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Which army should I take?

 
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stormywaters
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PostPosted: Sun Jan 29, 2012 10:40 pm GMT    Post subject: Which army should I take? Reply with quote

The Format:

  • 36-points
  • Single race
  • No Magestorm/Promos, but Special Terrains allowed
  • No more than 2 of any one die
  • At least one monster, no more than 2
  • Each of the 5 "classes" must be represented by at least one die
  • All other restrictions apply

So I have two lists in mind. I'll post each and explain the strategy and reasons for each:


Treefolk

Home: 1

1x Pineling


Campaign: 17

1x Unicorn
2x Elder Dryad
2x Dryad
2x Hamadryad
1x Willowling


Horde: 18

2x Lady Nereid
1x Noble Willow
2x Willow
1x Naiad
2x Oakling
1x Willowling

As far as terrain, I thought Standing Stones for either Highlands or Flatlands. Highlands gives me access to Dancing Lights, which is really useful, but Flatlands gives me Lightning Strike and Wind Walk, and only grants racial abilities to Amazons, unlike Swampland or Highland.

The idea with this race is to move one terrain to magic (either up or down, depending), then letting my mages protect and aid my other army, with saves, TRtM, etc. My second army is built for survival and maneuvering to a lesser extent. Double counter maneuvers, TRtM and Flash Flood should help me keep my opponent off-balance while I move to an 8. I also have Wall of Fog as defense against missiles, if I see them.


Feral

Home: 1

1x Falcon-folk


Campaign: 17

1x Owl-folk
2x Wolverine-folk
2x Badger-folk
2x Weasel-Folk
1x Hound-Folk


Horde: 18

1x Owl-Folk
2x Buffalo-Folk
2x Horse-Folk
1x Leopard-Folk
2x Antelope-Folk

Same basic plan here: Maneuvers/Saves on one army, Magic on the other. There are advantages and disadvantages, of course. I have Lightning Bolt, Wind Walk, Wilding, Backlash, etc. I have useful magic in reserves to help my other army move, in case I can't get a magic face. I can Feralize to recover troops. I have Owls in both armies to protect from magic, but I can group them both with my mages to double their Dispel chances and add more magic to the army.

I can't TRtM, I can't Flash Flood, I don't double maneuvers ever, and I don't have Wall of Fog to stop missiles.

Which of the two would you play?
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DialFforFunky
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Joined: 11 May 2010
Posts: 1992
Location: Groningen

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PostPosted: Mon Jan 30, 2012 3:29 am GMT    Post subject: Reply with quote

I think one of the most important questions is how relevant will time be. Mages tend to go for the slow game, so if the rounds are tightly timed they are probably not your best choice. The system to determine winners after time has been called is also quite important.


Gah! I can't really decide! I was going to post that I was in favor of the treefolk, but now I'm not so sure. One of the main thoughts against the treefolk is that the feral have more mages with magics that also do something in reserves, and lightning strike is a nice spell with those guaranteed monsters around. Even though the quality of the owl-folk leaves something to be desired, the quantity of magic icons kind of compensates.
Then again, the treefolk have such nice and efficient dice, along with a method of keeping them in play when you want to. And the unicorn is such a great die as teleport allows for very quick shifts in balance.
All in all, I think feral are the way to go if you want to play the magic attrition game, while treefolk are the way to go if you want to play the more muscular game of moving up by means of muscle.

Then some thoughts on treefolk terrain and placement: if you place you mages at home you'll just about always be facing a maneuvering army on the other side of the terrain die. Taking a highland and rolling magic is a way to scare them away, though it also creates an opportunity for your opponent to immediately block your plans by moving you off the magic faces (which still is an option against the treefolk mages). All in all a lot very significant variables. (You should, however, take a highland, as you do want to start casting. There's no sense in bringing a terrain for your mages if they can't use it for casting, and getting an 8th is a really big 'if').
So the think I'd be going for is placing your mages on the frontier. Even though you have less controle over the choice of the terrain, it usually is uncontested, putting your mages out of harm's way. You can now choose to place your maneuvering forces in the frontier or at home, and both could be very decent. In fact, if you've scouted the field, and know what your opponent will be bringing, you could just make this decision at the last minute. The nice part about this setup is that it usually has substantially less very negative outcomes while still retaining decent positive ones.


F
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DEEPBLUEB2
monster
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Joined: 20 Nov 2005
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PostPosted: Mon Jan 30, 2012 9:17 am GMT    Post subject: Reply with quote

Quote:

I can't TRtM, I can't Flash Flood, I don't double maneuvers ever, and I don't have Wall of Fog to stop missiles.


Actually...
Chuck combines both treefolk with feral.

That pretty much covers the colors. Wink
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chuckpint
White Dragon
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PostPosted: Mon Jan 30, 2012 9:31 am GMT    Post subject: Reply with quote

Yes, I do Jim, but this was for single race. BTW, Funky's analysis is pretty much spot on.
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DEEPBLUEB2
monster
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PostPosted: Mon Jan 30, 2012 9:33 am GMT    Post subject: Reply with quote

Quote:
Yes, I do Jim, but this was for single race. BTW, Funky's analysis is pretty much spot on.


Oh...in that case...Chuck likes the Swampland Standing Stones as a home to solve the lack of green with feral...
that's my guess anyways...
Mr. Green

and good luck getting it from him. Cool
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stormywaters
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Joined: 22 May 2011
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PostPosted: Mon Jan 30, 2012 11:57 am GMT    Post subject: Reply with quote

DialFforFunky wrote:
Gah! I can't really decide! I was going to post that I was in favor of the treefolk, but now I'm not so sure. One of the main thoughts against the treefolk is that the feral have more mages with magics that also do something in reserves, and lightning strike is a nice spell with those guaranteed monsters around. Even though the quality of the owl-folk leaves something to be desired, the quantity of magic icons kind of compensates.


This echoes my thought process exactly.

Quote:
Then again, the treefolk have such nice and efficient dice, along with a method of keeping them in play when you want to. And the unicorn is such a great die as teleport allows for very quick shifts in balance.


Again, my thoughts exactly. My other considerations are that TRtM/Flash Flood combo mixed with Wall of Thorns would allow me to at least keep my opponent off an 8, in case the game comes to time.

Quote:
All in all, I think feral are the way to go if you want to play the magic attrition game, while treefolk are the way to go if you want to play the more muscular game of moving up by means of muscle.


Again, agreed. I think TF have more potent spells, sans Lightning Strike. My only problem is that they don't have anything for aiding terrain manipulation from reserves (like Wind Walk).

Quote:
Then some thoughts on treefolk terrain and placement: if you place you mages at home you'll just about always be facing a maneuvering army on the other side of the terrain die. Taking a highland and rolling magic is a way to scare them away, though it also creates an opportunity for your opponent to immediately block your plans by moving you off the magic faces (which still is an option against the treefolk mages). All in all a lot very significant variables. (You should, however, take a highland, as you do want to start casting. There's no sense in bringing a terrain for your mages if they can't use it for casting, and getting an 8th is a really big 'if').
So the think I'd be going for is placing your mages on the frontier. Even though you have less controle over the choice of the terrain, it usually is uncontested, putting your mages out of harm's way. You can now choose to place your maneuvering forces in the frontier or at home, and both could be very decent. In fact, if you've scouted the field, and know what your opponent will be bringing, you could just make this decision at the last minute. The nice part about this setup is that it usually has substantially less very negative outcomes while still retaining decent positive ones.


Well I posted how I'd be setting up, so that's covered. I think TF looks like the better choice, with Replanting saving mages that die and the other, more obvious reasons.
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