Tuesday, 23 August 2011

Pitfalls and mistakes - Things you should look out for.


We all make mistakes; it's a part of life. The point of this entry is to let you know some things I found out the hard way, especially pitfalls from when I made the transition to WM&H from the GW game systems.

My Top 5 Mistakes
5 - Being born.
4 - Leaving huge gaps in my lines. Depending on what list you're playing, you may not have many bodies to plug the gaps with. Over the weekend I made a huge mistake which cost me the game. Roughly a 4" gap was left in front of Mortenebra (not the toughest thing around). Two Cyclops Brutes charging into me = Red smear on the dirt. Obviously this cost me the game.
3 - Forgetting scenario conditions (or ignoring them altogether). My first multiplayer game was 'Killbox', a scenario which has a 2' box marked out in the middle. If you're not inside it after your second turn, you lose. I didn't move far enough in and lost.
2 - Planning out combos is an awesome idea. In my head, I'm the best player around. On the table though, I'm pretty terrible. Why? I don't think about counters to my models' abilities. This works into the most important mistake I make...
1 - Not knowing the capabilities of your enemy's models! As I could never expect it from myself, I would never expect you to know every single offensive and defensive combo your opponent has. It is certainly worth knowing the advantages of all the models on the table. Declaring a ranged attack at an enemy model is all fine. Forgetting it has stealth is not.

My Top 5 Pitfalls
5 - Overestimating or underestimating the capability of a Warcaster/Warlock. It is something you may notice yourself doing the first few games. When Sorscha survived an assault from a 3-Focus Slayer, I believe my expression was that when Man first discovered fire. When I threw her into melee against the same Slayer (in a different game), it surprised me that I didn't kill it. She got smashed to a pulp the next turn. Learn what your Warcaster is good at and focus on it as much as you can (no pun intended).
4 - Synergy is so much more important in this game than the other ones I have played. Don't think of every model/unit as an independent threat. Your army needs to function at a level greater than the sum of its parts.
3 - As mentioned in the first post, you can't go around measuring things willy-nilly. Most people won't mind if you make an accident and measure when you shouldn't, but don't make it a habit.
2 - Not so much a pitfall, but it's worth mentioning. When you start, don't expand too fast from your battle box games. I did it and I regret it. I find larger games much more fun, but I didn't play enough games to build a 'combo database' in my head before adding in extra units. It's much harder playing 50 point games when you have only used one model in your army in previous games.
1 - Might sound like a dumb one, but don't bring too many dice. You don't need to roll 30 dice at once. I take four white dice, two red and two blue. That's more than I need.

Look out for the next installment, Khador Battle Box review!

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