I decided to go through every thread of the TDG to comment on things that I learned, new insights/tactics I found, or rules that were clarified for me (or remain uncertain).
Rules--Tanks do not take Dangerous Terrain tests just rolling around.
--Tanks DO take Dangerous Terrain tests if they end up charging with their Random Move.
--Tanks have to stay 1” away from all impassable terrain and units unless they can get a charge off, then they revert to the rules for charging and can “cut corners” to get a charge off like other units.
--No Terror checks from Random Movers. Sorry STank- no one is going to run from you!
--Movement backwards on units with odd M rates have an advantage of rounding up. For instance, I always moved units with 5 Move 2.5 inches instead of the full 3 inches they rate.
--Units get only a 90 degree free turn when they declare a charge. Normally it doesn’t come into play, but it is worth keeping in mind when multiple charge/flee angles are weird.
--Casualties are taken off evenly from the front row when it is the last row remaining.
New Insights (of mine…maybe you knew them already!)--I saw that the forum used spells like Iceshard Blizzard and Curse of Anheir quite a bit to get the -1 to hit modifier against the bad guys. I like the tactic and will probably use it more in the future.
--Most other players play it safer in the magic phase than I normally do. If I want a spell to go off, I am not afraid to toss dice at it. I do gets lots of IF and Miscasts…but usually I am pretty lucky with rolling on the table. I might try a few different things in the future to see if it works out for me.
--I like Heavens more than Beasts. Savage Horrors is great if it goes off, but I think Heavens gives you a lot more flexibility, especially early on.
--Dual Helblaster or dual STanks are just plain nasty. Not for friendly games.
--The Steam Gun on the tank can be used in unique ways against infantry. I usually think of the grind and the cannon when maneuvering it, but a well-placed steam blast can really kill some models.
Strategic or Tactical Thoughts--This TDG just reinforced my belief that strength in arms and steel is greater than strength in magic. You might be able to take away an armour point or two…but in the end game close combat strength is always reliable and will not be as fickle as a Winds of Magic roll or a misfire result on a Warmachine. Of course there is always the Break test, but Empire has ways of putting these rolls into our favor.
--Placement of characters, especially when you and the opponent have a bunch of them, is a key aspect of the game that I really need to increase my skill in. I learned quite a few little tricks in this TDG that I am going to use in my own games.
--The Engineer behind the Executioners to run them down (in Game Green) was a master move. I plan to keep that in mind for future games.
--One of the things I like about the new 8th Edition rules is the combat reform. I learned in this TDG that hitting a unit in the flank also really screws with their ability to adapt to combat situations because they can’t reform. This really hurt the Dark Elves in both games. When Empire’s mobility and extra units on the battlefield came into play late in the games it killed Dreadlord’s advantage in CC with his buffed troops.
TDG Thoughts--How to use blockers/diverters is one of the most debated options. Some people are willing to let the enemy get into long range charges (10+) while others feel less comfortable. Some are more willing to sacrifice units than others. Very interesting dynamic. I lean towards the conservative camp and don’t like allowing my opponents any chance of ruining my plan with a crazy lucky charge roll. I think it comes down to play style.
--The next most debated topic is how to use Power Dice. Lots of different ways to play it…one of the reasons I think I like the 8th Edition system.
--Multiple minds are better than one. It amazed me time and time again throughout the TDG on what the forum could do when debating the options and coming up with the best one. Of course, there is also a benefit of having the time to study the problem hard and make sure nothing is missed (especially when someone could crank out the Mathhammer to find the best probabilities of success).
I think the best Generals can do this quickly in a real game. I need to practice on this. I find myself making simple mistakes in games that I would never make if I had seen all the variables correctly. One of my thoughts is to try some Speed-hammer with friends. Kind of like speed chess- you have to make your moves and choices quickly (maybe in some kind of time limit…). I think this might help out in decision-making when the game is slowed down to normal speed.
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Make sure you post your thoughts! Either answering the questions I posed or tossing out lessons learned like I did.
This is one of the most important parts of the TDG, IMHO. HHG