Post by Jack Shrapnel on Aug 24, 2011 8:40:36 GMT -5
Since the tactics board has been pretty quiet lately, I thought I'd throw out some ideas to get us thinking about some tactics regarding the magic phase in WHFB.
So how to use those dice in your opponent's phase?
normally you're at a dice disadvantage... there's only a few armies out there (dwarfs and lizardmen for example) who can manipulate the dispel dice to even things up (or in the case of dwarfs actually get more dispel dice than power dice). In a low winds of magic, this really isn't that much of a problem... if your opponent has 2-5 dice and you've got nearly as much, then not alot is getting through, and if it does, it's probably a small spell.
but there's those times where your opponent has a dozen power dice and you have six for example. (maybe not always to that extreme but it does happen where you are at a significant dice advantage)
So what to do?
Your opponent is unlikely to start off with his big hammer spell, because they'll know that you have to save your dice for that big dwellers or purple sun or whatever killer spell you might have up your sleeve... so they're already at a psychological advantage in being more free to cast the smaller spells which you are more likely to allow to get through. You'll see this often with the throne of vines followed by six dice dwellers combo. Your high elf opponent for example, will not want his elf to turn into a fine red mist, so he's going to want the throne of vines protection from the miscast.
So here's your choice - let the small spell through and save your dice for the big one... or stop what you can so that he thinks twice about throwing six dice....
there's merit to both choices - so what are people's thoughts about this one?
How about a caster (vamps for example) who rely less on one big spell and instead throws a bunch of smaller spells which are still necessary to stop at times... but which ones?
How you manage your dice during your opponent's magic phase can be extremely important. It is very rare that an opponent will just literally win the game in one magic phase... but a smart caster will set up buffs, debuffs and weaken critical units to tip the balance... if you can stop him here... suddenly that coupe de grace about to be delivered becomes far less deadly....
thoughts?
So how to use those dice in your opponent's phase?
normally you're at a dice disadvantage... there's only a few armies out there (dwarfs and lizardmen for example) who can manipulate the dispel dice to even things up (or in the case of dwarfs actually get more dispel dice than power dice). In a low winds of magic, this really isn't that much of a problem... if your opponent has 2-5 dice and you've got nearly as much, then not alot is getting through, and if it does, it's probably a small spell.
but there's those times where your opponent has a dozen power dice and you have six for example. (maybe not always to that extreme but it does happen where you are at a significant dice advantage)
So what to do?
Your opponent is unlikely to start off with his big hammer spell, because they'll know that you have to save your dice for that big dwellers or purple sun or whatever killer spell you might have up your sleeve... so they're already at a psychological advantage in being more free to cast the smaller spells which you are more likely to allow to get through. You'll see this often with the throne of vines followed by six dice dwellers combo. Your high elf opponent for example, will not want his elf to turn into a fine red mist, so he's going to want the throne of vines protection from the miscast.
So here's your choice - let the small spell through and save your dice for the big one... or stop what you can so that he thinks twice about throwing six dice....
there's merit to both choices - so what are people's thoughts about this one?
How about a caster (vamps for example) who rely less on one big spell and instead throws a bunch of smaller spells which are still necessary to stop at times... but which ones?
How you manage your dice during your opponent's magic phase can be extremely important. It is very rare that an opponent will just literally win the game in one magic phase... but a smart caster will set up buffs, debuffs and weaken critical units to tip the balance... if you can stop him here... suddenly that coupe de grace about to be delivered becomes far less deadly....
thoughts?