A Tale of Activations
Many experienced tournament vetrans may notice that any winning 200pt warband tends to have a large number of figures. And not just a large number, but in figures that are basically throw away figures. Why is that? What effect does it have on the skirmish game, and what can be done about it? In the next few posts I will look at the issue, look at proposed solutions, and propose what I think is a solution that addresses the core of the problem.
Reviews:
- Large Numbers, what are the advantages?
- Overactivation
- Long Games and Reducing the Warband Limit
- Passing a Phase
Reviews:
1 Comments:
I recently participated in the DK prerelease tourney, taking first, and I simply wanted to comment that my using of 10 activations was extremely effective. I was worried that my using many squishy little pieces(Celestial Dire Badger) compared to the maybe six stronger pieces of an opponent would put me at a severe disadvantage, but I have found that the Cleric of St. Cuthbert can absolutely destroy an opponent if your weenies gang-fight one larger opponent at a time. Also, using many smaller pieces keeps you anxiety-free, as losing a Dekanter Goblin doesn't really hurt you, but stalls the onslaught of an opponent's singular beatstick from harming your other weenies. In addition, they provide excellent cover for stronger troops who need to get to the frontlines alive.
By Anonymous, at 10:51 AM
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