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Subject: recovered topic 4562

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Richard II
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06/08/2005 4:34 PM  
recovered topic 4562


Richard II
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06/08/2005 4:34 PM  
As I understand it, it's essentially the ability to go last and then first.

If you have 10 activations and two Frenzied Berserkers(FB) and I have twelve, two of which are Ogre Ravagers (OR) for example, I can wait till you've moved everything, then move OR 1 and smack a berserker for 30, and then move OR 2 and smack the FB for another 30. If I then win init, I can activate OR 1, kill your berserker, and essentially gain 52 points, a quarter of your warband, without having been hit back by that piece. Or maybe you killed an OW or something.


adept
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06/08/2005 4:41 PM  
quote:
Originally posted by Yo Hon

I don't get why a warband more activations is better than a warband filled with a few good miniatures. Can anyone explain this?


More minis gives you a better control of the game. If you had, lets say 4-5 good minis. I could activate 4 man@arms,4 orc warriors ect. This causes all of your movements for the turn to end. I can then decided where to move my important pieces based on your movements. I could also create a shield that you have to break through to get to my hitters. Because this is hard sometimes your can waste attacks on 3pt minis that could normally do 20+ damage. Then also after you are done with those activations I can then move my hitters in and hit your minis causing them to make a moral check or to die before ever being hit back by them. Also if you have enough activations you can place a throw-away piece to take a fireball(using closest target rule) or any ranged attack. I am far from an expert though, and I only speak out of experence and the most sucessful warbands I have saw before (there isnt any tier 1 warband with fewer than 8 activations to my knowledge)


Faragdar the Wise
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06/08/2005 4:44 PM  
Well, for one, don't make the mistake of thinking that more activations is good if you're using bad miniatures to give you those activations. Ideally, you want more activations and to fill your band with good miniatures.

One key advantage of more miniatures is that you get to dictate the terms of the initial engagement. Force your opponent to move his most important pieces before you move yours and you can capitalize by getting one or more unanswerable attacks. With a big numbers advantage, you might be able to get 3 or 4 deadly attacks off at the end of a round. If you then happen to win the next initiative, you might have already won the game.

Even before the initial engagement, though, you have a tactical advantage if you force your opponent to move his most important pieces first. Once he moves them, you can see and react to his strategy in a way that puts the ball in your court.

Then there are some other band-specific advantages. Say you can paralyze opponents. If you do that after your opponent activates everybody, you can use your remaining activations to get auto-hit, double damage attacks off on the paralyzed opponent before he even has a chance to remove the paralysis. You can force your opponent to stay spread out with an area of effect attack, because he has to move everybody while you're holding back with that attack.

And I won't even get into controlling the clock in a timed game. Anyway, there are lots of reasons why higher number of activations are generally better, but it takes some practice to squeeze all that advantage out of them.

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rhane
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06/08/2005 5:01 PM  
There was a topic a month or so ago, talking about the value of limiting warbands to 8 minis to help elminiate some of the "useless" activation pieces. It would mean a larger number of viable minis and warbands, quicker rounds, and less reliance on the "broken" orc warrior. As I recall, several high profile folks including Guy Fullerton were keen on this idea. Hopefully something like this will come along soon.

I'd like to concentrate more on the "meat" of my warband than by saying, "okay, I gotta save 18 points for 6 orc warriors".

Rhane
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