Intercept Reserves: Your enemy must take a -1 to your reserve rolls, and I can make you re-roll where your reserves enter.
Much like the Astropath, taking a second Officer doesn't do a whole lot for you. In fact, it can blow up in your face if you take a second one. Really think about it. See, unlike the Astropath where you can turn it on or off...you can't turn off the Officer of the Fleet. He WILL force the other guy to take a negative to his roll until he's dead.
Normally, reserves work like this:
Turn 2, 4+.
Turn 3, 3+.
Turn 4, 2+.
Turn 5, auto enter.
Look at it when it's -2.
Turn 2, 6+.
Turn 3, 5+.
Turn 4, 4+.
Turn 5, auto enter.
People aren't going to be entering piecemeal. With an Astropath up, odds are your entire army will be on the board. If you use two officers, not only is the Astropaths worth greatly diminished...you are opening yourself up to two things:
1) Bad sportsmanship score. Nobody likes playing 1 turn of 40K. Much like the 'Ninja' Tau concept, while totally legal...deciding as your choice of strategem that you won't play for possibly the entire game, will net you max bad scores and plenty of bad feeling. Do it to your friends, and you won't have friends willing to play you.
2) More importantly, given how unlikely it is for armies to arrive before turn 4 (and even then, what little shows up will probably hide from your army)...you open yourself up to an Alpha Strike. What if he's playing a fast mech army? Comes in, and blows half your shit up. Or you went first, and half of his army is automatically coming in on turn 5? What if he's fast, and able to contest every objective? Or able to blow you off one objective, and contest the rest? Losing because you didn't want to play the game, will teach you the lesson that the designer of this Codex apparently didn't--that good armies led by good players will STILL crush you, especially if you are running a shooting army and decide not to shoot for 3 turns.
Anyway, the secondary effect isn't improved when taking a second Officer. Skipping a 2nd Officer is wise in my view. Really only works in custom Dawn of War-style scenarios anyway--the ones where you start in reserve but do not auto-enter on turn 1. Ones you'll find at GT's.
Having one Officer will force the other guy to consider keeping things in reserves, which is a good thing. Sadly, against most armies with reserves (Drop Pods, Demons) you'll not have ANY effect (first wave) and just enough 'slow' on the other waves to let you beat their first wave handily--which you should have been doing anyway, you are running Guard and those armies should make you giggle (you are mech, right?).
Combine one Officer with one Astropath, and you'll end up with a reserve table like this:
You:
Turn 2, 3+.
Turn 3, 2+.
Turn 4, auto enter.
Even better than I originally thought, you will always have all your army on Turn 4 with this.
Note with 2 Astropaths you will always have your entire army by turn 3, you no longer autofail reserve rolls on a 1. (Nice catch, Anonymous. Post your name next time and you'll get credit where credit is due.)
Him:
Turn 2, 5+.
Turn 3, 4+.
Turn 4, 3+.
Turn 5, auto enter.
Good enough to make it highly improbable he gets his reserves in before you do.
Monday, June 8, 2009
Officer of the Fleet
Labels: Characters
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1 comments:
FAQ stopped them from stacking. When you wrote this, the FAQ for IG wasn't yet available.
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