Monday, May 26, 2008

Considering the Options

I just realised I promised to discuss numerous tactics, and did 1 (the fend), before getting distracted by commenting about lizards. Therefore I should write about another. This should clarify what I alluded to about Lizards rarely receiving a charge when skinks are used properly.

One of the "tricks" to Fantasy, like most 'strategy' games is to consider possibilities/options. If you can get into a situation where the opponents options are limited and/or any option they chose leads to a good result for you, then 95% of the time you're going to win the game.

For example:
Say you have 2 units facing off - Kroxigore (12" charge) and some knights (14" charge). Who charges wins (exceptional dice aside - thats the 5% from above). Assuming people can guess ranges correctly (which is a vital skill for all warhammer players) the knights move 13" away from the Krox. The Krox have 3 options they can stay still/move forward and take the charge. They can flee the charge, or they can move backwards 2-3" and get out of charge range.

This is a typical warhammer stand off - in most cases the Krox choose option 3 and no-one will be charging for several turns (until the Krox have their backs to the table edge).

Both players should know this, and consider how this fits in the overall battle plan.

You can change the options by adding in a 3rd unit, some skinks. Now the skinks move in front of the Kroxigore and start shooting the knights. The knights have 2 options - charge the skinks or stand still and get shot. If they charge the skinks would flee and get cut down, but the Kroxigore would then charge the knights (who would likely flee, rally, get charged again....). If they get shot the knights will (slowly) be killed.

The Kroxigore could apply more pressure by moving up meaning if the knights stay still they get charged by the Kroxigore, and if they charge the skinks, they get charged by the Kroxigore. This would = a no win scenario for the Knights.

That said the knights can still flee a charge from the Krox (possibly after killing the skinks). Positioning of other units, charge angles etc can all be used to mean if this happens the knights will still die. A common trick would be to also use a fast/weak unit (Terradons) to charge at the same time as the Krox. If the knights hold the krox beat them up (and hopefully not enough knights are left to kill the 'dons) if they flee the dons are fast enough to run them down. A similar trick involving Steed of Shadows (and a priest or Scar Vet) can also run the fleeing unit down.

An alternative is if the knights can get a unit behind the Krox (even a single model, ie Captain on Pegasus). The Krox can no longer move back, and therefore would receive the charge or flee (if the unit being is US 5 then its dead Krox either way).

See. It's all about options.

When playing consider. If I do this, what would I expect my oppoent to do, how would I then react to his counter.... if you can't work your way to a good resolution for you, you need to try something different.

Of course when you've played enough this becomes second nature, and it 'appears' people are playing without thinking, but all the options are being weighed up (possibly subconciously).

Another thing to consider is what happens if dice go well/badly. What if your unit breaks - will you be able to counter the enemy, who will be in panic check range, who will you flee through? What if you break them, will you be able to maximise the gains, crossfire the enemy unit...? What if nobody breaks, will you be able to add support to swing the combat in your favour?

Expect the unexpected.

No comments: