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Commander

The Vale Host is led by the Commander, a banner-bearer who stands one tile behind his army. He never takes a turn of his own and never strikes; once a round, during the turn of any of his stacks, he may cast one of three powers, paid for with Command.

Hit points
70
Defence
10
Command at start
3
Each later round
+2
Command at most
6

The enemy can strike or shoot the hero like a stack, and the hero never strikes back. When the hit points run out the hero is knocked out for the rest of that battle, never killed: the next battle the hero stands again at full health.

Powers

One cast a round, during the turn of any of your stacks. A power costs its Command.

The 3 powers and their Command cost
PowerCommandTargetWhat it does
Brass Lance2An enemy stack30 damage to one enemy stack anywhere. No roll, no swing back.
Mend the Ranks3One of yoursUp to 24 HP back to one of your stacks; its fallen stand up, never above its start.
Standard Ward2One of yoursOne of your stacks takes 50% of every blow's damage until the round ends.

Brass Lance is exact: the strike preview shows the result before you tap, so use it to finish a stack a charge has left wounded. Mend the Ranks is the only way to bring fallen creatures back during a battle. Standard Ward goes on the stack that is about to be hit hardest, usually the wall in front of your shooters.

Powers are cast only in battles you play by hand; Auto-resolve never casts.

Command by level

In Conquest, a hero of a higher level starts each lair battle with more Command: 1 more for every level above the first, never above 6.

Command at the start of a lair battle, and the experience each level needs
LevelStart CommandTotal XP
130
24500
351200
462200
563500
665000
767000
869500
9612500
10616000

Skill paths

At each new level the hero is offered 3 skills, one from each group (army, command and march), and keeps one. A skill can be taken up to 3 times; each rank adds up. Army skills change every fight, Auto-resolve’s too; command skills change what the hero brings to a battle; march skills change the map. The hero stops levelling at level 10.

Every skill of the Commander at each rank
SkillGroupRank 1Rank 2Rank 3
Sharpened Steelarmy+1 attack for every stack+2 attack for every stack+3 attack for every stack
Shield Drillarmy+1 defence for every stack+2 defence for every stack+3 defence for every stack
Volley Drillarmy+2 attack for every shooting stack+4 attack for every shooting stack+6 attack for every shooting stack
Hold the Linearmy+2 defence for every melee stack+4 defence for every melee stack+6 defence for every melee stack
Steady NervescommandFear lowers your stacks' attack by 2, not 3Fear lowers your stacks' attack by 1, not 3Fear no longer lowers your stacks' attack
Grave CallcommandAfter a won lair, 20% of the guards' costliest fallen stack (at least 1) rise to fight your next lair battleAfter a won lair, 40% of the guards' costliest fallen stack (at least 1) rise to fight your next lair battleAfter a won lair, 60% of the guards' costliest fallen stack (at least 1) rise to fight your next lair battle
Honed LancecommandBrass Lance hits for 40, not 30Brass Lance hits for 50, not 30Brass Lance hits for 60, not 30
Field SurgeoncommandMend the Ranks heals up to 36, not 24Mend the Ranks heals up to 48, not 24Mend the Ranks heals up to 60, not 24
Long Stridemarch+2 map movement every day+4 map movement every day+6 map movement every day
Watchfire EyesmarchSight reaches 4 tiles round the hero, not 3Sight reaches 5 tiles round the hero, not 3Sight reaches 6 tiles round the hero, not 3
Beast Tonguemarch40% more beaten guards join after a won lair (at least 1 more)80% more beaten guards join after a won lair (at least 1 more)120% more beaten guards join after a won lair (at least 1 more)

More: The Vale Host · All keywords

Play Lead the Vale Host in a Conquest match.