Showing posts with label Orlock Leadership Skills. Show all posts
Showing posts with label Orlock Leadership Skills. Show all posts

Wednesday, 7 March 2018

Orlock Leadership Skills

For the first game that we played I had not chosen starting skills before setting up. In order to get going I quickly chose some skills immediately before we started but I didn't have a chance to read my options fully. I have had a chance since, so this is the start of a short review.

Orlock Leader

Leader

I have learned that the Leader is a pretty important guy. He has 3 wounds so he can take a bit of punishment. He has Mesh armour giving a 5+ save. He has No equipment restrictions - none!
With group activation he can activate 2 other models at the same time. He can take 3 weapons.

Basically you need to decide to use him in combat or for shooting and then tool him up accordingly.

I have decided that Shooting is the way to go.

Skills

The Leader starts with a skill.
Primary = Skills are Ferocity, Leadership and Savant
Secondary = Shooting

The Leader is the only character to have access to Leadership as his Primary skill. So what options does he have? Lets have a look: -

Commanding Presence - for group activation add +1 model. This means a Champion can activate 2 models or the Leader can activate 3 models. Now this could be very useful and make for a very high impact turn.

Inspirational - If a fighter within 6" fails a Cool check then make a Leadership check, if passed then so is the Cool test. Not likely to be used much I think.

Iron Will - subtract 1 from any Bottle rolls when this model in on the field and not Seriously Injured. This seems very situational and specific to me.

Mentor - make a Leadership test for this fighter each time a fighter within 6" gains 1 XP. If passed then the fighter gains 2 XP. I like the idea of this but 6" is a very short distance. It could be a nice way to boost XP though especially in medium term.

Overseer - A fighter within 12" can make two actions and get his ready token back. Even the ready token was used they can take 2 actions. This is an extra turn. 12" is a good distance and having an extra turn would be amazing. There are no restrictions but I assume this would be once per round or once per game otherwise you could spam it. This is well worth considering.

Regroup - This is a Leadership test and if passed all Broken models within 6" recovers from being Broken. Again 6" is a very distance and this would be very situational.

My own choice here is probably Overseer. I think that having a model take an extra 2 actions is a really big deal. I would need to be clear about how often it can be used though. Commanding Presence would run it close. The thought of being able to focus 1 + 3 characters on getting a job done seems like a great tactic.