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Test armies

 
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ddicerc
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PostPosted: Sun Apr 17, 2005 2:54 pm GMT    Post subject: Test armies Reply with quote

Old-timers may remember the concept of the "Canonical Armies" to test your armies against. (If you have DDAssist, you can find these in the Help file. Which reminds me-Chuck, since Bruce gave me permission to post his stuff on the DDRC site, can I publish these? Or do you have sole rights to the DDAssist files?) These were basically (with some minor adjustments) armies consisting of 18 common mages and 18 common cavalry units designed for each terrain type. Under the old rules, you would use these to cast magic and inflict charge damage on your opponent. The general idea was that if you constructed an army that did well against the canonical armies, you'd have a decent chance at winning in DD games.

My question is, under the new rules, what would be the best armies to test your troops against? Charging is no longer part of the tournament game, so should you try missiles? Add in some heavies? For those who have been active in tournament play the last couple of years, what are the "standard" army constructions you have seen? I'd like to try out a couple of army concepts, but I think the old CAs won't be a genuine test for tournament play (although obviously if I get skunked by them, I need to make changes).
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cliffwiggs
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PostPosted: Mon Apr 18, 2005 9:15 am GMT    Post subject: Reply with quote

Hmm.. well a lot of armies are still 50 magic. thought you are seeing a lot more rares these days. Commons do give more predictable results, but the power of an SAI will usually beat predictability.

You see a lot of Medusa's sitting in reserves...

Missile armies are still popular, but easy to shut down if you have the right colors of magic...

I'd think that Magic/Melee armies would be good to test against. I tend to play offensively with Magic and Definsively with the Melee.

So many armies today are built around 'path to victory' (or teleport to victory or ferry to victory) that it is harder to have a standard test army.

It's not like the simple OpenGrave/Charge of the past.
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slcobbs
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PostPosted: Mon Apr 18, 2005 9:21 am GMT    Post subject: Re: Test armies Reply with quote

DDiceRC wrote:
Old-timers may remember the concept of the "Canonical Armies" to test your armies against. (If you have DDAssist, you can find these in the Help file. Which reminds me-Chuck, since Bruce gave me permission to post his stuff on the DDRC site, can I publish these? Or do you have sole rights to the DDAssist files?) These were basically (with some minor adjustments) armies consisting of 18 common mages and 18 common cavalry units designed for each terrain type. Under the old rules, you would use these to cast magic and inflict charge damage on your opponent. The general idea was that if you constructed an army that did well against the canonical armies, you'd have a decent chance at winning in DD games.

My question is, under the new rules, what would be the best armies to test your troops against? Charging is no longer part of the tournament game, so should you try missiles? Add in some heavies? For those who have been active in tournament play the last couple of years, what are the "standard" army constructions you have seen? I'd like to try out a couple of army concepts, but I think the old CAs won't be a genuine test for tournament play (although obviously if I get skunked by them, I need to make changes).


Well the easiest answer is that there isn't a common army anymore. Which is why charge was removed. Now you see every type of army construction, missile, heavy, cav, Light, missile/cav, heavy/cav, ect... The only common denominator is that they generally have 50% magic. Although I have seen a few non-magic armies. So, be creative and test against multiple types.

Scott C
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