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Stealing victories with single commons.

 
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Darth Macho
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Joined: 28 Jan 2005
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PostPosted: Tue Mar 01, 2005 3:08 pm GMT    Post subject: Stealing victories with single commons. Reply with quote

Would someone explain how this works? I understand being able to hide a feral common at a terrain, but the spell only works for one turn. How do you keep it hidden if there are no opportunities to cast magic on the board?

Also, how in the world would a single feral unit be able to win a maneuver roll against a larger army? Besides that, wouldn't the hide need to have worn off in order to make that roll? I suppose if that common failed to get the eighth face, it would have to immediately retreat to reserves, or be killed. Either way, wouldn't the enemy then easily take the eighth face on the next turn?

ALSO, assuming someone can explain this so a moron like me can understand it, has ANYONE come up with a solution to counter this yet?
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deputyfife
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PostPosted: Tue Mar 01, 2005 3:24 pm GMT    Post subject: Reply with quote

I think Cliff was talking about two different things, but I'm sure he'll come along and elaborate. I think he was just referring to being able to stall an opponent's(Chuck's) victory by one turn.
As far as one common winning a maneuver roll, it is possible, by rolling the maneuver icon/id icon while the opponent gets a horrible roll of nothing, or by both rolling nothing when the acting player is the owner of the single common. Same could essentially go for a melee attack routing an army, as long as the common gets one melee result, forcing the defender to roll, it is possible(and too arbitrary for me) to roll more ID icons than actual save icons. Like Cliff said, though, it is highly improbable, he was just illustrating that it is always worth it to try for such a result if there is nothing to lose.
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chuckpint
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PostPosted: Tue Mar 01, 2005 3:48 pm GMT    Post subject: Reply with quote

How can a single common out-maneuver an entire army? Simple, magic. I play a lot of Feral. Blue and Gold is a great combo for maneuvering magic. What I like to do, is first get an eighth face. Then I put my entire army there except one common. Cast a Hide on that common. Put it at a terrain I want to move up. Even better if the other player(s) have an army there. Then they tend not to summon dragons. Cast Transmute Rock to Mud (TRtM) on the other players, and cast Wind Walks on your army (remember even if the only unit there is hidden, there is still an army there). That should let you out-maneuver just about any army.
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cliffwiggs
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PostPosted: Tue Mar 01, 2005 3:49 pm GMT    Post subject: Re: Stealing victories with single commons. Reply with quote

Darth Macho wrote:
Would someone explain how this works?


You are blessed to have never sat across from it.

The short answer to your question is that you cast Hide from reserves (you can target your own units/armies) and then you cast Wind Walks on that army. Thus you have an army consisting of a single 'hidden' die which can't be killed and which can't roll, but yet generates maneuvers through a spell.

You do this until the terrain gets to 8 and then pull the entire army to that terrain to defend it. Path a unit to another terrain, hide it, and repeat until you get a 2nd 8.

If that answer is too short we can go into more detail.


I know of 3 ways to counter it:
Use magic to cut off their supply of magic (i.e. cast dancing lights, ash storm, etc EVERY TURN)(hope you have red magic)
Use Firewalkers to blast the spells away and then kill the common
Let them take the first 8 and then attack when they come out of reserves to defend it.
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Darth Macho
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Joined: 28 Jan 2005
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PostPosted: Tue Mar 01, 2005 3:53 pm GMT    Post subject: Reply with quote

So, for the most part, this strategy doesn't always come up in a game with feral armies? For a while I feared it was some unbeatable maneuver.


Laughing I completely understand about the horrible roll of nothing. It seems to happen most when I'm relying on id faces to come up, for instance when my all missle army is making a feeble attempt to conjure magic. Laughing

On the other hand, it would be just my luck for my 24hp feral cavalry to get outmaneuvered by a single dwarf footman. That's just how unlucky I really am! Laughing

One final thing about routing? Would having so few saves make Coral Elves, and perhaps Lava Elves to a certain extent, particularly likely to be routed? On the other hand, I imagine it much less likely to rout an Undead force. My nephew and I don't use the routing option.
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Darth Macho
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Joined: 28 Jan 2005
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PostPosted: Tue Mar 01, 2005 3:59 pm GMT    Post subject: Re: Stealing victories with single commons. Reply with quote

[quote="cliffwiggs"]
Darth Macho wrote:

If that answer is too short we can go into more detail.

I know of 3 ways to counter it:
Use magic to cut off their supply of magic (i.e. cast dancing lights, ash storm, etc EVERY TURN)(hope you have red magic)
Use Firewalkers to blast the spells away and then kill the common
Let them take the first 8 and then attack when they come out of reserves to defend it.


Okay, I understand now. It seems like a strategy that would take a lot of the fun out of the game, especially for the loser! (I'm not criticizing, I just prefer a game that is competitive and forces players to use all of their options, rather than keep going to that unbeatable one.)
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cliffwiggs
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PostPosted: Tue Mar 01, 2005 5:12 pm GMT    Post subject: Reply with quote

Routing is an advanced rule, so no pressure to use it (until you come to an advanced tournament)

Racial abilities will help prevent a route, so CE and LE not in their 'best' terrain will more likely route than when they get to count maneuvers as saves.

Note: We might consider rewording the phrase on page 40 of the rule book. It says "More ID Icons, than save icons" It would be more correct to say "more ID Icons than Non-ID save results", not more clear, but more correct.
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ddicerc
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PostPosted: Tue Mar 01, 2005 5:25 pm GMT    Post subject: Reply with quote

One other strategy that can be used to counter this is using your own magic to boost maneuvers. There are spells in several colors that can give you an edge to survive that lone common's run.
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slcobbs
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PostPosted: Tue Mar 01, 2005 10:32 pm GMT    Post subject: Re: Stealing victories with single commons. Reply with quote

[quote="Darth Macho"]
cliffwiggs wrote:
Darth Macho wrote:

If that answer is too short we can go into more detail.

I know of 3 ways to counter it:
Use magic to cut off their supply of magic (i.e. cast dancing lights, ash storm, etc EVERY TURN)(hope you have red magic)
Use Firewalkers to blast the spells away and then kill the common
Let them take the first 8 and then attack when they come out of reserves to defend it.


Okay, I understand now. It seems like a strategy that would take a lot of the fun out of the game, especially for the loser! (I'm not criticizing, I just prefer a game that is competitive and forces players to use all of their options, rather than keep going to that unbeatable one.)


Well Chuck and I can both attest that hide-windwalk is not unbeatable. Due to the simple fact that neither of us had won the Worlds. We are both feral lovers and I have won many games with that strategy. However, when we changed the rules this army became much less competetive. It can be countered by red magic and firewalkers. It can also be countered by letting the feral take the 8th face, then take your melee army and beat them into submission. It is a good strategy? Yes. Does it win every game? No.

Treefolk and Undead have similar spells like hide, but not the blue to back it up.

Hope that helps,
Scott C
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cliffwiggs
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PostPosted: Tue Mar 01, 2005 10:39 pm GMT    Post subject: Re: Stealing victories with single commons. Reply with quote

slcobbs wrote:
Treefolk and Undead have similar spells like hide, but not the blue to back it up.


Those also have the problem that certain things can still kill them.

I remember my Undead 'Fade/RestlessDead' experiement, didn't work too well... Embarassed
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