Lead Adventure Forum
Miniatures Adventure => VSF Adventures => In Her Majesty's Name => Topic started by: Mingans Marauders on July 15, 2014, 12:28:10 AM
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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?
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Did your friend give reasons why he thought it was too cheap?
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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
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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.
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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
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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.
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It's the number of figures which count.
Thought so and I agree. few figures make every action towards success vital.
Gracias,
Glenn
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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.
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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.