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Talk incessantly during your turn. Mention false reasons for the measurements and moves you are making and what you will do if your opponent counters in a certain way. This will help you lead him to making a mistake or keeping him from making an advantageous move.
It might just help you getting told to shut up and make your move, too.
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Originally posted by reeceman
Fourth, defense has not gotten anyone anywhere. Look at the Magnoit line of the frech (sorry on spelling). They build a HUGE defense for WW2. What did the Germans do? They just walked right around it. Period.
The Germans "walked around" the Maginot line because it wasnt finished yet. You forgot to mention that the Germans had exactly the same thing on their border too, called the Westwall.
They fought eachother for months, gaining a yard here and losing a yard there.
It is clear to me that a strong defense is the key to victory.
Apart from that, I think comparing MK to WW2 and trying to draw conclusions from that, is rather ridiculous.
Don't like trash talk. Do like to joke around with friends. I don't rub it in if I am winning, and I don't act like a jerk when I am losing.
But, if I have a chance to play the #1 player in the world I would jump at the chance. I love to play people who are better than me. It takes all the pressure off because everyone expects me to lose anyway, and I will probably learn something to make me be a better player.
Always play better people if you get a chance, then watch what they do, and learn from it.
Hey brutal, i thought the same thing about the comparison of MK and WW2. Actually i connect it more with the actual story line and the factions. I think that the Atlanteans are Germany, BPR are the US, England is Knights Immortal, France Elemental, Japan necro and Russia orcs. This is just my theory that i wanted to share. Just something i thought of and im not saying that that is the way it is, just what i think.
It does not matter if you call your strategy defensive or offensive, the player that gets the first shot has the advantage. That may come from either a defensive or offensive posture, or the opportunity might just appear from nowhere. BTW when you take that shot, make sure it is a 6 or better to hit.
In real life combat, if you are on the offensive, you need to have 3 times the strength of the defense in modern combat. That is current Army doctrine.
#1) Know the figs
#2) Know the Figs
#3) play people better than you
#4) Understand why you lose when you do...
#5) Practice with the armies that beat you
#6) Understand that most of the stuff people who "think" they are good say is total bunk most of the time
#7) Understand the mathmatics of the game... not just dice probabilities, but geometry as well
#8) Maximize on opponents weaknesses.... most players will make mistakes... force them to make one every once in a while
#9) Know the strengths and weaknesses of your army, and learn how to compensate for your weaknesses
#10) army design should take a long time... if you do it in an hour... you don;t have a good army
#11) Know your figs
That is a nice strategic theory ArmyC, and im sure its true, but there are many other parts to that equation. One that is both true with actual war and MK is terrain. The actual battle ground will never be the same twice. One could have a defense that is not as strong as its opponent and utilize their terrain to their advantage. One man thing that actual war does not have is the dice roll, and that piece of randomization can effect the entire game.
Mage Knight is about as 'strategic' as a bowl of corn flakes.
It's a tactical game.
Tip: Avoid a gimmick.
Do not built your force around a single trick or tactic or figure or ability. Everybody knows that eventually someone will come up with the counter to your gimmick, and the reign of that force will be over.
Less well known is that you may very well meet a force that simply doesn't care about your gimmick. You may end up with figures that are unable to frustrate his force and you'll lose.
Example: You create an army based around figures with Ram. Your foe plays with a force that has lots of Toughness and/or Charge figures.
Example: You love Polearm. You field Royal Pikemen out the wazzoo. Your opponent fields Black Powder Boomers. Your favorite ability is useless and most likely you'll be shredded by bullets.
Example: You field an army made completely of dwarves. Your opponent fields an air force of Feral Bloodsuckers. He will pick the time and place of any skirmish.
Brutal Deluxe bravely said to Altan from across an ocean: "It might just help you getting told to shut up and make your move, too."
Funny, that's exactly the thought I had about you during that whole attack with a captive using Bound fiasco. I was sure you were BOUND to get it sooner or later, but your mouth just kept CHARGING in front of your brain until the only thing obviously held CAPTIVE was your common sense. And yet you ATTACK me? You must be MAGICALLY CONFUSED or something. But at least you still make me laugh.
This entire thread is about opinions, BD. If you don't like mine, I recommend either ignoring them or refuting them in a civil manner. If you think that what I posted was wrong, doesn't it bother you that posting something rude to me makes you a hypocrite? Ok, peace if you want it. If not, I'm sure my German ancestors won't lose a wink of afterlife over it.
Playing defensive stratigies definately gives you the advantage in the game. But playing excessively could lead to disaster. Do not let the opponent isolate a figure or a formation with harrasers or let the opponent set up the attack in terrain that are favorable to them. Melee troops often run into these situations.
Arrick, MK is very stratigic as well as tactic. Planning a stragity while building an army works well great in some games.
Example: Black Heart tournament. Magic levitation with Flying Shyfts.
Contrary to commonly held opinion, picking the figures or units you want to use in a wargame does not qualify as a 'strategic' decision. It's tactical one.
Wizkid's has made the strategic decisions for you. What's available and why, is a strategic decision. You deciding you want to buy or trade for a particular figure is a strategic decision.
Trust your feelings, Luke. Stay on topic... stay on topic!!
lot of good stuff up there, so i'll only add two cents. my newest, favorite strategy is to make weenie armies. it all started with the much coveted storm golem. as cool as his numbers said he was, he just couldn't help missing fives and finding snake eyes and sucking in general. this ofcourse only when he was on my side. when i build an army around power figures (which i still often do), i have certain expectations. the odds of those power figures blowing it are slim, but when the inevitable critical miss comes, i go straight to my demoralized click. it's hard to focus on the game when the gods are spanking you. weenies don't come with those expectations. when my crystal bladesman misses, even if he had a good chance of hitting, it just doesn't affect me the same way. also, in tournament settings opponents often forget to finish off weakened weenies, so you end up with more survivor points. better than that, who wouldn't mind using up a 16 point guy for a capture? ofcourse you don't want too many figures that you can't move them all every other turn. one last thing: headhunters. i like to run with one or two fast units (like reapers, or multiple levitators) that i can get in the way and cause general mayhem before my opponent really got his strategy started.