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Commander/General Selection

Posted: Wed Jan 08, 2014 3:44 pm
by Hoggers
Hi All,

I've just got it to FOG in the last few months, I've started to play some multiplayer DAG battles and i'm having a lot of fun but one thing that I'm having problems with is the selection of my leaders.

I've been playing 400 or 500 point army games as I find anything larger a bit overwhelming at the moment, not to mention the fact that it gives me to much choice at army selection and I'm as indecisive as they come which leads me to my main question. For 400 - 500 point games is it worth taking an inspirational commander? I have always used one so far as i like to try and win the initiative for map selection as I like to play with Hoplite armies and want a flat battlefield. I then usually have a field and a troop commander too, however, it is a lot of points to spend on commanders so I'm wondering if I should reconsider and take more troops?

Are the disadvantages of being out of command that great that it should always be avoided?

Re: Commander/General Selection

Posted: Wed Jan 08, 2014 4:36 pm
by the_iron_duke
The Generals page on the FoG wiki gives some good advice on which generals to pick: http://fog-pc-wiki.wikispaces.com/Generals+in+FOG

Use of generals depends on the army type. Something like a horse archer army is not worth spending so much on generals as they operate much more dispersed and spread out on the battlefield. For a hoplite army, I'd personally want all the hoplites under a general's command radius and for a 500 point game I'd go for a similar generals selection as you have. It's more than I'd usually spend on generals, but hoplites are fairly cheap, so you get a lot of them and they can present a wide frontage. With a barbarian horde HF army, however, I'd spend less on generals despite the similar unit numbers.

Re: Commander/General Selection

Posted: Thu Jan 09, 2014 10:02 am
by Hoggers
Many thanks for your reply iron_ duke and also for the link which was very helpful. I have read the wiki before but I havent come across that page.

I decided to go with an Inspirational and a Field Commander and drop the Troop Commander. I can still get the Hoplites all under command and still spare enough command squares for any supporting MF so I think the Troop Commander was a bit redundant. It does limit the tacticle flexibility a bit I suppose but then Hoplites arent particularly flexible in the first place.