the vampire is actually worth its experience in advances compared to the regular henchman or secondary heroes. Incidentally, that's also the one leader you're allowed to re-hire. thumbsup
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PostSubject: Re: Buying a Leader / Captain   Buying a Leader / Captain Icon_minitimeWed 11 Mar 2015 - 23:10

The leader's xp overhead generally pays for his access to all the skill tables - particularly for human mercenaries. Having access to all the tables allows him to cherry-pick the best skills you want for maximum synergy.

Skills such as Tactican and Hunch become unavailable to many warbands (excluding TLGT and Alchemists notebook, etc.) so losing their leader hurts a lot.

Warbands that only start with 4 heroes will go from having 1/3 TLGT heroes to 1/2 TLGT heroes. Because TLGT heroes are targeted so much it becomes a *lot* harder to protect them.
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PostSubject: Re: Buying a Leader / Captain   Buying a Leader / Captain Icon_minitimeSat 14 Mar 2015 - 1:05

I also think the limit on buying a "leader" has to do with the XP available for hiring in the post battle sequence. You can at best hire 12 xp worth of models (assuming you roll box-cars) between battles, as leaders all start with 20 xp you will never have enough to purchase a new one.
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PostSubject: Re: Buying a Leader / Captain   Buying a Leader / Captain Icon_minitimeSat 14 Mar 2015 - 2:07

I'm not sure how you formed this conclusion, but please be assured you are misinformed.

There are specific rules for hiring experienced henchmen to add to existing henchmen groups. That is the only function and purpose of those rules:

Mordheim rulebook p. 102 wrote:
new recruits and existing henchmen groups

You may add new recruits to existing Henchman groups. If the group is relatively inexperienced, you will have no difficulty in finding raw recruits to add to their numbers. But more experienced gnarled veterans are not so keen on letting novice warriors join them – and quite rightly so! Between each battle, roll 2D6: this represents the experience of the warriors currently available for hire. You can hire as many warriors as you wish, as long as their combined Experience does not exceed your dice roll. For example, if you rolled 7, you could add a single warrior to a Henchman group with 7 Experience points, or two warriors to a Henchman group with 3 Experience points, or any combination thereof. Disregard any excess Experience points.


Please note the consistent use of the word 'henchman'. No where in this rule does the author refer to heroes or leaders. Moreover the rule is clearly intended to be used to add warriors to existing Henchman groups because it specifically says so. Henchman groups are a specific classification applied to all warbands. This application is separate from warriors classified as 'heroes'.
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PostSubject: Re: Buying a Leader / Captain   Buying a Leader / Captain Icon_minitimeSat 14 Mar 2015 - 2:51

I actually don't think the use of Henchmen is consistent through the paragraph , Its only used thrice, once at the beginning, and twice the example in the end. The remainder of the time it refers to "warriors" which is what got me thinking applied to more that just henchmen. Usually when the rule book references "warriors" it refers to both henchmen and heroes. That precept is common through out the entire rulebook, warriors refers to any model from a warband. But I also agree that the beginning sentence " You may add new recruits to existing Henchman groups" clearly moves the direction of the rules to henchmen. But it also seemed a little odd to me that reciting a new hero will be easier, (and possibly cheaper) than recruiting a henchmen.

For example, a champion, and a swordsmen from a human warband cost the same, x gc if you want to hire a new champion it costs x, there is no roll to find him, he will get the advances for his 8 xp with out paying for it, while a henchmen with the same amount of xp, 8 in this case, will cost x+16 cg to recruit, and you mus successfully roll enough xp to hire him.

While I agree that the paragraph is clearly geared towards henchmen, when I thought of my example it seemed that applying it only to henchmen creates a large loophole for the recruitment of heroes


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PostSubject: Re: Buying a Leader / Captain   Buying a Leader / Captain Icon_minitimeSat 14 Mar 2015 - 8:17

The heading is also "new recruits and existing henchmen groups" making the rules only apply to henchmen groups.

Hiring henchmen is easy. Hiring henchmen who haven't died and who have experience is hard. They are cannon fodder after all. Wink
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PostSubject: Re: Buying a Leader / Captain   Buying a Leader / Captain Icon_minitimeSun 15 Mar 2015 - 7:59

+1 to von Kurst and RationalLemming

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PostSubject: Re: Buying a Leader / Captain   Buying a Leader / Captain Icon_minitimeSun 15 Mar 2015 - 22:39

We have long used a house rule where any warband can hire a replacement captain, if the original is slain. As with the Vamp, they have to play one game without the captain.
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PostSubject: Re: Buying a Leader / Captain   Buying a Leader / Captain Icon_minitimeTue 17 Mar 2015 - 18:19

Kurst is correct. The rule is for Henchmen. Hiring Heroes is just a gold cost. Original Leaders can only be replaced by specific rules; ie Vamps and I believe Skinks.
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PostSubject: Re: Buying a Leader / Captain   Buying a Leader / Captain Icon_minitime

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