News for July 2009
Heed the Commander's Call 9
A Preview of the Field Commander for BattleLore: Heroes Expansion
Battlelore | Published 08 July 2009

Welcome Back BattleLore Commanders!

The new BattleLore: Heroes Expansion arrives this Fall and in anticipation of its release we are running this series of preview and strategy articles for the characters that you will find in this expansion. Our previous installments featured the skills of the Cleric and the Rogue. Need a “take-charge” type of hero to take your army into battle? Look no further as the Field Commander is the focus of our next Battlelore: Heroes preview.

The Field Commander

“My orders cost lives - either the enemies’ if they are followed or ours if they are disregarded.”

The Field Commander is the hero for those players who see their army as the greatest tool at their disposal, rather than their hero. A facilitator and catalyst, the Field Commander uses his skills to help order other units. However, like the Rogue, the Field Commander has enough military might to make him an offensive presence.

The Field Commander is another hero that has no skills requiring a prerequisite. Therefore, all six class-specific skills are available when creating this type of hero.

Of course the fist, as always, is the “Riding” skill. The interesting thing about this choice is that the mobility given by the horse is an integral part of the Field Commander’s abilities. If not your first skill, it should be considered early so his skills may be used on different parts of the battlefield.

“Outflank” is another movement skill that allows your hero to be ordered out-of-section by using an order from a section Command card. Combined with the riding skill, the Field Commander can virtually be moved at will no matter the cards in your hand.

Click on the image to the left for a larger version.

Two of the remaining skills are combat skills for the Field Commander while the other two allow you to improve your Command cards.

The two combat skills are “Blademaster” and “Call to Arms.” The first gives a bonus to melee battle dice rolled straight up. The second requires a supporting unit that essentially gives you two dice if they were also ordered this turn. Both are quality skills that greatly improve the combat strength of this unit.


Click on the images above for larger versions.

However, it is in the improvement of Commands where the Field Commander really shines.

The “Scouting” skill allows the drawing of three replacement Command cards. Although only one is still kept, this larger selection of cards can easily swing things in your favor.

Click on the image to the right for a larger version.


The last skill available to this hero, and possibly the best, is “Lead by Example.” This skill allows the the Field Commander, when order by a meager “Scout” card, to order up to three contiguous units. This transforms even the worst hands into great maneuvers with compact fighting units.

Click on the image to the left for a larger version.

With the opportunity to quickly traverse the battlefield and order more troops than normally available, the Field Commander relies on the strength of his army versus his own personal strength.

Next time: Master the arcane knowledge of the Wizard!


Set in a world that bridges history and fantasy, BattleLore is board game that puts players in command of a vast array of miniature troops on the battlefields of medieval Europe. Using the easy-to-learn Commands and Colors system, players can wage thrilling battles without a lengthy time commitment.

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Comments (9)

Jakews
Published: 7/16/2009 8:25:01 AM
#9

This unit looks really cool and will likely be the one I lean towards the most once the Heroes package comes out.

Lord Mykal
Published: 7/11/2009 4:37:21 AM
#8

Reading back on the rogue apparently he can have up to six artifacts! The Comd Hero can carry them too! Thats a lot of artifacts (cards?) coming along.

Just sounds great really :-)

Lord Mykal
Published: 7/10/2009 7:58:35 PM
#7

Ok I like this guy but yes its a weakened hornblower. Feel he should have been able to added his die to the units attack. However it will make heavy inf and cav very powerful with him along!

Gimme more!

Polarstern
Published: 7/10/2009 3:03:40 AM
#6

Still I agree. It is like a weakened hornblower. Maybe more flexible but weakened.
I would hvae liked it if the friendly unit supplied all their dice then you would have the hornblowers basic ability PLUS some hero extra flexibility (i.e. mounted units). This way you have the heroe's ability kind of instead of some part of the hornblower's ability.

filovirus
Published: 7/9/2009 7:02:25 PM
#5

"Don't like the Call to Arms card. This is only a weakened Hornblower in the end. A bit disappointing for a Hero, isn't it?"

 

Not if he is riding. He can then easily have a green unit supply dice whereas a Hornblower is restricted to a foot unit.

kilrah
Published: 7/9/2009 2:29:02 AM
#4

Don't like the Call to Arms card. This is only a weakened Hornblower in the end. A bit disappointing for a Hero, isn't it?

 

spacemonkeymafia
Published: 7/8/2009 2:44:08 PM
#3

"Lead by Example" + "Scouting" sounds utterly amazing.  This is my favorite Hero so far...

Polarstern
Published: 7/8/2009 1:44:26 PM
#2

Yeah, my favourite so far as well. But I am very eager to see the wizard.

Willange
Published: 7/8/2009 12:16:38 PM
#1

This one is probably my new favorite.  Unless, the artifacts are really awesome.  That could swing me over to the rouge.

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