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The Classic Armies we used to play up until now
all had a number of elements in common.
They all used 'Threats' , 'Counter-Threats' and 'Counter-Counter-Threats' .
Every army with this "build" is in fact preparing for a "CLASH".
They are going to take the opponent "head-on".
They are in some way going to "slug it out".
Doesn't matter if you're going to Turtle , play a Deathstar , F&P ,
Swarm/Charge , .......... finally these armies are going to have CONTACT.
Here in lies the big difference with the Guerrilla-strategy.
It completely turns MK - as it has been played until now - around
in the sense that this strategy does NOT prepare for a "Clash" ,
they do not want to "slug it out".
In fact the Guerrilla-army is preparing for a game of "very careful movement" , trying to avoid clashes if possible ,
BUT with the intention of taking out some of the opponents' weakest units - his harassers usually - with the help of its superior range and mobility.
Once a point advantage is established your opponent HAS to come after you and has to play into your strength : being able to avoid confrontation.
This may force him into having to take risks , which of course will be further exploited and which can lead to more point advantage.
As already mentioned before , that's why Guerrilla armies need figures with "exceptional stats and abilities"
At the same time this makes them very "durable and hard to kill"
and it reduces the number of targets the opponent can go after.
There really should be no "weak links" in a Guerilla army .
Side Note ,
We all know that 'Big Unique Armies' didn't work and were easily beaten by Swarm.
Why ? What is the difference ?
Exactly the fact that these armies were also designed to "slug it out" with the opponent.
They were looking "for contact" as well.
That's why they get swarmed and beaten by superior numbers.
For Classic Armies , maximum use of your Actions every turn is also very important.
You don't want to waste Actions , to put it in general terms.
Again for the Guerrilla army this is different.
A Guerrilla army should be patient , like a sniper ,
using ALL your actions as such is not a must ,
it's much more important
to make the RIGHT MOVE at the RIGHT TIME
and put your opponent in a difficult position.
You like to keep your figures "counter-free" as much as possible
so that they can do this without pushing.
I know that a lot of people don't like references to Magic
but please , allow me ,
think of a Guerrilla army as a kind of Blue-Counterdeck.
You're keeping your mana untapped = no action tokens on the figures and no actions used a lot of times ,
and you have your Counterspells (Figures) ready to Counter (Move and/or Attack) at the right time .
Let the other guy play some spells = make his moves
but make sure to Counter when you should = Activate and position your figures at the right moment in the right spot .
I'm really anxious to find out what this army-type is capable of.
Remember, it's still a work in progress.
This is a 300 point army to be used with this strategy
You can also find it in Releases :
I've been reading the guerrilla posts recently. I feel that in a timed tournament format (200-300pts) this strategy may prove strong. However, for casual players, I'd get bored real quick if my opponent shot an imp and then ran away for the rest of the evening. In addition, some tournies I've witness ranked players by accumulated points...so to win by killing a harasser and running will not put you on the prize podium at these events. All in all, I think it's a creative idea...good work. But I don't think it will affect my playgroup a whole lot.
You're keeping your mana untapped = no action tokens on the figures and no actions used a lot of times ,
and you have your Counterspells (Figures) ready to Counter (Move and/or Attack) at the right time .
Let the other guy play some spells = make his moves
but make sure to Counter when you should = Activate and position your figures at the right moment in the right spot .
But a smart opponent will see your ability to generate that crucial two blue mana needed and would likely be prudent with their spell casting.
In the same way, a smart opponent will not play into your strengths. I think your 'guerrilla' tactic needs some kind of incentive for your opponent to necessarily make the initial moves. Otherwise, it will be cat & mouse for 50 minutes, or rather, more of a cat & cat, neither really doing anything to the other.
However, I do think this is going somewhere. I'll keep my eyes on the threads to see where your theorizing goes.
Prove me wrong! I know I must be. I am all for the paradigm shift!
* * *
On a side note. Since we seem to be mimicking actual war tactics, do we have any others we can adapt? Trench Warfare? War of Attrition? Using extremely stable figures that don't lose anything on the way down? Just some ideas I am throwing out.
That a pretty good idea, especially for winning tourney games. The time limit would definetly allow for that. However, the only way I could see it working is if you play with strong healers. The Corrupted Preist I beleive, would be an excellent choice! Also with a 10" range you could keep him back and avoid "clashing or going head to head". I love the sniper idea too! Who did you have in mind? At first I thought troll artillerist but he has too slow of speed for this army. I think the solonavi striker would be your best choice just because of the 14" move and range (you could also use bloking terrain w/ him to slow everyone down)! He would be able to avoid contact with other warriors very easily! I am very interested to see if "Guerrilla Tactic" armies will recieve much play. I will most likely give it a try and see how it turns out. Good idea!
I think your 'guerrilla' tactic needs some kind of incentive for your opponent to necessarily make the initial moves. Otherwise, it will be cat & mouse for 50 minutes, or rather, more of a cat & cat, neither really doing anything to the other.
This army has an incentive MrDwarf ,
an Ace with a 14" range and 14" Speed called
Solonavi Striker.
You can count on it that he will be doing "something". ;)
I'm also paying a lot of attention to your posts (and Hitman's). I'll certainly give it a try as soon as I get some goodies I still don't have.
As other people already stated, I expect to see these armies playing competitive games, they don't look fun to me, but effective and focused on determined actions and time limit.
The MtG references don't bother me, blue counter decks were my favourites (God Bless Mana Drains!!):D
It is not going to come down to a cat and cat game. The whole idea for this army is to stalk and pick at points. The more time rolls down the better off the army is because it will take a lot of time to knock off a fig. In trying to knock off a fig near the end the opponent is going to be more likely to make a mistake, force the issue , or overextending. This army wants to play a waiting game. Its wonts to skrit around and find a pop shot it can take ot bag some easy points. IF the game goes the full 50 minutes with no one getting knocked off and both armies are 300pts or whatever it is going to come down to a die roll. I do not know too many player who want a tournie game coming down to a die roll. It is not turttling because it is not about defending a position and having someoen force you out. It is about forcing th eopponent ot be overly aggressive.
Point taken. He'll do something, namely, run away.
There is something that doesn't seem to feel right about this. I suspect that one bad roll could and will curse you. Not to say this doesn't happen normally, but avoiding leaving the army to the fate one die roll is a good thing that many people attempt to add to their armies.
I might like to add the fact the Mountain King would seem to fit into this army type well, and since this would give me an opportunity to play MtnKing, I may do some testing myself; however, I am still a bit skeptical.
There is something that doesn't seem to feel right about this.
Guerrilla / Shoot and Scoot *begs* for a turn based game, rather than a time based game.
With only 2 or 3 figs and a S&S strategy (pick off the little guys, run don't push, etc), a player could easily make the case that you need 30 seconds, tops, for any given move. If you sit there thinking for 2 or 3 minutes a turn, to then simply move the one or two untokened figs just out of move/fire range, you'll get bagged for stalling.
Not that I don't like the strategy, I do! Its use would add a lot to the game.
But it's bad berries in a time based environment. I forsee a whole lot of no-fun times brewing if it's used in a tourney.