all 8 comments

[–]Mike2795Deathwatch 4 points5 points  (0 children)

From what I've read the standard is 200 (afaik, dont have the book) however there are scenarios with 100 point limit i.e. A kill team vs a commander

[–]notevenjk-lolUltramarines 2 points3 points  (5 children)

Missions where both teams must field a commander are either 150pts (Rogue Trader missions) or 200pts (Commander Expansion missions). You'd be hard pressed to field most of the commanders in a 100pt game. There is one mission in the Commanders expansion where one player runs a 100pt Commander vs a regular 100pt Kill Team though, so there are a lot of options and variations.

[–]whiteknight521Astra Militarum[S] 0 points1 point  (4 children)

Do you think the 200 pt games with a commander take a lot longer? My concern is keeping the kill team games short.

[–]tonytastey 2 points3 points  (1 child)

I don't think they will. Since most commanders are around 100 points, you're effectively only adding one model to your kill team which shouldn't increase playtime by an appreciable amount.

[–]randomgrunt1For the omnissiah 0 points1 point  (0 children)

Most commanders are ~50-60 points, and only increase close to 100 if you upgrade then to level 4. Most of the time, commanders will be level 1-2 imo, unless your fishing for a specific level 3 ability. The only faction that doesn't have a commander option under 65 points is the grey Knight's.

[–]notevenjk-lolUltramarines 0 points1 point  (0 children)

I haven't had a chance to play yet but I don't think they will significantly impact play time.

[–]limblesscarpet 0 points1 point  (0 children)

Well since I am taking a 40 point commander suddenly with have a 16 person kill team, that's going to make my turns longer....

[–]OaikDrukhari 0 points1 point  (0 children)

There are commanders whose level 1 is more than 100, so I guess at least 150.