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Discussing General Strategies

 
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Skawilly
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PostPosted: Thu Sep 01, 2011 12:00 am GMT    Post subject: Discussing General Strategies Reply with quote

I am going to open this thread because I am just curious of the way other groups have developed. Its become very clear to me that different groups revolve around different ideas. Strange as it may seem, but for example, seattle folk dont exactly play the same way use portlanders do. Some things are unexpected up north and visa versa.

Ill open with a good one I found only a couple months ago. This is a build that I found to be great in a 1v1. In fact, the general build of 9 pts. of magic has been something I do regularly of all things. Anywho on to the setup....

One of my more common and successful builds is my goblin heavy-into-melee build. Home (3 rare mages, 1 gold medal and 1 troll) campaign (1 common heavy melee) Horde (1 harpy, 2 leopard riders 2 uncommon calv and 4 light melee)

On round 1 can usually cast magic or get a hold of a cantrip, which in turn allows me to path the troll with the gold medal to my horde. From there is just a matter of destroying my target. They are fast enough to out maneuver the enemies home, as they are usually mages. If I am not on a melee icon or one maneuver from it I will bring in a minor terrain and hopefully get one that way. That initial 18 pts of calv/melee turns into an ugly 26 pts. real quick. The remainder of the game is just reaction.
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chuckpint
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PostPosted: Thu Sep 01, 2011 7:58 am GMT    Post subject: Reply with quote

At the Windy City Bone Rollers, you either see an "empty" home, or a home with a mostly heavy melee army. By empty I mean a token common unit. So your strategy wouldn't do too much.
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Skawilly
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PostPosted: Thu Sep 01, 2011 8:03 am GMT    Post subject: Reply with quote

Thats curious. It makes sense in a different light to be sure. However, I assume for the most part that A: your units with more movement are your horde which leaves B: your campaign being your mages. Off your home land your initial magic maybe be hindered a good deal, this is assuming that you dont get the terrain. Yes yes, very much different.
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Skawilly
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PostPosted: Thu Sep 01, 2011 8:33 am GMT    Post subject: Reply with quote

So let me ask you personally then, Mr. Pint. You go for 2 8th faces as quick as possible then? I find it to be more difficult to augment your heavy melee in such a manner. I suppose my question is more like this. Do you try to augment your melee too much (aside from just convenience or circumstance)? Or are you just using them to keep people off the home to just grab it. Your first statement alone has made me think quite a bit.
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cliffwiggs
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PostPosted: Thu Sep 01, 2011 8:39 am GMT    Post subject: Reply with quote

Chuck doesn't play melee generally.

He does feral magic and cav.

he puts all in reserves and uses hide windwalk to run a terrain up to 8 and then sits on that 8 and either lightening you to death or hide windwalk another terrain up. or he will take your 8th away from you.

unless the game comes up as 666, then you modify based on the terrains at the time.
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Skawilly
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PostPosted: Thu Sep 01, 2011 8:42 am GMT    Post subject: Reply with quote

Ya feral. Their abilities are very difficult to overcome, more so then any other race I think. Does wall of thorns effect a hidden unit? I dont think it would, hide is just a bit up there.
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DEEPBLUEB2
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PostPosted: Thu Sep 01, 2011 8:50 am GMT    Post subject: Reply with quote

The Dragon Lair is a nice anti-hide utility,
and when playing feral,
it's a race to the first 8th.
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chuckpint
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PostPosted: Thu Sep 01, 2011 8:55 am GMT    Post subject: Reply with quote

Generally I go for speed. I've been toying with the idea of a heavy melee in place of the cavalry. But honestly, most of the games we play, the players seem to avoid melee. Our group is heavy into magic strategies. I always concentrate on getting an eighth face first. I don't sweat it if someone else gets one first. As Cliff says, I'll either go for a different eighth, or steal the eighth face away from you. So what hurts Feral? Don't worry about the hidden units, the real trick is to shutdown their magic. Dancing Lights is a Feral killer.
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Skawilly
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PostPosted: Thu Sep 01, 2011 9:21 am GMT    Post subject: Reply with quote

Ya thats actually real good advice. That makes sense because it would limit their windwalks/strikes/transmutes to almost negligible. That is in fact truly good advice.
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PostPosted: Thu Sep 01, 2011 10:13 am GMT    Post subject: Reply with quote

chuckpint wrote:
Dancing Lights is a Feral killer.
one of the reasons I play lava elves.
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Skawilly
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PostPosted: Thu Sep 01, 2011 10:29 am GMT    Post subject: Reply with quote

Do you play much ranged, Mr. Wiggs? I know that Mr. Pint is not a big fan of it.
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cliffwiggs
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PostPosted: Thu Sep 01, 2011 10:46 am GMT    Post subject: Reply with quote

I tend to play magic, cav,light as I like to run up to the 8th and don't mind melee.

if I play missile, I do it via different races usually.
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PostPosted: Thu Sep 01, 2011 10:54 am GMT    Post subject: Reply with quote

I don't play too much, but I tend to build around themes rather than types. Things I want my army to do. Odd tricks that catch my opponents by surprise. Racial synergies. In such cases, any kind of approach is possible. Light, heavy, melee, magic or missile, it's all possible, and I like it all equally. This makes me surprised to see so many people having preferences toward certain styles. Very interesting.

F


edit: I do have a slight weak spot for trying to come up with non-mage armies. Then again, I also have a weak spot for trying to come up with a decent undead missile army...
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cliffwiggs
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PostPosted: Thu Sep 01, 2011 11:05 am GMT    Post subject: Reply with quote

DialFforFunky wrote:

edit: I do have a slight weak spot for trying to come up with non-mage armies. Then again, I also have a weak spot for trying to come up with a decent undead missile army...
I call those gimik armies. Jim calls them Cliff Style.

Basically Cliff Style is min/max. So the game devolves into a terrain roll.

A lot of my armies will have 2-4 distinct dice, just multiple copies.
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Matthias Maccabeus
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PostPosted: Thu Sep 01, 2011 11:06 am GMT    Post subject: Reply with quote

Mine is more based off units than type. For example I really like the Infiltrator and Scorpion Knights for Lava Elves, but am not a fan of the other cavalry or light melee they have. It's more about the faces of the dice. Much like the Herald and Knight for the Coral Elves. I like them a lot. The other light and cavalry, not so much. On occasion I'll take the Eagle Rider (mainly because I don't have more Hearlds and Knights...).

(Who needs missle faces anyway?) Wink
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PostPosted: Thu Sep 01, 2011 11:25 am GMT    Post subject: Reply with quote

Dial I have a couple great non magic strats I can give you ill pm them. As far as a great undead missle army, its called 6 liches... Heh heh heh
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PostPosted: Mon Sep 05, 2011 2:20 pm GMT    Post subject: Reply with quote

I have a question for all here. When your building your armies, what is the base of the idea? I like to use one army specifically to attune to the other army. What I mean to say is this.

If my main strat is highend magic then, like Mr. Wiggs, ill use calv that use moves as saves. If my main strat is ranged then I will use my mages to weaken the saves of the opposing army before shooting at them. Or if melee is my main strat then I will again use my mages to augment my melee.

Do many of you guys like to make 2 independent armies? Or is what I just listed something regularly done.
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PostPosted: Mon Sep 05, 2011 8:08 pm GMT    Post subject: Reply with quote

Most people I've seen, build armies that try to support each other. Most bring half magic just as support troops. Then the other half is whatever. Others will bring things like an army that is all heavy and light melee units.
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Skawilly
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PostPosted: Tue Sep 06, 2011 8:40 pm GMT    Post subject: Reply with quote

I am starting to believe that, in a war of attrition, range is king.
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PostPosted: Tue Sep 06, 2011 9:44 pm GMT    Post subject: Reply with quote

A couple of years ago, my son won the Nationals at DexCon with a Frostwing missile army. Lest you think it was a fluke, he beat Dan Burkley's goblins to win it.
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