Gaming in Time Zones
I am not talking about actual time zones, but the different times during a battle. When building a list, it is a good idea to plan out how your army can perform throughout the battle. Remember, winning starts before your pieces come out of their case.
This encompasses turns 1 and 2. These turns are dominated by positioning and will set the tempo for the rest of the battle. It is here where piece trades are set up as you place pieces in waves for punching and counter punching.
Jamming units are put in place during this stage of the game, to help position the heavy hitters for mid game.
Ranged attacks start taking effect on turn 2, weakening heavy hitters, trying to kill key solos and whittling down units.
Alpha strikes are set up during this stage of the game as well. They may even go off on the bottom of turn 2.
Here is the scrum. Turns 3 and 4 are dominated by melee and spells. The armies have clashed, and the warcasters have moved up to bolster their lines and cast devastating spells. Much of the game has become a grind as players try to claim and reclaim territory on the board.
Piece trading becomes important at this stage of the game. At the end of this phase, you want to come out ahead in the muscle department. Buffing your pieces or de buffing your opponents’ pieces will tilt the scales in your favor.
Clearing out jammers is a priority as well. Freeing up your important models to maximize their performance will help you come out ahead during this phase. Spray attacks and Thresher are my favorite ways to deal with jamming infantry.
The midgame is usually your first chance to score scenario points. Even if you are trying to maneuver for an assassination, keep an eye out for an opportunity to control a zone/flag and score a point. A point or two in the midgame can pave the way for a scenario victory in the end game.
Focus Fire as much as possible, especially against hordes. We have all reduced beasts to a few points of health, only to have them fully functional again on the opponents turn. Identify your biggest threat, and throw everything you can at it until it stops moving.
Keep your warcaster safe! The battle has become much closer at this stage, and warcasters are in danger. Keep your caster safely screened, in cover or concealment, or as far back as possible. One vector uncovered can lose you the game.
The end is nigh. It is turn 4, 5, or 6. There are only a few pieces on the board, units are depleted, casters may have suffered a few points of damage. It is time to win the game. Remember, “If you ain’t first, you’re last!”
There are two ways to win this game: score enough control points, or kill the opponents’ caster. Sometimes they are one in the same. Take the path of least resistance, and hope the dice don’t fail you!
I hope breaking the game down into smaller pieces can assist you in your list building and overall strategy. May you crush your enemies, see them driven before you, and hear the lamentations of their women.