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vonsirius
Catalonia
Joined 08/05/09
Last Visit 01/03/15
47 Posts
Posted on 29 May 2009 at 12:30:10 GMT
I´m thinking about how to represent heroes in FWC.
It make nosense in WWII games but playing sci-fi with armies of the evil company Wink whith power gloves, energy swords, etc. can be fun.
I prefer the standard rules than skirmish (the idea of give crew to vehicles dislike me)

I think CO and HQ will have 2 options per turn:
1 act as rules says
2 move up to half move and then be attached to an infantery unit (if arrives whith 1/2 mov). The unit then will have 1 dice more in fire and 1 (2for CO)in close combat.
The commander will have the same fate as the unit.
Next turn can continue whith the unit or move independent.
What do You think?QuestionHuh?
vonsirius
Catalonia
Joined 08/05/09
Last Visit 01/03/15
47 Posts
Posted on 29 May 2009 at 12:31:59 GMT
I fogot to say that in option 2 can give orders as usualBlush
ianrs54
England
Joined 08/11/08
Last Visit 19/01/23
1348 Posts
Posted on 30 May 2009 at 00:57:25 GMT
Interesting idea, have you tried it ?

IanSSilly
fred12df
United Kingdom
Joined 08/12/05
Last Visit 18/05/15
260 Posts
Posted on 30 May 2009 at 02:40:00 GMT
Should work, it is pretty much the Warmaster Fantasy rule for heroes.
vonsirius
Catalonia
Joined 08/05/09
Last Visit 01/03/15
47 Posts
Posted on 30 May 2009 at 11:39:59 GMT
No I didn´t tryed, if someone of You do it, let me know how it worksSmile
nikharwood
Sea
Joined 14/08/05
Last Visit 03/12/24
1472 Posts
Posted on 30 May 2009 at 14:37:52 GMT
As Forbes says, this should be fine as it follows the WM / WMA rule...don't forget how vulnerable they become though - tends to be only as a last resort that commanders get thrown directly into the mix in both those systems Smile

Discretion, of course, being the better part of valour Grin
harrydog
Australia
Joined 25/10/08
Last Visit 02/01/12
80 Posts
Posted on 01 June 2009 at 18:33:57 GMT
The other option is to have non-command hero units. After all not all heros are in charge of things. The good news is that FWC should handle non-command hero units pretty seamlessly. After viewing one of the X men movies I was thinking that the X men and/or Magneto would make a viable force (or at least a force element) in FWC. They'd be like an infantry unit but with say Ogre like stats and teleportation abilities. An infantry unit with a twin 6/100 attack and an assault of 12 is going to come as an awful surprise to an opponent!

Dave Turner
Gryphon
United Kingdom
Joined 01/05/07
Last Visit 27/12/13
46 Posts
Posted on 03 June 2009 at 04:16:09 GMT
During the development of the rules Pete looked at hero type units either as an independant element or by upgrading a unit to represent an inspiring commander.

I believe the effect of these units unbalaneced the game play, hence why they didn't make it into the final rules.
vonsirius
Catalonia
Joined 08/05/09
Last Visit 01/03/15
47 Posts
Posted on 03 June 2009 at 05:52:07 GMT
yes, maybe rules works better without heroes, but my son and me developed some characters over our games (in at least 3rules systems) and we love to use itSmile

It´s strange how a little piece of metal or plastic can develope its own personalityShock

I really like FWC its the kind of rules i looked for years but I also love to use our characters(at least in 28mm)Grin
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