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The Klingon Defense is where you slam your fist onto the board, stand up, sweep all the pieces onto the floor, and call your opponent a coward and a P'Tok.
Or you could use the Drunken Highlander Defense. Stand up, woble a bit, point at them with your left index finger, call them a "sheep ####ing wussie boy", and hit them with a roundhouse right. From that point you pretty much go with the flow.
I've got a new kind of psychological warfare I want to try out as soon as possible. :)
I made laminated Blast Area templates in matching colors for each of the different sizes of artillery blast tokens. The idea is to hold the template over the battlefield and the units on it as you "decide where putting the artillery marker will do the most damage." The 3" radius template takes up an impressive area when you remember that 3" radius = 6" diameter!
And since I also have Rusty Cooper, I can't wait until I see someone's eyes bug out when I "test the placement" using an 8"-diameter purple Blast Template. :D
Originally posted by Quacker What is "clock play" ?
Is that akin to "stalling" ?
There is a player at our venue who uses psychological warfare to his advantage, although I wouldn't exactly call it intimidation. He packs a SS atlas and about a million Fenrir or ATVs and parks them in his DZ. He wins initiative and then says "Go." He won't move for a single turn until you are in his range. You have to threaten to forfeit to get him to do anything.
That's turtling, but at that extreme I wouldn't call it valid. It does plenty of psychological damage--makes me mad enough to want to play the Klingon Defense and be done with it.
Clock play isn't stalling, precisely. But playing to the clock instead of the field. The player who takes 7 minutes to perform 3 orders. The player who keeps track of the exact time left, so as to manipulate the last order. The player who uses orders, rules questions, rulings, lines of sight, measurements and conversation to take time away from the game. This is a player who is doing "something" every minute, as opposed to someone who is stalling, IE not doing anything for long periods of time, or "thinking".
As for the turtle army you describe, try sticking in one Balac, either SwSW or ROTS, and taking out one infantry, then with the move and shoot, moving out of his range. You're ahead on VC1 and VC2, and noone has VC3. Turtling armies are extremely vulnerable to being outranged.
Originally posted by BuckarooBanzai I've got a new kind of psychological warfare I want to try out as soon as possible. :)
I made laminated Blast Area templates in matching colors for each of the different sizes of artillery blast tokens. The idea is to hold the template over the battlefield and the units on it as you "decide where putting the artillery marker will do the most damage." The 3" radius template takes up an impressive area when you remember that 3" radius = 6" diameter!
And since I also have Rusty Cooper, I can't wait until I see someone's eyes bug out when I "test the placement" using an 8"-diameter purple Blast Template. :D
I have a clear 8" blast radius circle that a friend of mine made for me, and had it at Nationals. You never saw so many people's eyes bug out, when I put it on the table LOL That is, until they realized I had no artillery in my army.
Originally posted by xyberbratt A FedSuns symbol and you proudly play Clara? LOL
Yup. She is MAC after all, and they were merc's at one point. I just figure she's going back to her roots.
And in larger scale games, I love pairing her up with two SS Centurions, nailing a green unit with her first to do the 5 clicks of ArP plus the 1 click for Ruthlessness, then following up with 5 clicks of ArP from either of the Centurions.
Chemical warefare is psychological
just like Nuclear Warefare is psychological- Take Japan for example, we droped a nuke and they quit!.....I hate quitters
The most useful psyghological warfare that I have found is to make helpful suggestions to your opponent on his turn. I frequently do this during tournaments (especially moves that he might be considering). You should see the look on their face as they try and figure out what kind of trap it is that you are planning, or even better, as they try and adjust their strategy. Sometimes I just state the obvious with no ulterior motives, and other times I make suggestions that would lead to a tactical advantage in my favor, and still other times I mention moves that might hurt me, but ones that he will eventually figure out so as to confuse and intimidate him into doing something else. The fun thing is that while everyone knows I do it, they never know what I'm up to. Makes for a very fun game on my part.