SFR, Inc. Forum Index SFR, Inc.
Forums that relate to SFR products
 
 Watched TopicsWatched Topics   FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Beginning army construction

 
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    SFR, Inc. Forum Index -> Game Strategy
View previous topic :: View next topic  
Author Message
maynes32
common



Joined: 21 Jan 2010
Posts: 112
Location: Dexter, MI

usa.gif
PostPosted: Thu Jan 28, 2010 9:20 am GMT    Post subject: Beginning army construction Reply with quote

I am in the process of building my first army in almost 15 years (yay!), and I had a couple of questions:

1) In other wargames I've played before, magic tends to be a "go big or go home" aspect. At 36 points, do you pretty much have to have 18 points of magic or just abandon it entirely? Or is it possible to run, say, 12 points or so? My problem is that my collection is currently small enough that with the two armies I primarily want to play (Coral Elves and Frostwings), I can't get to 18. I guess I could splash in a Firewalker mage or two, but I'd rather stick to two races - I'll have enough trouble keeping two sets of racial rules straight. Wink

2) Is it possible to build a successful "jack-of-all-trades" army? Or is it better to focus on one or two aspects? My preference is for the former, but, again, based on experience in other games, it seems to be a loser generally.

Thanks for the help,

BLM
Back to top
 View user's profile Send private message
chuckpint
White Dragon
SFR President
Site Admin



Joined: 10 Jan 2005
Posts: 9187
Location: Evanston, IL

usa.gif
PostPosted: Thu Jan 28, 2010 9:42 am GMT    Post subject: Reply with quote

Most (but not all) armies tend to maximize the amount of magic that can be cast. The beauty of this game, is that other ways exist to win the game. All-melee armies can work well. Especially if you can wipe out the other guy's mages!

Jack-of-all-trades armies tend to do poorly. Of the 5 types of action icons: Melee, Magic, Missile, Maneuvers, and Saves, you can at best be good in 3 of them. On the other hand, picking just one leaves you a "one-trick pony", and that can kill you if the terrains come up wrong.
_________________
You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count).
Back to top
 View user's profile Send private message Send e-mail Visit poster's website
cliffwiggs
SFR Treasurer
Chief Wheedler
SDA - Rules NitPicker



Joined: 25 Jan 2005
Posts: 10794
Location: Cumming, GA - USA

usa.gif
PostPosted: Thu Jan 28, 2010 9:49 am GMT    Post subject: Reply with quote

excellent questions, most of which have the same answer 'it depends'.

on your first question, bring as many magicians as you need to cast the spells you want. for example, I play many all lava elf armies. but I hate the spell lighting strike. The easiest way to defend against that is a dwarf racial spell (earthen armour). so I will add 2-3 dwarf mages to my army just to cast that one spell.

On the other... you are getting into game theory. it really depends on what your opponent brings and what the terrain comes up as.

lets assume there are only three choices for making an army:magic,missile,melee.

If you specialize in one of those 100%, then you will win if you end up there. This is common for all melee or all missile armies. If you end up in one of the attack types you have 0% in, you will get hosed unless your opponent also have 0% in that type.

If you balance at 33% across all three types, then it depends on what your opponent does and what terrain type you come up in.

so there is no 'best' army, its just what you expect your opponent to bring and how to beat him.

I typically try to be good at two things and then I have a 66% chance to end up in a type of combat I want to be in.
_________________
Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99
Back to top
 View user's profile Send private message
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7894
Location: Des Plaines, IL

usa.gif
PostPosted: Thu Jan 28, 2010 9:50 am GMT    Post subject: Reply with quote

What I have seen...
is armies that tend to use less than half magic,
make it up though the use of trolls or the gold medallion.

I have made a few all melee armies...
and then IDs are your only magic.
This fails against a black dragon breath.
Melee is the most common face..
so it's a good gamble,
but that's just it...do you want to gamble?

Jack of all trade...
looks good on paper...but the wrong rolls seem to come up all the time...
that's why the fireshadow is so popular...
its "jack of all trade factor" is also a wild card.
Back to top
 View user's profile Send private message Send e-mail
Display posts from previous:   
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    SFR, Inc. Forum Index -> Game Strategy All times are GMT - 6 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group