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Miniatures Adventure => VSF Adventures => In Her Majesty's Name => Topic started by: Mingans Marauders on July 15, 2014, 12:28:10 AM

Title: Medic Talent: Is it to cheap?
Post by: Mingans Marauders on July 15, 2014, 12:28:10 AM
Playing this last weekend with my friend who I game IHMN with he mentioned how he felt the medic talent, for what it is, is far to cheap. I countered with the fact like anything with the rules, it comes down to would your company have one? I was running my Mexican bandits, who I feel wouldn't have a doctor with them and thus I don't have a medic with them. When I run Lord Curr at times I tend to swap Mad Mick out for a doctor, because he seems like someone who at points would bring along a doctor to treat the wounded. 

So the question I bring up to everyone, do you feel its to cheap a talent? Do you agree its based on “would my company even have a medical professional with them”? Or both?
Title: Re: Medic Talent: Is it to cheap?
Post by: copeab on July 15, 2014, 04:18:05 AM
Did your friend give reasons why he thought it was too cheap?
Title: Re: Medic Talent: Is it to cheap?
Post by: Conquistador on July 15, 2014, 10:37:00 AM
I think a round/turn spent "attempting" to "heal" (return to combat) a character is no more (possibly less) 'effective' in combat terms than directly firing/fighting/using mystical powers or talents of a similar cost.  It depends on the success of the attempt and the value of the character being affected. (affected or effected?)

Edit:  While it may be 'in character' for a priest to heal a peon, how much 'added value' is that act in game terms?

Gracias,

Glenn

Title: Re: Medic Talent: Is it to cheap?
Post by: Silbuster on July 15, 2014, 03:08:13 PM
I think it may depend on how many points one fields. With a large army, a medic could be a worthwhile investment. With a small one, every hand is needed on a weapon. Usually, I do not have the points to spare on a medic. I did field Alice in Wonderland as a medic once on the grounds that nobody would shoot at little Alice... How wrong I was.
Title: Re: Medic Talent: Is it to cheap?
Post by: Conquistador on July 16, 2014, 10:17:31 AM
I think it may depend on how many points one fields. With a large army, a medic could be a worthwhile investment. With a small one, every hand is needed on a weapon. Usually, I do not have the points to spare on a medic. I did field Alice in Wonderland as a medic once on the grounds that nobody would shoot at little Alice... How wrong I was.

By smallare you saying 250 points?  Or are you saying a small number of 'elite' pointed figures?

Gracias,

Glenn

I have played, on paper, with designing 250 point forces from 6 figures (Martial/Star God Monks) to circa 20 (Peon heavy rebel force.)

Gracias,

Glenn
Title: Re: Medic Talent: Is it to cheap?
Post by: Silbuster on July 16, 2014, 10:12:04 PM
By smallare you saying 250 points?  Or are you saying a small number of 'elite' pointed figures?
It's the number of figures which count.
Title: Re: Medic Talent: Is it to cheap?
Post by: Conquistador on July 16, 2014, 10:18:35 PM
It's the number of figures which count.

Thought so and I agree.  few figures make every action towards success vital.

Gracias,

Glenn
Title: Re: Medic Talent: Is it to cheap?
Post by: fred on July 30, 2014, 04:31:44 PM
Most medic characters are 20-30 pts so a reasonable cost.

If you added Medic to a 2 or 3 pt grunt then it perhaps seems a bit cheap.

After my appalling dice rolls last game I might be thinking a medic would help a lot.
Title: Re: Medic Talent: Is it to cheap?
Post by: leadfool on August 13, 2014, 06:52:07 PM
I don't think it is too cheap.  the medic not only has to succeed, he also has or get there first.  Unless he is neck to the injured figure, he will spend a turn just moving there.  he is out of action at least two turns, for a chance to bring back a figure.  Of course both the downed figure and the doctor/medic remain stationary and extra vulnerable.