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Subject: Metagame and game Innovation

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02/01/2006 10:50 AM  
So for those who have been particularly atop the metagame, what would you classify as the greatest metagame and game innovations that have emerged with DDM or have been successfully transplanted over from other games into DDM. When did they appear? Who was largely responsible for either developing them or making them famous?

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02/01/2006 11:19 AM  
The assault format. (I'll probably want to say more later, but I'd say this is it.)

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02/01/2006 11:30 AM  
That's a good answer, Dave!

I'm not that familiar with other game systems, so I apologize if the mechanics I point out are not that original, but the grid of squares and Commander Effects mechanics were the biggest innovations between Chainmail (which I played a lot) and DDM. The grid made the game flow so much faster than Chainmail, and with a lot less arguments.

The Commander Effects change (the Chainmail version was neat, but a lot simpler) really adds a lot to the fun factor of the game and the uniqueness of warbands. Although synergy with Commander Effects is not always required for competitive bands, the mechanic has given rise to countless hours of fun playing theme bands. I imagine that the majority of skirmishers (the more casual ones who don't post here) find Commander Effects one of the more unique and enjoyable aspects of the game. Interestingly enough, Commander Effects are one of the few features that have almost no counterparts in true D&D rules. The Marshal class from the Miniatures handbook has something pretty close, however.

So those are a couple of innovations over DDM's immediate predecessor, at least.

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02/01/2006 11:35 AM  
Damn, I knew I should have kept my original background for the question. [:)]

What I meant is what sort of innovations have emerged among players. Things like warband concepts that differ from pre-established concepts, particular strategies, etc. Not things that the designers inserted into the game. (Though that might be worthy of a topic all its own.)

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02/01/2006 11:55 AM  
I think the biggest one is the idea of Activation Control. The importance of activations is not apparant on a simple reading of the rules or even when playing through casual games. In fact, its so esoteric that even with the 634,205 different threads that have eloquently described it, there are many players out there who still don't entirely grasp it.

Even when I thought I "got it" I was often just padding my warbands out to 12+ activations without a clear understanding of how best to use them. Its an ongoing struggle for me, and I compliment the top players out there who use each and every activation to their utmost.

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02/01/2006 12:00 PM  
quote:
Originally posted by rhane

Even when I thought I "got it" I was often just padding my warbands out to 12+ activations without a clear understanding of how best to use them. Its an ongoing struggle for me, and I compliment the top players out there who use each and every activation to their utmost.



Interesting. So you think the ability to efficiently manage activations is one of the things that seperates top players from others?

What other sort of innovations do you think have been developed?

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02/01/2006 12:06 PM  
quote:
Originally posted by doubtofbuddha

quote:
Originally posted by rhane

Even when I thought I "got it" I was often just padding my warbands out to 12+ activations without a clear understanding of how best to use them. Its an ongoing struggle for me, and I compliment the top players out there who use each and every activation to their utmost.



Interesting. So you think the ability to efficiently manage activations is one of the things that seperates top players from others?





It's one part of the whole, I would say. As rhane said, there is a difference between padding out your activations just to get to max and actually using each activation to its utmost efficiency.

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02/01/2006 12:06 PM  
quote:
Originally posted by doubtofbuddha

Damn, I knew I should have kept my original background for the question. [:)]

What I meant is what sort of innovations have emerged among players. Things like warband concepts that differ from pre-established concepts, particular strategies, etc. Not things that the designers inserted into the game. (Though that might be worthy of a topic all its own.)

Oops. I mis-understood. Off the cuff, there are several things that have been invented by players that, even if they haven't had a remarkable impact on the game, they showcase what kinds of things top players think about.

My first exhibit in this category is the Reverse Constructed tournament idea. The idea of making the most horrible band possible (within the rules for the event) and then having to face it with your opponent's band, is not only brilliant, it illustrates how well a player understands what makes a figure cost-efficient (or, in this case, cost-inefficient), and shows that the player understands synergy between figures (or, again, in this case, lack of synergy).

By showing what kinds of figures and bands are poor, and by showing how poor bands can be constructed, much is offered to the player (or the person reading the posts of those contributing such bands) insofar as good warband building is concerned.

Dave

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02/01/2006 12:10 PM  
Feeding off my last post, I'd say that one of the things that helped me most, once I got it, was synergy. And, I don't just mean whether figure A, figure B and figure C in a band can all benefit from the commander effect (though that's one).

The idea, for example, of using a Troglodyte and a Cursed Spirit in a band when you're running a Vampire Aristocrat, Lich Necromancer, or Balor is a really important one. But, until you get synergies, you might not see the Troglodyte as an important piece. In fact, for 7 points, it can sometimes be the best use of 7 points in your whole band. If your opponent misses a save by 1, and it's all because you had a Troglodyte in the right place at the right time, you might have paid those 7 points tenfold.

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02/01/2006 12:46 PM  
I think innovation in DDM is harder to come by than say in Magic. There are just less figures and less rules that keep it where there are not as many intricate innovative combos.

Before I got into competitve play (I just got in last year, missed the year before), all I saw the Drider was for blurs. When I used the transpose, I used the baleful part and tried to make others flip. The use of the Drider the way he was used I think was one of the true innovations. It was sick, I don't think it was how he was intended, and it caused HAVOC. (oh yeah and was one of the reasons for his ban).

Alot of times in DDM when you come with a "innovation" others can say, well yah thats common sense. But when I look back over the things I saw as truly innovative, they used it in a different way then I and my friends were, when we were just playing at the house. The IM is another example. I often used it to get out of the gates faster and get to the middle of the board, the timing and mastery of the GMA was something lost on us. When it was used well, that became one of the true innovations.


The double Couatl, even though it didn't work, was innovative, not as innovative as the GMA/Drider break throughs, but I think it was.

I think the minor resurge of the Harpy was, for its time, when fodder was everywhere, that was well played, pulling out an older unused figure and using it innovativly.

As I said, some things that I consider innovative at times are givin the no duh response. I thought the ZWD-fecta bands were, using it for traffic control, others don't. (and his viability seems to been killed by maps. He was great on tiles)

So heres a question, was Fenris's use of the Green Dragon with the Chraals and innovation?

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02/01/2006 1:02 PM  
I've thought about this many times and I've decided that one of the most important if not the most important difference between a good player and a great player is anticipation. The ability to look at your opponents pieces and positioning compared to your own and know what your opponent wants to do is huge. That means doing things as simple as putting undead fodder in the front lines so your opponent's Beholder can't affect you, to the more difficult things such as counting out the possible movements of your opponent's main pieces and keeping your own important pieces one space out of reach while still allowing them to be effective.

To go a little more in depth, it's also very important to be able to see the future possibilities sometimes 2 or even 3 rounds in advance. While it isn't always possible to do that, you should be able to figure out what both your opponents and your own best options are and react accordingly.

That's what I've found to be most decisive in the level of skill of a player.


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02/01/2006 3:09 PM  
The single greatest innovation has to be the "gaze all day" warband. It resigned the game as we know it.


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02/01/2006 3:10 PM  
You are right. This post is useless in the face of that band. I feel like an idiot for even posting now. I will be over in the corner.
[B)]

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02/01/2006 3:15 PM  
quote:
Originally posted by AesophDarkfable

I think innovation in DDM is harder to come by than say in Magic. There are just less figures and less rules that keep it where there are not as many intricate innovative combos.

Before I got into competitve play (I just got in last year, missed the year before), all I saw the Drider was for blurs. When I used the transpose, I used the baleful part and tried to make others flip. The use of the Drider the way he was used I think was one of the true innovations. It was sick, I don't think it was how he was intended, and it caused HAVOC. (oh yeah and was one of the reasons for his ban).

Alot of times in DDM when you come with a "innovation" others can say, well yah thats common sense. But when I look back over the things I saw as truly innovative, they used it in a different way then I and my friends were, when we were just playing at the house. The IM is another example. I often used it to get out of the gates faster and get to the middle of the board, the timing and mastery of the GMA was something lost on us. When it was used well, that became one of the true innovations.


The double Couatl, even though it didn't work, was innovative, not as innovative as the GMA/Drider break throughs, but I think it was.

I think the minor resurge of the Harpy was, for its time, when fodder was everywhere, that was well played, pulling out an older unused figure and using it innovativly.

As I said, some things that I consider innovative at times are givin the no duh response. I thought the ZWD-fecta bands were, using it for traffic control, others don't. (and his viability seems to been killed by maps. He was great on tiles)

So heres a question, was Fenris's use of the Green Dragon with the Chraals and innovation?



Hrm, I am not so sure I agree with you about the dual Couatl, but that is because my view of it is framed in the perspective of history of the game, particularly the fact that the previous qualifier season and finals has the presence of trifecta builds featuring dual orc druids. The couatl was just an extension of that for a different faction.

Also, while the means of using the Zombie White Dragon was probably innovative. ::coughs:: That doesn't mean it was really that successful of an innovation, otherwise we would have further examples of that sort of warband or even other warbands that have successfully used the ZWD. As it is, its going to be dropped out of the toolkit with War Drums (unless War Drums brings a massive surprise.)


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02/01/2006 3:18 PM  
quote:
Originally posted by doubtofbuddha

quote:
Originally posted by AesophDarkfable

I think innovation in DDM is harder to come by than say in Magic. There are just less figures and less rules that keep it where there are not as many intricate innovative combos.

Before I got into competitve play (I just got in last year, missed the year before), all I saw the Drider was for blurs. When I used the transpose, I used the baleful part and tried to make others flip. The use of the Drider the way he was used I think was one of the true innovations. It was sick, I don't think it was how he was intended, and it caused HAVOC. (oh yeah and was one of the reasons for his ban).

Alot of times in DDM when you come with a "innovation" others can say, well yah thats common sense. But when I look back over the things I saw as truly innovative, they used it in a different way then I and my friends were, when we were just playing at the house. The IM is another example. I often used it to get out of the gates faster and get to the middle of the board, the timing and mastery of the GMA was something lost on us. When it was used well, that became one of the true innovations.


The double Couatl, even though it didn't work, was innovative, not as innovative as the GMA/Drider break throughs, but I think it was.

I think the minor resurge of the Harpy was, for its time, when fodder was everywhere, that was well played, pulling out an older unused figure and using it innovativly.

As I said, some things that I consider innovative at times are givin the no duh response. I thought the ZWD-fecta bands were, using it for traffic control, others don't. (and his viability seems to been killed by maps. He was great on tiles)

So heres a question, was Fenris's use of the Green Dragon with the Chraals and innovation?



Hrm, I am not so sure I agree with you about the dual Couatl, but that is because my view of it is framed in the perspective of history of the game, particularly the fact that the previous qualifier season and finals has the presence of trifecta builds featuring dual orc druids. The couatl was just an extension of that for a different faction.

Also, while the means of using the Zombie White Dragon was probably innovative. ::coughs:: That doesn't mean it was really that successful of an innovation, otherwise we would have further examples of that sort of warband or even other warbands that have successfully used the ZWD. As it is, its going to be dropped out of the toolkit with War Drums (unless War Drums brings a massive surprise.)





Yeah thats kind of the ultimate problem. If using one Couatl isn't innovative why is using two? And while the use of the ZWD was slightly innovative, it's time died pretty quick with maps and figures like the JA being introduced.

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02/01/2006 4:02 PM  
The Green Dragon as a tile grabber. I think this really showed that you can use more than fodder as a tile grabber. Now with maps (and 8 figure limit), knowing how far away the victory areas are, players are more likely to put in a "meatier" figure as a tile grabber.


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02/01/2006 4:08 PM  
Hrm, I am not sure if that is neccessarily true. In the Chraal build the green dragon was basically taking up "dead" points. Ones that weren't going into the commander or into the Chraals themselves. With the decrease in activations, you are going to have less dead points to play with, and thus less points to put into a truly beefy tile-grabber.


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02/01/2006 5:05 PM  
It's hard for me to assess what warband concept or strategy was not noticed by the designers and is therefore innovative. I'm just not sure how much we play with and discover that is really unique.

15-activation IF could be ... but things like transposition, Soth-Beholder ... how many of those really are unique?

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02/01/2006 7:02 PM  
quote:
Originally posted by doubtofbuddha

Hrm, I am not sure if that is neccessarily true. In the Chraal build the green dragon was basically taking up "dead" points. Ones that weren't going into the commander or into the Chraals themselves. With the decrease in activations, you are going to have less dead points to play with, and thus less points to put into a truly beefy tile-grabber.


I disagree, dob - I think the decrease in activations mills out the space in a warband that would normally be spent, almost entirely, on tile-grabbing fodder pieces. The reduction in activations does allow more points to be condensed into 'useful' pieces, but most players are going to look at those useful pieces with respect to the classic criteria - another hitter, or a synergistic tech piece.

I happen to think the biggest innovation, in the sense you were referring to, has yet to come - the concept of a cheap, beefy piece whose primary function in a warband is to sit on a scoring area and rack up victory points. (It might secondarily have some ranged attack or spell, but this is a mere secondary consideration.) If the opponent ignores it, it's free points, and you can focus on preventing your opponent from maintaining a presence on his own scoring areas to gain your advantage. If your opponent devotes significant resources to neutralize your beefy tile-grabber, he deprives himself of strength at the point of attack and loses the main battle. And if he devotes too few resources to the tile-grabber, he gets the worst of both worlds in that he weakens his main attack while not being able to drive off the point-garnering tile-grabber expeditiously enough to be worthwhile.

You can already see the germ of this idea in a few warband/map combos, like the Loyal Earth Elemental on Mithril Mines, or Chraal warbands on Drow Outpost. Likewise, it's possible that new maps and figures might make the strategy more obvious - depending on the stats for the Arcane Ballista, I'm pondering a core of Evermeet Wizard/Longstrider Ranger/Arcane Ballista might be ideal for pursuing this kind of strategy. (Race out the Longstrider 24 spaces to a distant scoring area, transpose the Ballista over, and give your opponent a difficult choice.)

We'll see if this prediction bears out, but I really think the change in warband size changes the dynamic of the traditional roles of 'fodder', which really suggests to me that the players who can design tile grabbing as part of the main concept of their warband will have a significant edge and will drive the meta in a direction we haven't seen for a while.

(Note: while previewing this post, I suddenly remembered the role of the Halfling Ranger in a few well-designed qualifier and grinder bands. So I guess it's not an entirely new idea, but it is one that should see more play as the underlying structure of the game changes.)

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02/01/2006 7:37 PM  
quote:
Originally posted by bshugg

The single greatest innovation has to be the "gaze all day" warband. It resigned the game as we know it.




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02/01/2006 8:13 PM  
Innovation. Let's see, I'll go with Inspired Frenzy and the GMA. Pieces like the Orc Warrior, Tiefling Captain, Ogre Ravager, and Orc Champion at one time were obviously the best costed pieces in the game.

When Aberrations came out, things like the HEBI and the Crow Shaman were all the rage. Nobody liked burnout on the Frenzied Berserker, plus she cost more than the CE heavy hitters. Then, someone figured out that a previously useless piece in the Inspiring Marshal might be interesting when used with two or more FB's - the rest is history. To me, this is innovation, because you are taking two pieces that aren't so strong on their own, and combining them into a formidable force. (Note, I understand that the FB is a decent mini in and of itself, but she wouldn't be called "broken" etc if it weren't for the IM)

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02/01/2006 8:19 PM  
Drider not withstanding I think certain concepts like the Githzerai Monk, Death Slaad, Chraal and other pieces that have generally broken the bank when it comes to tournament games are the biggest thing. As far as players out thinking the design team anymore I don't think it has happened. I suspect that many of these figures were already known as solid pieces long before they were utilized to win regionals/worlds. There are tons of combos now that people are realizing but I'm sure the WoTC boys figured that out a long time ago. Once they had to ban the Drider their meta-precognition had to become far better than the player's own creativity. Utilizing strong combos is expected and I'm sure each and every "real" (playable/Tier 1) DDM miniature is visualized in it's place long before they come out for us.

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02/01/2006 10:25 PM  
I think the greatest innovation to all games comes from Game Theory... Pretty much everything we've talked about so far (including Activation Control) can be explained by it.

What I think would be pretty cool (and innovative) would be a formal report/thesis that relates Activation Control, figure-cost efficiency, socio-economic factors, R&D whimsy/influence, etc... with Game Theory concepts (Nash's Eq would be nice [:)])... (besides that, Game Theory is a fun topic anyway... [^])

Heck, it wouldn't even need to be that formal. An abstraction would suffice. The term "Card Advantage" and "Tempo" was, and still is, used religiously by MTG players (especially competitive ones). With cursory glance, we can see that "card advantage" is merely an instantiation of "options advantage" (which is suggested by marginal cost/benefit analyses of options --your moves, your opponent, choice of cards, current metagame-- used in game theory). Whereas "card advantage" cares only about the net useful cards you will gain over your opponent as a result of using a card, a more general "options advantage" would account for the net useful actions/options you gain over your opponent through an option...

BTW, Is there a DDM equivalent of the MTG-inspired term, "Card Advantage"?

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02/01/2006 10:54 PM  
The only thing that can be considerd card advantage is action advantage, otherwise such concepts dont really exhist in DDM like in MT:G, because unlike in MTG you have all the figures at the start, can choose which piece to use at any time you want without having to hope you get lucky and draw a key card. Theres are alot more variables that reduce any concept such as "card" advantage in DDM


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02/02/2006 12:43 AM  
I would say the most important innovations are:

Ώ] Leveraging Last Activation/First Activation.
(really an initiative gamble that can pay huge dividends. Learning to use your big guns last.)

ΐ] Activation control.
(compare this with early displaced aggression bands)

Α] The advent of mobility: unexpected or extremely leveraged positioning. (True whether you consider transposition, telekinesis or GMA) This also made *more* possible previous theoretical strategies like commander assassination (which, while always possible, were then quite difficult against a player of equal skill.

Β] Construction using "True" synergies: As more figures have become available, it has become increasingly easier to optimize, or at least to recognize when a tweaked build *is* better, and why.

Γ] Point denial, rather than overt aggression, as a strategy.
(Of the top 4 bands in the constructed finals this year, 1 was aggression and 3 were point denial.)




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02/02/2006 9:58 AM  
quote:
Originally posted by Tried

I would say the most important innovations are:

Ώ] Leveraging Last Activation/First Activation.
(really an initiative gamble that can pay huge dividends. Learning to use your big guns last.)

ΐ] Activation control.
(compare this with early displaced aggression bands)

Α] The advent of mobility: unexpected or extremely leveraged positioning. (True whether you consider transposition, telekinesis or GMA) This also made *more* possible previous theoretical strategies like commander assassination (which, while always possible, were then quite difficult against a player of equal skill.

Β] Construction using "True" synergies: As more figures have become available, it has become increasingly easier to optimize, or at least to recognize when a tweaked build *is* better, and why.

Γ] Point denial, rather than overt aggression, as a strategy.
(Of the top 4 bands in the constructed finals this year, 1 was aggression and 3 were point denial.)



I would agree to all of these points.

To expand on #5. Probably the first big meta game-altering concept was the points-denial. Specifically, Summoner-based points-denial. It was game-affecting enough that the rules were changed for it. As well as the fact that Assault came partially from points-denial bands.

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02/02/2006 10:03 AM  
quote:
Originally posted by sienar

To expand on #5. Probably the first big meta game-altering concept was the points-denial. Specifically, Summoner-based points-denial. It was game-affecting enough that the rules were changed for it. As well as the fact that Assault came partially from points-denial bands.
Yep. That's why my first post was what it was. I don't think assault is going away any time soon, it looks to me like it's become part of the fabric of the game (why else are there victory areas on every map?). Sure, some minor changes could be made (Plunder, for example). But, this is only one answer to point-denial bands and point-denial play.

Hmm. Kinda like a shot clock in basketball...

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02/02/2006 3:12 PM  
quote:
Originally posted by Drakkengi

I've thought about this many times and I've decided that one of the most important if not the most important difference between a good player and a great player is anticipation. The ability to look at your opponents pieces and positioning compared to your own and know what your opponent wants to do is huge. That means doing things as simple as putting undead fodder in the front lines so your opponent's Beholder can't affect you, to the more difficult things such as counting out the possible movements of your opponent's main pieces and keeping your own important pieces one space out of reach while still allowing them to be effective.

To go a little more in depth, it's also very important to be able to see the future possibilities sometimes 2 or even 3 rounds in advance. While it isn't always possible to do that, you should be able to figure out what both your opponents and your own best options are and react accordingly.

That's what I've found to be most decisive in the level of skill of a player.



Agreed. This is where DDM begins to approximate a game of Chess. Along with the 'anticipation' aspect, knowing when to pull the trigger on special abilities, or when to activate a piece are important too. The question comes up "when do I use the GMA?" and while there are guidelines for this, knowing just when to do it comes from practice, and being able to predict or guess what's going to happen in the future.

Any time you try to make something idiot-proof, someone always goes out and invents a better idiot.
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02/02/2006 3:20 PM  
This is why my son remains semi-competitive.

There is no way in hell anyone, anywhere can consistently anticipate what he will do on any given turn.....

(He often does not know)

The possibilities are.....staggering.... [:)]


Let it be.

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02/02/2006 7:58 PM  
Anticipation works best when you can estimate the commitment your opponent puts behind his moves. The most obvious measure of commitment is the point cost of the figures he moves.

This is one of the reasons activation control works. You reserve commitment by activating low costing figures first to prevent your opponent from being able to anticipate your moves by calculating commitment (cost, tempo, position, etc). I think the best players should be able to anticipate his/her opponents' plans by observing even minimal commitment.

~John


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02/03/2006 3:46 AM  
Two key innovations that I can think of, in terms of specific bands.

Inspired Frenzy (2FB/IM) - particularly the 15 activation variation. This band was innovative just in terms of its effectiveness, and showing how powerful the Frenzied Berserker and Inspiring Marshal could be. However, much more than that, this band still is the best band to use if you want to teach that all-important concept behind activation control. Nothing is more obviously game-breaking than 2 FBs each getting *full* attacks at the end of a round, before the opponent has ever attacked, and with the potential for the game to be basically over if the FBs also win initiative. I'm not sure, but I think this band concept can be specifically atributted to kiddoc, originally? Or at least popularized by him?

LRB - Large Red Beatings (or Large Red b'tings, originally, iirc). Definitely bshugg's creation. I can take some very small amount of credit for helping him brainstorm one night on Vassal, during which time we came up with this build - but certainly bshugg's build. This band is notable for being, I'm reasonably sure, the most successful single build in important tourneys during a single metagame period. Specifically, last year's qualifier season. Oh, Driders dominated the first championships, and then Chraals the next year - but there were always variations on that broad theme. LRB, by contrast, was played creature-for-creature exact and unchanged by many different players, to great success.

Most every person that was successful with Driders or Chraals came up with his band himself. By contrast, while any warband build using nothing but tier one minis can be thought up independantly by more than one person, I'm reasonably sure that everyone who played 'LRB' in a qualifier had been heavily influenced by bshugg's build, rather than designing it from scratch on his own.

So while Inspiring Frenzy may have been the first popular "net deck" - oops, "net warband", in my mind LRB was the very first 'real' "net warband" ever. With apologies to Phrank and lynchpt if I'm wrong, but both of them played this band, (for first and second in Montreal qualifier, iirc), and I'm pretty sure that in both cases it was only after hearing about it online that they would've playtested with it.

LRB's specific innovations? For sure there are at least two interesting things about the warband. For one, using a good defensive figure (the LRD) to block early, forcing the enemy to fight him first, while keeping the pure offense figures, Ravager and Orc Champion back until time to strike was an important and unusual component to the band. The absense of the efficient Tiefling Captain was another innovation, especially combined with running the Drow Sergeant as the lone commander. At the time, many were against running a squishy commander by itself. LRB's success proved that, at least for certain bands, the benefits of doing so were greater than any disadvantages.

Oh, almost forgotten since it's been so long since I used tiles: I consider what I always called "the Mushroom Tangle trap" to be one of the greatest single contributors to my winning percentage. It took a few different forms as new tiles came out, and was crazy good with the Endgame, but at heart the concept was to hit the opponent's side with the Mushroom tangle, and funnel him through it with walls, so as to slow way down the opponent and give oneself hugely favorable board position after round one. I'd like to think that was quite innovative - at the most extreme, it caused Fenris to spend 2+ hours one night just before the last qualifiers, simply trying to find a defensive setup that would keep the mushroom tangle from hosing his large base Hill Giant band.

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02/03/2006 7:33 AM  
Thanks for contributing Dagni!

I agree that the Mushroom Tangle Trap is a pretty useful innovation. I remember at Nationals in 2003 last year I was able to use it against many very good players, allowing me to win games that I probably shouldn't have been able to at the time.

Also, I remember the exact time when Inspiring Frenzy bands came to the fore, and I am fairly certain it was Nixlord who was pushing the 15 activation variant, while Kiddoc at first prefered a variation using the Crow Shaman.

I am not gone.

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02/03/2006 7:45 AM  
Dagni,

I'll admit that I had previously been wary of running such a fragile, single commander as the Drow Sergeant until I read the reports of LRB's success adn tried it for myslef. So I definitely adopted it wholesale from Bshugg. And now look at me - pinning whole bands of Helmed Horrors on Snig's lonely, narrow shoulders[:)].

I'd like to think I could have made second at the Montreal Qualifier, but unfortunately I played Phrank in the semis (and lost) rather than the finals.

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02/03/2006 10:05 AM  
quote:
Originally posted by doubtofbuddha

Thanks for contributing Dagni!

I agree that the Mushroom Tangle Trap is a pretty useful innovation. I remember at Nationals in 2003 last year I was able to use it against many very good players, allowing me to win games that I probably shouldn't have been able to at the time.

Also, I remember the exact time when Inspiring Frenzy bands came to the fore, and I am fairly certain it was Nixlord who was pushing the 15 activation variant, while Kiddoc at first prefered a variation using the Crow Shaman.



It was Nixlord!

He and I had some very interesting conversations about some bands we were testing, and kept dropping hints on the boards that we had finally broken through the CE dominance, Drider or not.

His first version involved some very uh... interesting low point pieces.

Mine involved a crow shaman.

After that he refined his into a more streamlined activation-oriented build.

I included more metagame-specific components in mine. Things like the Healer, Devis, Aramil, and from time to time, additional Greycloaks.

It was pretty cool to talk with him about it though, because it's awesome to think that someone so far away has been thinking the same thing as you.

He did an awesome job refining and developing the band. And--more importantly, he gave it it's current name. My band was named something lame :P

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02/03/2006 12:29 PM  
quote:
Originally posted by doubtofbuddha

Also, I remember the exact time when Inspiring Frenzy bands came to the fore, and I am fairly certain it was Nixlord who was pushing the 15 activation variant, while Kiddoc at first prefered a variation using the Crow Shaman.

Ah, well, to clarify: The 15 activation version best showcased the value of going last then first. That's not even to say it was the best version, more to say it was the best example of an innovation that other versions of the band also relied on. It was also the version I thought was best, but that's besides the point. So I would certainly credit whoever first came up with and first popularized online the 2 FB + IM band, regardless of the other ingredients and the name he gave it at the time.

As I recall, I wasn't following the boards very closely at that time until a little after this band began to be talked about, so I don't know if Nixlord and Kiddoc each came up with it independently, or if Nixlord refined Kiddoc's idea. If Nixlord refined Kiddoc's idea, then I would credit primarily Kiddoc for the build. From Kiddoc's post just now, I guess they came up with it independently, so both of them deserve a lot of credit.

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02/03/2006 2:16 PM  

Dagni - to add my 2 cents.

Smyrin played

Eye of Gruumsh, LRD and Ravager at KublaCon in May of 2004, and had been practicing with it before.

It may not have been called LRB way back then, but its pretty damn close.
Although Bshugg gave it the cool monicker and popularized it, this is the first use of an "LRB-like" band that I remember.


Let it be.

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02/03/2006 2:43 PM  
quote:
Originally posted by Tried


Dagni - to add my 2 cents.

Smyrin played

Eye of Gruumsh, LRD and Ravager at KublaCon in May of 2004, and had been practicing with it before.

It may not have been called LRB way back then, but its pretty damn close.
Although Bshugg gave it the cool monicker and popularized it, this is the first use of an "LRB-like" band that I remember.

Unlike with the Inspiring Frenzy band, where simply playing 2 Frenzied Berserkers and the Inspiring Marshal was 75% of the innovation, LRB worked best in it's exact form, any tweak would change the band more than a little. And while it was possible to build way back the whole year earlier, I'm not even sure if it would've been as good a band back then. The LRD was, in some part, anti-CG tech. Still good against CE, but not necessarily optimum. The prior year, CE (and LSD) was the only competitive faction. Also Assault and more tiles changed the metagame a lot.

As I recall, Sven's build was, like you said, LRD, Eye, and Ravager, and also Tiefling and only ~ 8 activations. Being the first major tournament for all of us, (Fenris played 3 Eyes, and wasn't happy about it [:)]) Sven re-evaluated the importance of 12 activations after that tournament.

But you're right, 'LRB' type bands existed long before bshugg populaized them. However, that's what made it so innovative, in my mind. Taking old concepts and putting them together into a whole that far exceeded it's individual parts. Just to take one small example: why the Drow Sergeant and Orc Champion instead of an Eye of Gruumsh and a few fodder upgrade points? Not only do you get a beefier commander, you save points!

It wasn't that the Eye was any worse than the Sergeant + Champ, it was that in the current format, the commander had to live to the end. The third hitter - be it an Orc Champ, or an Eye - had to be willing to attack early on. The Eye weakens the band, because it gives the enemy the option of concentrating on him first, and then manipulating the rest of the game against out-of-command units after that. So the super squishy commander was actually the *safer* commander to play.

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02/03/2006 3:29 PM  
quote:
Originally posted by Dagni

[quote]Originally posted by Tried




But you're right, 'LRB' type bands existed long before bshugg populaized them. However, that's what made it so innovative, in my mind. Taking old concepts and putting them together into a whole that far exceeded it's individual parts. Just to take one small example: why the Drow Sergeant and Orc Champion instead of an Eye of Gruumsh and a few fodder upgrade points? Not only do you get a beefier commander, you save points!

It wasn't that the Eye was any worse than the Sergeant + Champ, it was that in the current format, the commander had to live to the end. The third hitter - be it an Orc Champ, or an Eye - had to be willing to attack early on. The Eye weakens the band, because it gives the enemy the option of concentrating on him first, and then manipulating the rest of the game against out-of-command units after that. So the super squishy commander was actually the *safer* commander to play.

- Dagni



Dagni is 100% correct. The sturdier commander option (the eye) actually weakened the band. Heck I would keep the Sgt in the band even if the Eye of gruumsh was a commander 3! The eye is enough of a threat that its not a big deal if your opponent focuses his attention on it first and foremost. Plus he's so much of your offense that you can't afford to hold back on him. A lot of people know, I hate Orc Champs. I feel he is only an average figure, and even worse I hate the Drow Sgt even more for being a BAD figure. But in that specific band they are the right choices. It had 184 points of offense in a field where most people were running 150ish points. They never had a chance to go after the commander. Also its offense was really good match ups for what most other people were running. For example an Ogre Ravager is worth far more than 38 points in a CE vrs IM/FB match up, and 7 orc warriors earns you a lot more than 21 points in a CE vrs CE match up.


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02/03/2006 4:36 PM  
Sorry, that's my mistake then.

My concept of LRB was LRD + 2 hitters, regardless of commander.

I can see how downgrading the eye and the tiefling buys you 10 points, leaving you 23 to buyout you last -7 figures. In any event, it seems to me that you still need your BW to regain activation control.

As far as needing your commander - I disagree somewhat.
In those days, it was old Triad format. Assault really paved the way for crippling commander assassinations, because where you are on the map matters a lot - it can take MANY turns of 10 points /round at speed 2 to reengage. Yet in the initial three formats, it was less important. (Sure, still a factor, particularly for rally, but less important).

So perhaps it was the advent of assault that paved the way for LRB, at least to some degree. Interesting.
At least, that seems to be my addle-brained recollection/understanding.



Let it be.

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02/03/2006 5:57 PM  
quote:
Originally posted by Tried

So perhaps it was the advent of assault that paved the way for LRB, at least to some degree. Interesting.
At least, that seems to be my addle-brained recollection/understanding.

Yes, I believe that may well be true.

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