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D&D Minis Skirmish Discussion
Subject: Need advice on running.
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delguidance
Sergeant
394 Posts
07/05/2006 11:48 PM
In the WotDQ prerelease I ran Bahamut, Epic Griffon Calvary, and Small Copper dragon. The mistake I made was not running up with Bahamut, using his breath weapon to clear out fodder and run away. The reason I didn't was because I'd look at the clock and see thirty minutes were left. I don't quite see how you handle running for thirty minutes, even with Bahamut's speed 12. Is it just patience until your opponent realizes he can't catch you and concedes? Isn't there a rule that if no melee attacks are made over the course of 10 initiative checks (I'm avoiding the round/turn thing) then the game is over? I'm also interested in learning how and when to effectively commit to running in 200 point play.
What advice or stories on playing the running game can you share?
Are there specific paths for running on specific maps?
At what point should you start to retreat? Just before your most expensive piece has to make a morale? 40 hp left? 20? 10?
Thanks for any help
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