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Miniatures Adventure => Call of Cthulhu => Strange Aeons => Topic started by: Sheerluck Holmes on June 19, 2010, 11:31:02 PM

Title: Lurkers and Command (a stupid question)
Post by: Sheerluck Holmes on June 19, 2010, 11:31:02 PM
I think I have already answered my own question before I ask it, but here goes:

Only the following have the Command skill: Cult leader, High Priest, Serpentman Demagogue,and the Mummy.

 I am right in thinking that bigger lurkers have such large BP cost that you wouldn't be able to field that many minis for the game that you would need a figure with command (thus negating the need to activate more than one mini at a time), and

 that the lurkers with command would command the big nasty lurkers to represent the fact they have summoned them and have a compel spell (well something similar as I assume the big nasty lurker  wouldn't have to take a resolve test each time) cast over them when they are summoned.

I also see this a a game balance - the big nasties cost more, but would more or less be operation by themselves unless the Total BP of the Threshold player was very high.
Title: Re: Lurkers and Command (a stupid question)
Post by: Uncle Mike on June 20, 2010, 04:40:59 AM
Yup. Sounds like you've got it figured...occasionally you get the chance to use some cultists and a big beastie but not often...
Title: Re: Lurkers and Command (a stupid question)
Post by: Sheerluck Holmes on June 20, 2010, 05:30:14 AM
Thanks Uncle Mike :D

 It was just one of those things I needed to get my head around.
Title: Re: Lurkers and Command (a stupid question)
Post by: Uncle Mike on June 20, 2010, 04:58:58 PM
No problem. On a side note...other Lurkers with Command: Fishman Demagogue (rules are floating about on this very forum!), Mad Scientist, Rogue Threshold Character (both in Shocking Tales #1)...
Title: Re: Lurkers and Command (a stupid question)
Post by: Sheerluck Holmes on June 20, 2010, 10:27:22 PM
Excellent - I am getting that book in a few weeks, as soon as my monthly budget recharges  :)
Title: Re: Lurkers and Command (a stupid question)
Post by: Argonor on June 21, 2010, 09:23:30 AM
Yup. Sounds like you've got it figured...occasionally you get the chance to use some cultists and a big beastie but not often...

Yes. Plus, in many scenarios you have to have more lurkers than Treshold models. Very frustrating.  lol

I love the system with its checks and balances - I'm just now painting up Treshold for the first 15 Base points installment, and they won't be more than five models, so I CAN get some nasties in there, but if the Treshold group has many civilians, it is almost impossible to get some powerful models on the table (unless, of course, the Treshold player opts to do some Quest Scenarios  ;) )
Title: Re: Lurkers and Command (a stupid question)
Post by: Lupus on June 21, 2010, 11:43:17 AM
I've done one where i took loads of Cultists i had 1 leader and a few cultists with LT as a skill you can activate a lot of models that way and a horde sometimes work's.

It didn't in the game but was a very close thing.

Title: Re: Lurkers and Command (a stupid question)
Post by: D@rth J@ymZ on June 23, 2010, 11:15:29 PM
Taking multiple 5-pt Cult Leaders works as well.  Nominations abound!
Title: Re: Lurkers and Command (a stupid question)
Post by: Lupus on June 24, 2010, 09:52:52 AM
Taking multiple 5-pt Cult Leaders works as well.  Nominations abound!

Indeed, though they can chew up your points very quickly i find a couple with Lt works for me.

Title: Re: Lurkers and Command (a stupid question)
Post by: Uncle Mike on June 24, 2010, 02:06:01 PM
Check those rules...only Agents can gain Lieut.  :-[
Title: Re: Lurkers and Command (a stupid question)
Post by: Lupus on June 24, 2010, 02:58:30 PM
Check those rules...only Agents can gain Lieut.  :-[

Yeah we know but we decided to ignore that.  We didn't see that a cult would ahve more than one Leader, but he would ahve his trusty right/left hand/claw/tenticled assistants.

Title: Re: Lurkers and Command (a stupid question)
Post by: D@rth J@ymZ on June 24, 2010, 05:47:50 PM
I'm sure Uncle Mike has his reasons for stating that the Lieutenant Skill can only be used by Agents (ie Threshold Agents).  Lurkers are therefore limited in what models can nominate other Lurkers.  IMO this balances the game and prevents 2pt Lt. Cultists (waaaaaay too cheap for being able to nominate)