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CrazyOrc88
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PostSubject: Warband Composition   Wed 8 Oct 2008 - 19:07

Hello, another new guy question, or rather situation for you guys to correct me on. I'm currently not 100% sure how something works, for this example I will use the Pirates warband since I'm looking at it now. It is stated that a pirate warband cannot have more than 7 gunners. Later on, it states henchmen are bought in groups of 1 to 5 models. At the gunner description, they are listed as 0-2. My interpretation of this is: You can have up to 7 individual gunner models in your warband. You cannot have them split up into more than 2 groups, and each of those groups cannot be more than 5 gunners. If one of them happens to be 5, I would assume that means the second group can contain only either 1 or 2. Is all of that correct so far? My second question, which I think I saw previously answered but I am still unclear about, is how henchmen are equipped. If I did indeed have a group of 5 and a group of 2, is every model in the group of 5 equipped the same, or can all 5 have different options? I also assume that the other two from the second group can be equipped differently from the 5, however the two of them must be equipped the same way. Just making sure I am understanding things properly, thank you again for any help.
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PostSubject: Re: Warband Composition   Thu 9 Oct 2008 - 0:33

Sounds like there's a typo in there somewhere, the max 7 gunners seems to contradict the 0-2 gunners bit (saying 0-2 gunners suggests a maximum of 2 gunners in the warband). To answer your second question yeah you do have to equip all henchmen in a group in the same way, it's generally best to have your henchmen in groups of about 2. That way if one of them advances to a hero (lad's got talent), or indeed if one of them dies the exp/advances he gained aren't lost and the extra, brand new henchman you add to the existing group gains the exp of the remaining henchman in the group.
Sorry that was quite badly explained! Very Happy
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cianty
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PostSubject: Re: Warband Composition   Thu 9 Oct 2008 - 0:36

First off, that "0-2" is probably a mistake, or the "up to seven" is the mistake - I am not sure. One of them is definately a typo as both are referring to the maximum number of models in your warband and thus are always the same number (except when there's a typo).

Secondly, you can have as many henchman groups as you like. Just make sure that you keep the maximum of seven(?). So you could have seven henchmen groups with one gunner each, or, one group of 2, one of 1 and one of 4, etc. At the beginning you might have only one group of two or three gunners, or three groups of 1 gunner each. Some people like to keep the number of models per group as low as possible so that when they gain an advance roll you get to roll for each henchman group seperately thus maximazing your chances of rolling 'lad's got talent'. On the other hand, if you get a few good advances (+1 Strength and +1 Attack) you probably want to have more than one model in that group, because when there's only one model in the group, and he dies, all the advances are lost. If you have two models in the henchman group and one of them dies, you can still buy new models for that henchmen group (which then come with the advances that the group has). Was that too much, too complex?

All models in a henchman group must be equipped the same way (that's what they are for really, to keep things simple). If you have a group of 4 gunners and you want to give them handguns, then you must buy four handguns and give them to the group at the same time. This also means that if you want to use a Swivel Gun, you will need a Gunner group of one model only, because the number of Swivel guns in your warband is restricted to one.

I am not sure if I explained thoroughly enough. Just let us know if you have any more questions.

EDIT: Jackanory beat me to it! And he probably did it in a more understandable way too. Smile

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jackanory
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PostSubject: Re: Warband Composition   Thu 9 Oct 2008 - 1:24

lol hopefully he'll be able to work it out by piecing together our combined ramblings! Smile
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PostSubject: Re: Warband Composition   Thu 9 Oct 2008 - 3:00

From my understanding it is 0-2 and the 0-7 typo was corrected on the spec games forums. With the cost of the gunners though it isnt likely you will ever need more Smile
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PostSubject: Re: Warband Composition   Thu 9 Oct 2008 - 3:33

As far as I know (and that's what I found on the SG forum, too), the 0-2 is a typo and it should read 0-7.

mrbretonnia wrote:
From my understanding it is 0-2 and the 0-7 typo was corrected on the spec games forums. With the cost of the gunners though it isnt likely you will ever need more

In my copy of the rules, a Gunner costs 25gc, so not too bad, isn't it?
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PostSubject: Re: Warband Composition   Thu 9 Oct 2008 - 4:01

Eliazar wrote:
As far as I know (and that's what I found on the SG forum, too), the 0-2 is a typo and it should read 0-7.

God damned spec games forum Mad
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cianty
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PostSubject: Re: Warband Composition   Thu 9 Oct 2008 - 5:02

It's 0-7. See last post here.

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CrazyOrc88
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PostSubject: Re: Warband Composition   Thu 9 Oct 2008 - 9:35

You were all very clear about what you were trying to express, that typo is what messed me up more than anything. You even went ahead and answered my next question, in which I was think if I wanted all different things, I could take 7 or so crew members, and make each one his own group so I can have 7 differently equipped guys, although as you all pointed out, its risky because if one dies I would lose all the exp and advancements. When I was thinking of playing undead these questions didn't pop into my head, but when I saw some of the pirate options such as "peg leg" then I started to question if everyone in the henchmen group had to have a peg leg or not, but now I see they do.

I have one more question that is more of just a curiosity and want to make sure I'm not missing anything. In the equipment options for the crew and for the gunners, they are almost the same in terms of weapons, The only two things unique to the gunners is the handgun and swivel gun, so unless I wanted to take these weapons, what would be the perks of taking a gunner over a crew member? They also have the same stat line, so nothing like better ballistic skill. It seems to me unless I want to take a handgun or swivel gun, I should just take crew because of their better armor choices and to make sure I always have more of them than swabbies. As I missing something that I may have skipped over or not understood? Thanks again.
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PostSubject: Re: Warband Composition   Thu 9 Oct 2008 - 9:47

Well, as you pointed out, there is no need to take gunners if you don't want to equip them with handguns or a swivel gun.

As for having more crew than swabbies... I'm not sure if they actually meant the Crew henchman option or the general crew (ie. all pirates except, of course, the swabbies...) As I'm starting pirates as well, could anyone perhaps answer this?
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PostSubject: Re: Warband Composition   Thu 9 Oct 2008 - 12:10

i think the swivle gun is the reason why you'd take it, S5 if i'm right with a choice of bullet types is mighty sore vs other softies.

Had one shooting ay my reiklanders and i'm so glad it didnt hit. the longer range on it also makes it nice

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PostSubject: Re: Warband Composition   Thu 9 Oct 2008 - 12:11

I'm sure they are referring to the Crew henchman type because otherwise they'd have to say something like:

"Your warband may include up to 5 Swabbies. Note that you may never have more Swabbies than you have other warband members though!"

Something like that. Complicated and not too smart. Since Crew is an existing unit type it seems clear that they are referring to them. Otherwise it would be way too easy to fulfil the requirement anyways, as the five starting Heroes alone would suffice to fulfil it.

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PostSubject: Re: Warband Composition   Thu 9 Oct 2008 - 12:13

Well, sounds logical. Thanks.
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PostSubject: Re: Warband Composition   Thu 9 Oct 2008 - 14:41

Ok, I just wanted to make sure I wasn't missing something, being that their equipment lists are almost identical. Does anyone know if the swivel gun is supposed to be on two bases, like skaven jezzails and the swivel guns from the zombie pirates warhammer list? If so, is this a cavalry base, or a 40mm by 20mm base?
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PostSubject: Re: Warband Composition   Thu 9 Oct 2008 - 18:39

well i've played against a player with pirates who had the gunner and the swivel gun mounted on a monster base as well as one who had an unmounted tiny cannon figure he just plopped next to the gunner. Honestly it doesn't matter, but basing them separate make it easier to move them around the upper levels of cramped terrain and gives you a smaller profile against being charged!

Also i do want to point out the restrictions in hiring veterans into an existing henchmen group. If you refer to page 102, or 26 in the Campaign PDF, under New Recruits and Existing Henchmen Groups it explains the limitations of recruiting new members into experienced groups.

Basically the henchmen you hire must have the same experience as the group they are to join, you must buy them the same equipment, and each exp point costs 2gc. Also you can only hire 2d6 exp points worth of veterans at a time.

For example: You have a group with 4 experience. You roll a 10 so you can only buy 2 henchmen since they both come with 4 experience. You must pay their cost, equipment, plus the premium of 2gc for each exp point, in this case 16 extra.

I hope that's clear, i had to read it twice the first time!
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CrazyOrc88
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PostSubject: Re: Warband Composition   Thu 9 Oct 2008 - 19:44

I'm glad you brought that up, I actually wasn't 100% sure on that either. It makes me consider buying new groups of henchmen rather than adding to existing groups, unless its really worth it.
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PostSubject: Re: Warband Composition   Today at 11:26

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