so if i put an oldblood in a unit of saurus warriors full command do i have to remove the spawn leader
thank you for answering my question one more, is it normal to keep the spawn learder in the unit with an oldblood in it
To elaborate, there are two opposite extremes this would apply. If you are being challenged by something puny like a Night Goblin champion, then you'd usually want to meet the challenge with a unit champion to make sure your Oldblood's mighty killing power doesn't go to waste letting you kill many rank and file instead of one Goblin champion. If you are being challenged by something that can easily beat your Oldblood, you probably want to meet the challenge with a unit champion, so your Oldblood can live another turn and wrack up CR killing rank and file this turn.
Where's your patriotism? The mighty Oldblood isn't easily beaten by anything! MWAHAHAHA! My gimped Oldblood (Heavy Armour of 5++, potion of speed, halberd) survived 2 rounds of Runefang and killed the weilder and only suffered one wound. If I had have kitted him out then the poor Empire General would have been in a world of muscled Saurus-wrought pain!
Rune Fang Empire character is not that scary. I'm thinking Vampire Lords with ASF and Red Fury, 4+ Wards hitting at S7 or 8.
I just think that empire characters are cheap enough, let alone something that wounds automatically and negates armour and only costs 70 or 75 points. Ridiculous! However, psycho vamp lords are mor scary. would pretty much have to challenge him out with a pleb and REALLY hope for lots of combat res!!
I believe those empire characters that can carry runefangs are minimum 100 pts plus the 85 for the rune fang.
There are plenty of things that can rip open an old blood, chaos lords, daemon princes, blender vampire lords, anything with KB, even a tooled up high/dark elf CC lord could potentially rough him up with the amount of rerolls they will be packing given that they will strike first. Old bloods are tough no doubt, but you a nt afford to be stupid with them.