the offense

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16 years 1 month ago #324 by Maimed
the offense was created by Maimed
Hi Mates

I kick this off.;)

When deciding where to attack, look for your commands in the hand. If you have say 3 cards left, then you must go with the strength of your commands and start the action on the left. Don’t hold back and try to move forward on say the right, when your commands are in another section. Oh the flank were you cannot go on the offense, try to bunch your units in groups of three so that they support each other and can take some enemy attacks without you have to use commands to “save” the situation. This will keep your back free so that you can continue the attack where you planned.

Ciao
Mike

play:C&C Ancients , Battlelore, M\'44, Warmaster, Warmaster Ancients, Blitzkrieg Commander

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16 years 1 month ago #326 by alecrespi
Replied by alecrespi on topic Re:the offense
This is interesting, but...
what if you manage to draw 3 cards on the right, after these?
:-)

I usually prefer creating a "long line" of units... as to say that "Line Command Card" is the one I prefer and surely one of the strongest.
Even stronger if you control a "poor Leader" with only 4 Command Cards     ... and you manage to move a "block" of 6 or more units!!!!

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16 years 1 month ago #340 by Maimed
Replied by Maimed on topic Re:the offense
yes, IF i get a line command, but I have to act on what I have, if I get three commands on the other side I will change my plan. I need to go where I can act;)

play:C&C Ancients , Battlelore, M\'44, Warmaster, Warmaster Ancients, Blitzkrieg Commander

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16 years 1 month ago #342 by Threedub
Replied by Threedub on topic Re:the offense
I agree that in general it's a good idea to act where you have the majority of the cards, but it all depends on the scenario and the particular situation in the battle.

I'll make pushes onto my weak side with cavalry or other units that may evade my opponents to distract from my main attack. I'll play a card on my strong side, moving units up, then switch sides and push out the evading troops. It isn't much but better than nothing.

As with everyone, I love line command cards but I've found that they can sometimes distract me from my goal. Working hard to get everyone lined up just yells to your opponent "I've got a line command card!" and usually prompts a Move-Fire-Move, Darken the Sky, or Cav charge that breaks the line. There are enough line command cards that over-working/waiting to get a long line is a waste of time and allows the opponent time to draw spoiler cards.

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16 years 1 month ago - 16 years 1 month ago #345 by alecrespi
Replied by alecrespi on topic Re:the offense
Maimed wrote:

yes, IF i get a line command, but I have to act on what I have, if I get three commands on the other side I will change my plan. I need to go where I can act;)


I agree: Strategy MUST COMPLY owned Cards.

Worst defeat came to me while I was waiting for a "specific Card" during the entire game.
That's why I changed my mind and started using Cards in my hand, instead of waiting my preferred cards to be drawn.
B)
Last edit: 16 years 1 month ago by .

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15 years 10 months ago - 15 years 10 months ago #512 by broadsword
Replied by broadsword on topic Re:the offense
I find it always works well to keep your line as long as it doesn't totally wreck your game. A line of units is formidable, and a cavalry charge can often get obliterated by any counterattack. I like using effective counterattacks, so I goad my opponent forward.

Bluffing is a great part of this game, and I will alwyas try to persuade my opponent that I have Line command, Double time, and Mounted charge all at once. I want him scared all the time :blink: Of course have you guys forgotten "Clash of Shields"? If you still have your lines, it is game over a lot of the time!

The thing about attacking immediately on your flank say, with all three cards, is you haven't gathered any Intel on your opponent's hand (I like to see what he's got too). You also reveal immediately that you have no game plan, and are just running out swinging.

The opening is the most crucial aspect of the game (this game is a lot closer to chess than most people realise). The correct opening card play is not simply to say "I got three flank left cards, so I'll charge the left" it is to ask yourself, after each play, what can I do to leave myself in the best possible position down the road, and leave him in the worst possible position?

Rushing out and grabbing three quick banners often doesn't win you the game if he can stabilise his position and mount a successful counteroffensive.

You also need to assess the enemy's fighting strength in key areas - cavalry (is Mounted charge a threat, and do I simply need to ignore it?) heavy infantry (in which case be sure to track the Line Commands if you're going to close with his heavies!) light troops (which need to be trapped in order to be killed quickly) etc.

Often it is necessary to make a "quiet" move, a subtle maneuvering of units to rapidly boost potential at a later time.

I try to position my units in such a way that ALL the cards I am holding become good. This is my ultimate goal.

Of course sometimes he hits with Darken the Skies, Double time and two Line commands at the start. Those games you just shrug and hope the dice are kinder to you than the cards were...
Last edit: 15 years 10 months ago by broadsword.

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14 years 4 months ago #869 by Tuscan-Centurion
Replied by Tuscan-Centurion on topic Re:the offense
Making the most of the cards you have and using them appropriately is a sign of the good player.
Having a plan and sticking to it is another sign.
Simply reacting to your opponents moves and abandoning your plan is giving the game to your opponent - just like in chess.

:blush:

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14 years 4 months ago #872 by MasterChief
Replied by MasterChief on topic Re:the offense
Generally I like to try and work on the assumption you'll be able to move three or four units before long in a section - and so I try and position myself so that can be best exploited. I tend to find attacks with two units rarely carries enough momentum and just turns into victory banners for your opponent.

Cards that allow for three or more units to move in one go turn up with enough frequency that I think you can wait for them.

I think I've decided to always hold First Strike till the end game - so often it is down to a banner or two each to victory, and this (especially against that isolated one block heavy infantry) is an excellent trap to steal a win.

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