Galadrin
Vassal
While I was reading the 3rd edition rulebook and the armies book, I was surprised to see how many characters were used in the example armies. It seems that there is nearly one character model per full rank and file unit of infantry or cavalry. For instance, in the sample scenario "Forenrond's Last Stand," the Elf forces have 4 heroes and 5 units. The Orcs have 8 heroes and 9 units. Similarly, the sample army in the Armies book has 8 heroes and 11 units.
Certainly we never played like this in my group... we rarely had more than one or two characters. Is this how people did it back in the day? Compare, for instance, this conversion of the Forenrond scenario to the latest edition of Warhammer (which only has two characters per side): http://warhammerscenarios.net/2011/07/0 ... ast-stand/
Extra characters certainly boosts the potential killing power of a unit (which is low in 3rd edition, due to the fewer attacks and harder to-hit numbers compared to later editions). The Armies book takes it for granted that a hero in every unit "makes tactical sense." We always thought it was a waste of points, and that it was better to get another solid rank of infantry (typically the same point cost as a hero). What do you think?
I'm considering a house rule to encourage our group to try out the "lots of characters" play style. Basically, Heroes generate command points like Wizard Magic Levels (one for Level 5 and 10, two for Level 15, three for Level 20 etc) and the army general generates an extra command point. At the beginning of any turn, if you have more units on the table than command points, you must select which units are not covered (from those without characters leading them, ideally). For the rest of the turn, those units suffer from indecision and hesitation on the battlefield (that is, they suffer from Stupidity for the turn). This seems to result in a similar number of heroes to run an army, and punishes the death of an army general.
Certainly we never played like this in my group... we rarely had more than one or two characters. Is this how people did it back in the day? Compare, for instance, this conversion of the Forenrond scenario to the latest edition of Warhammer (which only has two characters per side): http://warhammerscenarios.net/2011/07/0 ... ast-stand/
Extra characters certainly boosts the potential killing power of a unit (which is low in 3rd edition, due to the fewer attacks and harder to-hit numbers compared to later editions). The Armies book takes it for granted that a hero in every unit "makes tactical sense." We always thought it was a waste of points, and that it was better to get another solid rank of infantry (typically the same point cost as a hero). What do you think?
I'm considering a house rule to encourage our group to try out the "lots of characters" play style. Basically, Heroes generate command points like Wizard Magic Levels (one for Level 5 and 10, two for Level 15, three for Level 20 etc) and the army general generates an extra command point. At the beginning of any turn, if you have more units on the table than command points, you must select which units are not covered (from those without characters leading them, ideally). For the rest of the turn, those units suffer from indecision and hesitation on the battlefield (that is, they suffer from Stupidity for the turn). This seems to result in a similar number of heroes to run an army, and punishes the death of an army general.