if i gave a unit of TG with my general (slann) in it the standard of discipline, the slanns ld would become 10, the slann is the highest ld in the unit so the TG woul use that ld too? also would the slanns inspiring presence become ld 10 too?
Yes to all of the above, but check the stats Cold blooded leadership 9 is a 95% chance of success without reroll. Vs 98% for leadership 10. With reroll is 1 in 400 chance of fail (vs 1 in 2500). Ask yourself. Do you feel lucky, punk? http://www.lustria-online.com/threads/cold-blooded-probability.10479/
Also look at how often you are taking those test. I'm running 3 units with stupidity and 3 with frenzy. I can be taking 6 tests a phase, just be being on the table. Over the course of a game, it's 20 tests; before you start to look at panic and break tests. Also, LD10 is really great; but Ld10 is a whole lot better than Ld9 when you lose combat by 4 or 5. I've seen LD10 come up maybe once ever other game. Is 15 points worthwhile saving a 150 point model every other game? I think so. -Matt
The rules say that the unit with the standard of discipline has +1 leadership (10, if a slann has it) but can't use the general's inspiring presence. The slann is almost always the general so this ceases to apply. Pretty good value for 15 points.
This is a good point actually - unless you put the std on the Slann itself, you'll lose the benefit if you choose to deploy the Slann solo
No you wouldnt as its the unit holding the banner that cant benefit, well slaan solo is already the general so everyone else can use his ld fine
from the BRB for LD values and for the standard of discipline the models in the STG unit do not use the inspiring presence rule, they use the highest LD in the unit which is the generals, 10, i believe this would just nullify the downside of the banner effectively making the standard a LD 10 boost to your general for 7.5ss making a BIG difference across the board (or really 12" across the board) if this hasnt been FAQ'd ill be using this every game with my STG unit
If you are having to take a frenzied test to avoid charging every turn you are playing the unit really wrong. Assuming we're talking about Ripperdactyls and/or carnosaurs. The rippers will be Vangarding so if you get first turn they can't charge anyway, and they should be charging into combat voluntarily by T2 at the latest. Carnosaurs also should be getting into combat as soon as possible, if you are getting to turn 4+ and are testing to restrain your carnosaur from charging there is something very wrong with how you're using it. Its worth mentioning as well that stupid units don't test if they begin the turn in combat, and cold ones aren't good enough to break most enemies in a single round.
The highlighted part is the thing that caught my attention. I think patience is key to a good general. I see lots of battle reports where the combat/carnage ensues from turn 2 onwards. That is too soon for a lot of armies. Surely, if you have no magic or shooting, getting into combat on turn 2 is clearly very good. But even these armies might want to 'save' their big character for a crucial combat. I don't think it is neccessarily wrong to keep the Carno out of combat for half the battle. As long as he still contributes to the crucial fight, and helps the army, I think it's fine. Now this doesn't mean you should put your carnosaur on the flank and march him round the enemies army all the time, but it has it's uses. In fact, it's most of the time correct to charge the big guy in there. Just wanted to throw it out there. This is not a hijacking attempt! :ninja: The Hunted