Re: Guarding thugs
How to use units set to "guard commander" :
- if someone try to assassinate your commander, up to 5 units set to "guard commander" will protect the commander.
Note that some spells work like assassination. Same thing for horror marked commanders attacked by a horror
- for melee units, you can use the "guard commander" order to keep the units in formation with their commander.
Exemples :
- knight commander set to "hold" x3 then "attack rearmost" + knights set to "guard commander"
=> this allow the squad to wait 3 turns (instead of 2 for the "hold and attack order"), and even if you want to just wait 2 turns, the guard commander version make it so that you're sure the commander won't attack someone alone while his units go for another target
- Hoplite commander + hoplites + elephants
=> thanks to the "guard commander" order the elephants won't charge to far, so they will still have the support from the hoplites.
Important :
- don't forget to give your commander an attack order. By default melee commanders (no magic or ranger weapon) are set to "stay behind troops", so without attack you rbodyguards will stand behind, mostly useless
- don't use this order with ranged units : bows and other ranged weapon are not used when in "guard commander" mode
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