Sunday, June 7, 2015

Simple Sunday - Inspire

Some of the rules for BMG that are the most often forgotten (or not even noticed in the first place) are the inherent rules for a model's RANK. All Henchmen have "let's go", all sidekicks allow "let's go" to be rerolled, and all leaders can reroll Willpower, allow henchmen to "lets go" for free and have INSPIRE. Today, we are going to talk about Inspire


All models with the RANK of LEADER have the INSPIRE ability, even though it is not printed on their card. it is described in the rulebook on page 46:

INSPIRE (1sc): All friendly henchmen within 10cm of this character (but not the activated character himself) gain 1 action counter for free (it may be placed on Movement, Attack, Defence, or special) this may take the number of assigned action counters above a Henchman's normal maximum. This trait may be used only once per round

This can be a FANTASTIC tool for powering up henchmen. Each leader only needs to spend 1SC during their turn to give all friendly henchmen within 10cm a FREE action counter- Potentially giving out an enormous number of Action counters (I have seen 9 henchmen gain an action counter as a result of the use of this ability)- and ALSO allowing that die to exceed the standard allocation limits (so a character with ATT2 and 2 attack dice could gain a third) makes this an ability I spend much of my games trying to get the most use out of: an extra mov for all my henchmen in the early game, an extra ATT later on!


So get out there- and INSPIRE your troops!


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