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toddrew
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Most consistently performing war council Wed, 11 July 2007 18:07
Not simply an excuse to generate some discussion Very Happy , but wouldn't mind if that happened Smile : earlier (and perhaps not on this forum Question I'm not the most adept searcher, but couldn't find the thread) some had posted that L3 commander & L3 lore master was the way to go. Just wondering if there's a different consensus out there now.

I had kinda settled on L2 commander, L3 loremaster, L1 loremaster. Lately though, I'm giving L2 commander, L2, L1, and L1 loremasters a go, and that seems to perform very consistently among most any situation.

What say you?
      
tirelli
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Re:Most consistently performing war council Wed, 11 July 2007 18:29
For me, a L3 commander is mandatory. Not only it gives me additional options (6 command cards), but also makes all the cards based on command more effective (activating more units), and allow me to place the stronghold to fortify my weaker section of the battlefield.

I also try to always get a L2+ lore master, so I get a maximum lore cards of 3 or more.

So, if I'm not using a creature, I almost always go with L3 Commander, L2 and L1 lore masters or L3C and L3 lore master. If I have a creature, I stay with the L2 lore master.
      
dbc-
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Re:Most consistently performing war council Wed, 11 July 2007 18:46
I'm in total agreement with Tirelli.
      
Roobarb
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Re:Most consistently performing war council Wed, 11 July 2007 18:57
try this mod out n see what you think L3commander and spend the other 3 points on the warrior and rougue not the cleric or the wizard meaning the C and W only include 5 cards each this mod must appliy to both players Razz
      
mvettemagred
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Re:Most consistently performing war council Wed, 11 July 2007 20:07
For non-Epic games, I almost always go with L2 Commander, L2, L1, L1/Creature. I've found 5 command cards to be plenty, and the combination of covering 3 Lore Masters and having 3 Lore cards to be very flexible. I find things become constrained when I only have 1-2 Lore Masters.

For Epic, I only take a L1 Commander, and am still experimenting with different Lore Master mixes. By only spending 1 on Commander, I can now go L3, L1, L1 on Lore Masters and have awesome Lore power. Since one can play two Section cards on one turn, I haven't found my L1 Commander to be a issue at all. Sometimes I'll play Lore Masters at L2, L1, L1, L1/Creature.

[Updated on: Wed, 11 July 2007 20:09]

      
toddrew
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Re:Most consistently performing war council Wed, 11 July 2007 23:20
mvettemagred wrote on Wed, 11 July 2007 11:07

For non-Epic games, I almost always go with L2 Commander, L2, L1, L1/Creature. I've found 5 command cards to be plenty, and the combination of covering 3 Lore Masters and having 3 Lore cards to be very flexible. I find things become constrained when I only have 1-2 Lore Masters.


To expound on the L2 commander a bit, I think this is probably what you've found: for efficiency purposes when playing non-CtA non-Epic adventures, it seems better to spend that extra level on a lore master rather than boosting the commader from 2 to 3. It is rare that one has six cavalry to order with an mc, or six green or red banner troops. Happens more often but not too often, that ordering six units with an advance would give much more flexibility and damage causing potential than ordering five (if even possible to order six in a particular section). As far as having 6 cc's to choose from over 5, I think that advantage would be outweighed by the flexibility that an extra level among the lore masters would give, either by allowing an extra lore card in one's hand or cheapening the cost of a whole lore master's cards.

But, I've found that with CtA, depending upon the deployment draw, taking a L3 Commander may outweigh the benefits of the additional lore master level. If lots of cavalry are obtained, I think the chance of using all six orders during a Mounted Charge would be too great to pass up Laughing Also, if one section is particularly weak, then grabbing up that stronghold would appeal to me in a way that it normally doesn't. Being able to go on the offensive in other sections while being able to slow an advance by the enemy on a weak section without using orders there sounds good to me. If either of those two situations (or both Wink ) present themselves, I think I'll give the L3 Commander another go.

Quote:

For Epic, I only take a L1 Commander, and am still experimenting with different Lore Master mixes. By only spending 1 on Commander, I can now go L3, L1, L1 on Lore Masters and have awesome Lore power. Since one can play two Section cards on one turn, I haven't found my L1 Commander to be a issue at all. Sometimes I'll play Lore Masters at L2, L1, L1, L1/Creature.


I've yet to play Epic (hope to get my first taste this weekend), but this sounds like about what I would expect to field.
      
unihead
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Re:Most consistently performing war council Fri, 13 July 2007 03:30
Quote:

I've yet to play Epic (hope to get my first taste this weekend), but this sounds like about what I would expect to field.


Once you play Epic you'll never go back! Wink

[Updated on: Fri, 13 July 2007 03:30]

      
dbc-
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Re:Most consistently performing war council Fri, 13 July 2007 10:00
unihead wrote on Fri, 13 July 2007 03:30

Quote:

I've yet to play Epic (hope to get my first taste this weekend), but this sounds like about what I would expect to field.


Once you play Epic you'll never go back! Wink


That is so true Smile
I have not played anything but Epic, since the rules came out!
I also consistently use Call to Arms, as it speeds up time during setup.

I have experimented a lot with my War Council, but still prefer a Lv. 3 Commander. At first I though the Epic Command Rack would give me some air to play with the levels of the Lore Masters, but I often got hampered by the few choices my own cards gave me. Also, as Toddrew has noted, the extra amount of troops make cards like Mounted Charge really powerful in the hands of a high level Commander.
The only situation I have yet to decide on, is if I draw a creature during setup. In this situation it is very dependent on the setup of the troops.

In games of Reluctant Allies, the Commander is even more important. With the added cost of ordering your Ally's troops, you get far more manuverability with Tactic Cards and a lv. 3 Commander.
      
toddrew
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Re:Most consistently performing war council Fri, 13 July 2007 14:24
dbc- wrote on Fri, 13 July 2007 01:00

unihead wrote on Fri, 13 July 2007 03:30

Once you play Epic you'll never go back! Wink

That is so true Smile
I have not played anything but Epic, since the rules came out!
I also consistently use Call to Arms, as it speeds up time during setup.


Well, those endorsements seal the deal ( Wink as if I needed the prodding Very Happy ) - I hope to make a get together down in Denver to play some Reluctant Allies with some friends, but if that doesn't materilise, then a few games at home with my son will have to suffice Smile

[Updated on: Fri, 13 July 2007 18:10]

      
Black Barney
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February 2007
Re:Most consistently performing war council Fri, 13 July 2007 17:22
The landmarks really distract me and sometimes cause me to make some serious suboptimal plays so I prefer L2 Commander + L2 Cleric + either L2 Wizard or L1 Warrior+ creature

However, if I'm playing with Call to Arms, I'll definately want a Level 2 Wizard for the Illusionary Troops
      
toddrew
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Re:Most consistently performing war council Fri, 13 July 2007 18:17
Black Barney wrote on Fri, 13 July 2007 08:22

The landmarks really distract me and sometimes cause me to make some serious suboptimal plays...


Opponents are on to my use of the Rogue's Den (a Hill Giant popping up onto a boulder near you will cause notice to be taken Very Happy ), so lately if I take it, the best use has been to block los from archers and keep opponent scrambling to cover exits. I guess what I'm trying to say is that in general as players become used to the effects of the landmarks that their best use seems to be as a decoy rather than expending the order markers to put them to use.

EDIT: Even with the pentacle, I tend to place it in an area where I want the enemy to advance, so I can draw them closer and just steel for an attack or counter attack, instead of buring up cc's to advance towards their lines.

[Updated on: Fri, 13 July 2007 18:20]

      
Zeal
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Re:Most consistently performing war council Sat, 14 July 2007 00:09
toddrew wrote on Fri, 13 July 2007 06:24

dbc- wrote on Fri, 13 July 2007 01:00

unihead wrote on Fri, 13 July 2007 03:30

Once you play Epic you'll never go back! Wink

That is so true Smile
I have not played anything but Epic, since the rules came out!
I also consistently use Call to Arms, as it speeds up time during setup.


Well, those endorsements seal the deal ( Wink as if I needed the prodding Very Happy ) - I hope to make a get together down in Denver to play some Reluctant Allies with some friends, but if that doesn't materilise, then a few games at home with my son will have to suffice Smile



Let me know when you make it to Denver, I'll be happy to throw down the Battlelore gauntlet.
      
cebalrai
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Re:Most consistently performing war council Sat, 14 July 2007 17:40
Are there CtA rules for Epic yet?
      
DarkPadawan
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Re:Most consistently performing war council Sat, 14 July 2007 17:56
cebalrai schrieb am Sat, 14 July 2007 17:40

Are there CtA rules for Epic yet?


Yep. It is on page 6 of the Epic Rulebook found here:

http://static.battlelore.com/lang/german/images/bl_epic_en.p df

Dark.
      
Deathwish238
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July 2007
Re:Most consistently performing war council Fri, 20 July 2007 11:51
I have not yet tried a Level 3 Commander with a Level 3 LoreMaster, but I like Level 1 Commander, Level 1 Warrior, Level 1 Wizard, and Level 3 Cleric. The main advantage is simple...I have a large selection of spells to choose from and Clerics seem to benefit the most from having higher levels
      
Silverwings
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August 2007
Re:Most consistently performing war council Fri, 14 September 2007 11:17
If I go for a Cleric, I always go for a lvl 3 Cleric for obvious reasons (a lot of their cards work with lvls).

However, usually I do not take a cleric (this limits the amount of cleric cards in the deck to be used by my opponents).

This allows me a Lvl 2 commander (5 cards is fine), a lvl 1 warrior (allows low cost extra flexibility), lvl 1 wiz and lvl 1 rogue (both have nice cancellation cards as well as some nice surprises by themselves).

That leaves me with 1 level left. I choose between a creature, +1 lvl for my commander. If we are using our rules for Section Commanders, I usually take 1 of those (rules: http://www.battlelorecamp.page.tl/Section-Commanders.htm ).
      
mvettemagred
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Re:Most consistently performing war council Fri, 14 September 2007 16:05
Black Barney wrote on Fri, 13 July 2007 11:22

The landmarks really distract me and sometimes cause me to make some serious suboptimal plays so I prefer L2 Commander + L2 Cleric + either L2 Wizard or L1 Warrior+ creature

However, if I'm playing with Call to Arms, I'll definately want a Level 2 Wizard for the Illusionary Troops

I haven't played many games with Landmarks, but I can see your point. The one that seems pretty easy to manage is the Pentagram, because you just have to occupy it. However, I rarely find myself wanting a L3 Wizard. I tried the Rogue's Den once, but didn't make good use of it.

Ah well, so many choices, so few opportunities to actually play! Laughing I got Mauraders and 100YW this week, and hope to get in a game of Epic CtA this weekend. With 27 Specialists cards now, it should be really interesting!
      
germ
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Re:Most consistently performing war council Sat, 15 September 2007 02:20
I settle for no less than a level-2 commander, then I usually choose at least one level-2 loremaster and keep the rest balanced. The only time I choose a level 3 commander is when I play with the Goblins and feel they are disadvantaged. (Which is pretty much always) I feel that the extra maneuverability is a necessity in those cases.

By the way, a red goblin foot unit holds its ground quite well in a stronghold. Even more so if it is supported.
      
mvettemagred
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Re:Most consistently performing war council Mon, 17 September 2007 22:10
I don't have the rules in front of me (but when did that ever stop me), but I thought Landmarks were by default 2-dice max in and out. If so, why put a red Goblin unit on a Stronghold?
      
--JP
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Re:Most consistently performing war council Tue, 18 September 2007 00:51
red goblins work very well..just _outside_ of a stronghold.
      
germ
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Re:Most consistently performing war council Tue, 18 September 2007 02:08
mvettemagred wrote on Mon, 17 September 2007 16:10

I don't have the rules in front of me (but when did that ever stop me), but I thought Landmarks were by default 2-dice max in and out. If so, why put a red Goblin unit on a Stronghold?


My apologies. Let me re-phrase that...
" ...any goblin foot unit holds its ground quite well in a stronghold. Even more so if it is supported."

Thing is, I had recently played the "Axe and Spear" scenario (no. 32) that comes with the Dwarven Battalion expansion. Seeing as the goblins were greatly disadvantaged, I opted for the Level_3 Commander and the stronghold. I remembered that my red goblin unit ended up guarding the stronghold while being supported by the two blue-banner swordsmen that are next to it at the start. The two human swordsmen eventually had to retreat, but the red goblin unit held strong until the end!

But you're right; it could've been a blue or green unit and I'd have gotten the same results, my mistake Smile
      
    
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