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Subject: recovered topic 10606

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maijstral
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10/30/2005 3:24 AM  
recovered topic 10606

maijstral
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10/30/2005 3:24 AM  
quote:
Originally posted by tomas

I learned a few Rules.

#6-Reach, cover and line of sight are different "beasts" in DDM v. RPG. That took a lot of getting used to.

#9-Your commander is like the Queen in Chess - You DO NOT want to lose it, especially when your Large Earth Elemental is tied to it and they are both gone and now your opponent can march your tail down to the exit after all of your stupid minis fail their morale saves.... Oh, sorry.

#10-Finally, when all is said and done, the dice matter. If you don't roll, you don't win. Period.



Ahem to these 3 especally.

#6- being primarily an RPGer I always screw these up plus the 5 foot step.

#9- lost my LEE after my trog commander was paralyzed for 4 rounds getting beat on by the gith monk for 3 of them. Failing a 50/50 savings throw 4 times in a row. The pain oh sweet jebus the pain.

#10- see above savings throw rolls

BudLeiser
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11/10/2005 3:04 PM  
How are reach cover and LOS different? They seem pretty dead on with 3.5 to me. The problem lies in how many DM's don't even know these rules whereas in DDM were forced to.

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neilasaurus
Sneak
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11/10/2005 6:35 PM  
In D&D reach 2 means you threaten AoA on all squares within 2.


neilasaurus
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11/10/2005 6:51 PM  
Number 8 was the most important to me. I lost 2 of 4 and both I could have won if I had gotten the rules right.


SlantyEyedWeasel
Sneak
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11/10/2005 10:40 PM  
Interesting observations, many of which I too realized after my first experience with timed matches. I had only played last man standing leading up to my first tournament in the Anglefire pre-release and did rather poorly in the two pre-releases I played in. After going 5-1 in my latest tournament, an Underdark prerelease, I thought about how I had improved and some of the lessons learned from my losses, I came up with the following observations:

- Assult points are important, especially in a timed match

- Tile placement is very important (although that is going to change very soon with the new rules...)

- Weigh the point value of the piece you are risking in attack against the potential point gain in the piece you are attacking (with the amount of time left in the match taken into consideration)

- Pick out "soft" targets (ie spell casters, support units, or squishy commanders) before the match starts and make sure you get the easy points before you concentrate on the difficult ones. In a timed match that may be all you have "time" for.

- Understand the strengths and weaknesses of your own and your opponent's band before the match, come up with a general plan of attack.

- Don't get caught up in a die roll, good or bad, and loose site of the big picture - what you felt you had to do to win.

- Count your points and your opponents, make sure you know where you stand.

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Son of a Biscuit
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11/11/2005 12:23 PM  
I learned that my play needs work. Lots and lots of work. I got OWNED!

Hey sweet thing, wanna hold my Rod of Lordly Might? - Belkar Bitterleaf, Order of the Stick
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