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FelixPhantasm
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January 2008
Gimme A Break Fri, 25 April 2008 18:22
I've noticed that when I win its by a nose, e.g., 6-5, 5-4. But, when I loose, the VBs really break to my opponent for a much larger margin of victory, e.g., 2-6, 3-6. It's happened enough now that I don't think it's simply a matter of plays and the law of averages, etc. My "style" seems to be a factor.

I'm interested to hear what the vets might have to say about possible style changes. I know this isn't a great deal of information to base a response on but maybe we'll all learn something in the process despite ourselves. Laughing

PS - of course all comments are welcome but I feel compelled to say that I personally do not have a problem with the rules as they are nor the amount of fortune in the game.
      
felkor
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Re:Gimme A Break Fri, 25 April 2008 20:48
That's easy.

Fireball + Photocopier + Card Stock + long sleeves = instant success!
      
jdw1710
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November 2006
Re:Gimme A Break Fri, 25 April 2008 20:55
Give us a little more detail on what you think you might be doing wrong to gain a solid victory?

For example, I tend to lose my Cavalry way too soon and fast. It's difficult to bring the Cav. up in orderly fashion when the it's natural for them move more spaces then infantry; also how can resist the opportunity to having an extra follow-up attack if the dice work on your side Rolling Eyes . Has anyone resisted the temptation to bringing out the Cav. immediately and found it succeeded on a regular basis?

Also, look at which units you're targeting towards the end of the game. The best way to gain the final VPs fast is by targeting weakened units rather than full strength units. Another simple strategy is to avoid being battled-back against as much as possible. A weird trend I've found is that whenever I attack a bold unit the battle back delivers more hits then my original attack did Mad. Go out of your way to find those weakened, alone enemy units as much as possible.

      
toddrew
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October 2006
Re:Gimme A Break Sat, 26 April 2008 03:52
Sorta what was said before: what would you consider your current style to be?

Mine varies and usually it depends upon the cards and relative hand sizes. If I've got a 2 command card advantage on the opponent (which is rare as I usually only have a level one commander Wink ) I will be very aggressive, counting on the opponent's hand to not have the proper cards to respond. If I'm at a disadvantage in command (more common for me Very Happy ) then I usually start slow and spend a few turns building my hand towards a sustained attack before commiting units in a particular area of the board.

The games where you're losing with larger margins, are you advancing with few units towards the enemy's lines? This is a mistake I see often, where an early offensive may gain an initial advantage, but if the opponent is able to cycle units back and replace them with fresh nearby units, over the long haul an initial 1-0 lead can become a 1-3 deficit without the need of excessive luck. These are the type of games I try for - sacrificing some early vp's in the hopes of coming out on top in the end. It's not unusual for me to get into 0-2 or 0-3 holes in 6 vp games and still feel like I have control of the game.

Anyway, I will spout off on topics like this for long periods of time if fed enough comments Laughing Answer the initial question and I'm sure I'll post post haste Wink
      
Magic Man
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December 2007
Re:Gimme A Break Sat, 26 April 2008 09:47
I tend to try and take opportunities wherever they arise, while my son deliberately targets small areas of the battlefield. That's why he wins more than I do.
      
yangtze
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Re:Gimme A Break Sat, 26 April 2008 09:51
Yes there are lots of successful ways to play, and good crisis management is key.

Here's a sound basic plan: study your your cards and the board and decide on one section to be offensive. Play your early command cards making sure the other 2 sections are as sound as possible defensively (e.g. fall back to terrain, make sure units are supported, only attack with ranged fire etc.). This also gives you a chance to pick up more cards in your offensive section. Then go hell for leather in your offensive section and do not stop till you've no more cards left. Throw everything at it, including your best Lore.

That's probably too basic for you, and I'm sure Todd will reveal some good specific card combos if we're nice to him! (notebook at the ready...) Laughing

[Updated on: Sat, 26 April 2008 09:51]

      
cssmythe3
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January 2008
Re:Gimme A Break Mon, 28 April 2008 14:56
Random Tips:

1) Retreat units with 1 figure remaining out of harms way. Exception: If you only need 1 flag to win it's usually worth it to have a 1 figure red of yours attack a 1 figure enemy unit that is in the clear.

2) Try to soften up enemy units with range weapons and/or infantry before brining in calvary. I try to have the calvary come in for killing blows. With only 3 firgures to begin with, the last thing you want is for enemy Bold units getting a chance to battle back.

3) Wedge! Keeping your units as supported as possible (without cutting off retreat) not only gives you the 'free' battle back attacks, but against a more cautious opponent, you can use the bold formations to channel his attacks away from the into areas where you have a lot of command cards.

4) Try to hold off on any 'big' command cards until you have at least two big ones in a single portion of the board, and preferably a litte card in the same portion that will allow you to consolidate your troops into bold formations after the offensive.

5) Try to play small cards early if the units aren't already on top of each others throats (easier in 'epic' battles). 1 or 2 scout cards early in the game means that you could have a sweet hand by turn three, with 3 big cards to play in a row. The exception to this is 'darken the skies' as most archers are in range of at least one enemy unit at the start, and your archers may be dead later in the game.

6) put units on the flank/center boundries - especially creatures - doubing your chance of having the right card to command it. The goblin band especially needs to sit on the boundary to benefit both sections.
      
FelixPhantasm
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January 2008
Re:Gimme A Break Mon, 28 April 2008 17:15
Great posts everyone! Sorry to go MIA after starting the thread but I was "overcome by events" this weekend. Confused

I can see that I routinely do some dont's listed.

Yes, I tend to get too far out a limb early with Cav.

Yes, I do tend to try to press all three sections rather than focusing on a single one. I think this is a rut I fell into from TTG play where you move and shoot everything every turn. Old habits are hard to break. Embarassed

The three things that I'm going to pay more attention to and try to synergize them are: 1) Play the scout cards early to form bold formations in the sections I might not be focusing on right away; 2) Focus on a section of the board where deployment or fortune or both have given me an advantage; 3) Save the best cards for after the first couple rounds to max the pain they inflict and throw the best lore cards into the mix.

In general I think I'm too spread out strategically. Another variable thats been affecting my win:loss ratio is I'm still fiddling with the right lore council for my tendancies and while I'm working it out there have been plenty of mistakes. I'm starting to focus in on a Goblin Marauder/LVL 3 Rogue combo that I really like.

Thanks a million everyone and if you have any particular advice for my Goblin heavy/Rogue heavy strategy... keep it comin'!
      
Magic Man
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Re:Gimme A Break Tue, 29 April 2008 10:08
Please tell us how it works out for you.
      
Tsugo
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January 2007
Re:Gimme A Break Tue, 29 April 2008 21:27
FelixPhantasm wrote on Mon, 28 April 2008 08:15

I'm starting to focus in on a Goblin Marauder/LVL 3 Rogue combo that I really like.

Thanks a million everyone and if you have any particular advice for my Goblin heavy/Rogue heavy strategy... keep it comin'!

I'm somewhat partial to the marauders myself. Whenever I am fielding a significant number of goblins, I tend to go level 3 Commander. Having the Commander's Stronghold to provide bold status to the surrounding goblins helps to minimize the panic losses. I like to keep goblins in a defensive position and then use their skirmish ability against weakened enemy units.

I'm also a big fan of the goblin band and goblin drummers. Again, anything to help minimize panic losses.
      
    
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