Quick input on a general composition

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Quick input on a general composition

Postby -TheRooster101 » Mon Feb 19, 2007 12:59 am

I am trying a couple of different things on my general, but am stuck on one aspect of the items I am giving him. It might be that they are pretty much even, but since I have not had as much play time as you all I figure you might have better insight into the issue.

Gen 1:

6 A, 6 S, 4 Ward

Gen 2:

5 A, 6 S, 4 Ward, 2 Rerolls

They are both within 5 points cost of each other.

They are very close. However, with 2 rerolls and a ward save of 4+ it is pretty much 1 extra wound.

Let me know which you think is better. Thanks.
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Re: Quick input on a general composition

Postby Amazonwarlord » Mon Feb 19, 2007 1:27 am

The reroll is good also in the event of a really bad attack roll, failed Ld roll (can reroll those too, right?) which can really be more important than wounds depending on the situation (and your army - perhaps leadership ain't such a big deal for you)
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Re: Quick input on a general composition

Postby -TheRooster101 » Mon Feb 19, 2007 1:37 am

You can only reroll to hit, wound, armour save, or ward save.

If I could reroll LD then it would be hands down uber.
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Re: Quick input on a general composition

Postby VectorAWX3 » Mon Feb 19, 2007 2:37 am

Second guy. Those rerolls are a lot more important than 1 attack (which is usually around a 50% chance to wound before any enemy ward saves).
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Re: Quick input on a general composition

Postby -Jarrett » Mon Feb 19, 2007 4:12 am

Neither. You take the "you charge me or you flee" talisman, give him a great weapon, good protective combo and call it a day
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Re: Quick input on a general composition

Postby Amazonwarlord » Mon Feb 19, 2007 5:19 am

Quote:
You can only reroll to hit, wound, armour save, or ward save


Ok my bad .. still rerolls are better. What do I know .. I haven't played years (and never much at that)
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