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Subject: To Err is Newb-an - to Teach, Divine!

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BoloBaby
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Fort Mill, SC

04/15/2006 3:13 AM  
Synopsis

The article will focus on some of the more common mistakes I see new players make. In essence, it is a strategy primer for newbies.

Disclaimer

Let me start by admitting that I am fairly new to D&D miniatures. So, in many ways, I'm a newbie too. I have been playing wargames most of my life, however, so I have some insight to offer. Here's the big mistakes I see made by newer players make - myself included sometimes - and even veterans on occassion.

The Biggies

Immediate Retribution

Your opponent just activated his big hitter and walloped on one of your minis. What's a newbie to do? Well, it shouldn't necessarily be to get immediate revenge!

I see this time and time again. A player gets hit and the first thing he wants to do is hit the mini who attacked him right back. STOP! Think. The mini that just hit you has activated for this round. He most likely will not be activating again until next round. You may have all the time in the world to exact your revenge... in this round at least.

Take a look at the rest of the board. If you waste an activation attacking a figure that has already activated this round, are you allowing your opponent to attack first somewhere else, too? Do you have an opportunity to activate elsewhere on the board, potentially eliminating an enemy that hasn't activated yet? Or, more importantly, is your opponent threatening to eliminate one of your figures on his next turn, thus denying you a chance to EVER activate that figure?

THESE are your money shots, NOT getting immediate revenge. There are few cases where you really must go after activated creatures before unactivated creatures. It usually pays to take it on the chin - for a few phases at least - and get your revenge on the activated miniature later in the round.

Irrational Fear of the AOO

Your important, non-melee fig has just been based by an Aspect of Hextor. Great... now you are going to face 4 attacks next round.

Not so fast, Sparky! If you stay, you'll definitely be facing 4 attacks... but if you move, you only face 1 attack of opportunity. Do the math. If you weren't intending to engage the Aspect with that particular mini, why leave him there to get cut up? Why NOT move him away?

A lot of newbies play like a figure that is based can't move. In practical terms, it is sometimes very dangerous to do so. In tactical terms, it is sometimes critical that you DO move him.

You will need to weigh risk vs reward on this one. If the AOO could spell death or a morale check, then sometimes it is best to leave the figure parked where he is. At the very least, you are forcing your opponent to use up an activation next round to eliminate the fig. Don't give him the elimination for free by moving away on a risky AOO/morale save combo. If the potential reward for moving him is high, though - such as getting off a devastating spell - then take that into consideration.

You're Out of Order!

I make this mistake all of the time...

You have two figs that you plan on activating this phase. Both of them will be attacking a primo enemy target. You instinctively go for your big gun first.

Well, waitaminute...

Does your big gun have the capability of eliminating the enemy by himself this turn, or is he going to need help and/or multiple rounds? If so, take a good look at BOTH figures before you move either one. Perhaps moving the little guy first will allow you to get flanking, thus increasing the chances your big gun connects.

If your big gun CAN eliminate the bad guy by himself, perhaps it pays to try on his own. This could enable you to move the little guy elsewhere, using his activation in a more useful fashion.

The point here is to always know which two figures you intend on activating each phase. (This could change depending on whether or not you connect, but have a

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Ack
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04/15/2006 3:22 AM  
good writeup... tho you need'nt have worried about the hill giants. I couldnt roll worth a damn that nite.

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zenthrus
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04/15/2006 3:44 AM  
Very nice write up. You've covered a lot of the major mistakes new players make.

A couple of additions would be:

Know Thy Warband
Be sure to know your warband well enough that you aren't forgetting to use expensive, potentially game-changing abilities (Shuluth's Disorienting Presence definitely comes to mind). If you forget about an ability you've spent the points when building your warband for naught.

Victory Points Matter
The winner of the match is the person with the most points (regardless of method of acquisition). Be sure to plan to grab victory points and if you get a chance kill off your enemy's point grabbers. While killing a VP-grabber might only net a few points (or none in the case of Kobold Miners) that piece is no longer generating 10 points per round (which can add up quickly).


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BoloBaby
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Fort Mill, SC

04/15/2006 3:45 AM  
quote:
Originally posted by Ack

good writeup... tho you need'nt have worried about the hill giants. I couldnt roll worth a damn that nite.



Just an example to illustrate the point...

You obviously rolled well enough since you only suffered one "loss." (Still wonder where that might have gone if things had been different...)[V]

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BoloBaby
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04/15/2006 2:49 PM  
A poster on Merric pointed out that some people might consider "n00b" a derogatory term. I've never considered it that since I usually refer to myself as such ("Oh, I'm such a n00b at this!").

But his point was well taken and I edited the article to reflect that.

I also added one thing I forgot at the end.

Also, thanks to Zenthrus for making two excellent points!

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Nobody Important
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04/15/2006 2:53 PM  
quote:
Originally posted by BoloBaby

A poster on Merric pointed out that some people might consider "n00b" a derogatory term. I've never considered it that since I usually refer to myself as such ("Oh, I'm such a n00b at this!").

But his point was well taken and I edited the article to reflect that.




That was me. I shouldn't say the term itself is derogatory but it certainly is not a proper use of language and may reflect poorly on the user.


orcmonk220
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04/15/2006 4:58 PM  
quote:
Originally posted by zenthrus

Know Thy Warband



I must say, I think this is VERY important. I have been playing roughly the same warband for near 2 months, and I think I'm pretty dangerous with it. There are a few pieces that I cannot take out, but apart from that, I'm pretty sure of it's power.

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LargeMarmot
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04/16/2006 1:53 AM  
I remeber on the Wizards Star Wars Minis Boards we had a thread like this, I'll try and see if I can find it or remember anything. Simple things like moving after you attack are the things people forget and get punished for.

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