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striderlotr Commander
 3370 Posts




 | | 06/27/2006 3:19 PM |
| So as drift off to sleep thinkig about the day and all it brings, I was shocked to wake up in a different place. A place filled with new sights and sounds, new people and places. I had never been there before, but yet something about it was famliar. As I entered a large foil building I was greeted by some famliar faces. Did they some how end up in my dream as well. We were then ushered into a small room and feed a wonderful meal of fresh fruit and drinks. Next thing I know flashes of light were going and we were transported through a maze of stuff... everything from dragons to goblin kings, and even a goblin grenade. We were the wisked off to this metal building that had many bizarre shapes sticking out of it. Once inside we were shown the ways of the Dreamscape, how to spawn creatures to do our bidding, and how to take control of the very realm itself.
My first encounter in this realm was against a doctor, one who could try and get in my head. He spawned forth creatures of madness and passion. I countered with my own spawned creations from my mind. We ballted well over the Dreamscape, but most of our battle took place in the center of it all. His relently advances would have pushed my out, but I spawned a mightly hill of skulls and that caused his creations much grief. I held a very powerful corner of the dreamscape away from him, but soon he opened a doorway to psycosis and almost forced me out.
In the end I beat him back and claimed victory for the time. I thin spent some time observing the battles of the other members of the dreamscape. There is something to be said for observing others hard at work. You can lear a great deal from who others battle and what they summon.
The good doctor decided to challenge me again, and I accepted willingly. From the beginning I felt that my hold over the realm was far greater then his. My creations were moving about with ease and defeating him time and time again. But something happened... it bagan to slip away. He closed in and controlled key locations and beat me back in others. Soon he was in control and it took everything I had to keep him at bay. He continued to be in control, until I was finally able to break through to victory again.
I then woke up... still sitting on the tarmak of Detroit airport watching the lightning and hearing reports of tornados.
Actually it is close to what happened above. I played 2 games with kiddoc and won both, but they were very interesting games. Our first game took a little time and Shoe sat with us and walked us through the first few turns. He then stayed and offered some advice as we finished the first game. We then took a break and watched Pat Lynch and Chris Groves play a game. Kiddoc and I then played a second game. I was in total control in the beginning and got the score up to 4 or 5 to 0. He then made a tremendous route and then something happened and he managed to go from 0 to 5 in no time flat. He then won initiative like 4 turns in a row and at that point he did not want to go first as I could keep reacting to his moves until I found a way to win.
Just some observations from the games that Kiddoc and I played.
1. Initiative is huge. Even if you don't want it it can be huge. There are times you want to lose so that you can react to your opponent and see where they are going, but seeing as you can't choose to win or lose it is hard.
2. Have a large selection of point cost minis. If you have all low point cost they will not hold up in the end, but all high cost ones and you might not see them.
3. Aspects have different values and abilites. Having all four might be very difficult even in sealed as each aspect cost needs to be meet, but having 2 or 3 in sealed might be perfect. You the aspects to compliment each other. Valor is hard to kill and Passion hit hard... team them in a cell.
4. Watch your blade abilities. Some are not always helpful, but the figure may offer a high power to have the dice. Team that figure with some figure with multiple blade ability so that you don't have the negative one. Remember that blade effects take place before damage is assigned so you might even find yourself moving units to different cells to fight again... and yes even though a figure rolled dice in one combat, if they are moved to a cell that has not had combat yet, they get to roll again.
5. Go for points and kills. You can score points on a kill, but you need to control cells with point values as well. The center cell is worth 2 and the one farthest away is 5. Watching what to control and what to contest can be a challenge.
I'll try and post some more as I can. Just wanted to post some of my observations about the game as it played. | | Sean Banks Champion of Elementals Official Organizer Gen Con 05 maxminis Event | Winterfantasy 06 maxminis Event | Gen Con 06 maxminis Event | Winterfantasy 07 Community Event | |
| Amy Skirmisher
 7 Posts




 | | 06/27/2006 6:56 PM |
| I agree with your observations. Especially the first one. I wish I had paid more attention to initiative when I first started playing. You have to think ahead and set yourself up so that you are in an ok position whether you win or lose init. I have seen a lot of people (including myself) get absolutely destroyed by engaging too many creatures and then losing init. Now the Pearlthorn Castle has become my best friend. The best part about its ability (IMO) is that you can use it after you find out who won init, but before either player has a chance to attack. If I win init I use the castle to advance a piece or move one into engagement. If I lose init I use it to pull a key creature out of battle. Having the castle also allows me to be braver in my moves when I go second. I can put a piece in a bad position to score valuable points knowing that I can pull it back using the castle next spawn phase if I have to. You just have to hope no one rolls a one during init. | | | |
| striderlotr Commander
 3370 Posts




 | | 06/28/2006 8:49 AM |
| quote: Originally posted by Amy
I agree with your observations. Especially the first one. I wish I had paid more attention to initiative when I first started playing. You have to think ahead and set yourself up so that you are in an ok position whether you win or lose init. I have seen a lot of people (including myself) get absolutely destroyed by engaging too many creatures and then losing init. Now the Pearlthorn Castle has become my best friend. The best part about its ability (IMO) is that you can use it after you find out who won init, but before either player has a chance to attack. If I win init I use the castle to advance a piece or move one into engagement. If I lose init I use it to pull a key creature out of battle. Having the castle also allows me to be braver in my moves when I go second. I can put a piece in a bad position to score valuable points knowing that I can pull it back using the castle next spawn phase if I have to. You just have to hope no one rolls a one during init.
One of the constructed bands... Mike Donais' band I think, used 2 of the castle. It worked out really nicely to push and pull his charge units into cells that he could then charge from. The ideal placement seemed to be in the 1 point cells so that he could push or pull into almost every scoring cell. | | Sean Banks Champion of Elementals Official Organizer Gen Con 05 maxminis Event | Winterfantasy 06 maxminis Event | Gen Con 06 maxminis Event | Winterfantasy 07 Community Event | |
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