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MAYHEM expanded!

 Post subject: Re: MAYHEM expanded!
PostPosted: Thu Jul 24, 2014 5:58 pm 
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bombshell games wrote:
You can also do a little world building and submit your own set if you like- 'Mark's World of Mayhem'. 8) Either way, I look forward to seeing what you come up with.


He just wants to make his super powerful djinn even more bad-ass and seal it with an official stamp! Hahaha ;D

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 Post subject: Re: MAYHEM expanded!
PostPosted: Fri Jul 25, 2014 1:18 pm 
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MrGonzo wrote:
He just wants to make his super powerful djinn even more bad-ass and seal it with an official stamp! Hahaha ;D
:o Ahhhh... It's all starting to make sense now!! ;D


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 Post subject: Re: MAYHEM expanded!
PostPosted: Fri Jul 25, 2014 3:52 pm 
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We had another great game yesterday, playing Borders Keep with 250 crowns standard lists.
Lost in turn 4 due to a big mistake that left the rear of my general (who was forced to join a unit in turn 2) open to a charge by a chariot. His dice showed a 1, mine not… ;)

Some general observations we made in the last games:

- Banner is an auto-upgrade for keeps/stronghold, due to it being cheaper (and saver) then a regular standard. Though neither of us came up with a Leadership D6 list so far where the upgrade would cost more then a standard.

- Impact is sooo strong!
Cavalry/chariots are the most dangerous units our games are seeing so far! That takes into account their point costs and command points needed to obliterate enemy units. Defensive Spears don't seem to help much.
I dread the day when one of us manages to pull of the power of Improved Impact. :D

- Blink is sooo strong!
Ok, to be fair it's a fantastic spell whatever you do but the real bad-ass strategy is to teleport a cavalry unit (with lances) into the rear of a unit and charge for impact hits. All for 2 command points!

- Mysterious are the ways of the dice! ;D

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 Post subject: Re: MAYHEM expanded!
PostPosted: Fri Jul 25, 2014 5:51 pm 
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I'm glad that you got a couple of keeps on the table! 8)

As you've already started to notice, the more games you play the more adept players will become at pressuring an enemy general and placing him in danger. In addition to the immediate possibility of losing, keeping an enemy general on the defense opens up opportunities for other units to make big moves. The same is true of keeps. They're great for giving you an edge, but it's also another vulnerability that you need to worry about.

MrGonzo wrote:
Some general observations we made in the last games:

- Banner is an auto-upgrade for keeps/stronghold, due to it being cheaper (and saver) then a regular standard. Though neither of us came up with a Leadership D6 list so far where the upgrade would cost more then a standard.
The banner upgrade is a good one. The Commander's Tower, Wizard's Tower, and longbows are favorites for keeps as well.

MrGonzo wrote:
- Impact is sooo strong!
Cavalry/chariots are the most dangerous units our games are seeing so far! That takes into account their point costs and command points needed to obliterate enemy units. Defensive Spears don't seem to help much.
I dread the day when one of us manages to pull of the power of Improved Impact. :D

Impact can be very strong. Here are some thoughts on dealing with it:

1. Remember that a unit must begin its turn unengaged to perform an impact. So, if you use Overdrive and quick moving units to engage enemy cavalry/chariots first, then impacts are no longer a threat. ;)
2. Swarms- especially when combined with #1 above.
3. Units that have both the beast and fast cavalry unit designations are the bane of cavalry and chariots. I like to throw in the flyer upgrade for good measure! :D As always, use with #1 above...
4. Using volley fire to drive back cavalry/chariot units can, at a minimum, help you delay impacts and cost your opponent Cp. Clever use of drive back can open enemy units to more dire consequences.
5. Spears with ranked fighting and the ready action are usually pretty effective. Perhaps you just had some bad dice rolls!

The power of improved impacts is truly impressive when harnessed! I for one look forward to hearing when one of you finally manages to make it work for you. >:D ;D

MrGonzo wrote:
- Blink is sooo strong!
Ok, to be fair it's a fantastic spell whatever you do but the real bad-ass strategy is to teleport a cavalry unit (with lances) into the rear of a unit and charge for impact hits. All for 2 command points!

No argument here, and that's the perfect use for the spell. ;)

It's also an entertaining spell when the casting roll goes awry. I really enjoy it when my opponent's bad things result allows me to blink one of my own units into an advantageous position [or out of a bad one] or to move an enemy unit into a compromising situation [I'm a big fan of counter-casting!].

MrGonzo wrote:
- Mysterious are the ways of the dice! ;D

:)


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 Post subject: Re: MAYHEM expanded!
PostPosted: Tue Jul 29, 2014 7:02 pm 
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MrGonzo wrote:
He just wants to make his super powerful djinn even more bad-ass and seal it with an official stamp! Hahaha ;D


I wouldn't do that, would I? >:D

This is what the Djinn looks like:

Djinn Mvd8, CQd6, BAR d10, Behemoth, spear, shield, push back.

Pretty tough(It did do wonders in its first game!), but nothing 2 units being blinked into its side and rear can't deal with, eh Mr Gonzo?

bombshell games wrote:
Impact can be very strong. Here are some thoughts on dealing with it:

1. Remember that a unit must begin its turn unengaged to perform an impact. So, if you use Overdrive and quick moving units to engage enemy cavalry/chariots first, then impacts are no longer a threat. ;)
2. Swarms- especially when combined with #1 above.
3. Units that have both the beast and fast cavalry unit designations are the bane of cavalry and chariots. I like to throw in the flyer upgrade for good measure! :D As always, use with #1 above...
4. Using volley fire to drive back cavalry/chariot units can, at a minimum, help you delay impacts and cost your opponent Cp. Clever use of drive back can open enemy units to more dire consequences.
5. Spears with ranked fighting and the ready action are usually pretty effective. Perhaps you just had some bad dice rolls!

The power of improved impacts is truly impressive when harnessed! I for one look forward to hearing when one of you finally manages to make it work for you. >:D ;D


These are some very good suggestions for dealing with cavalry! I'd not noticed point 1. in the rules at all... Sounds like fast moving units with spears moving to engage cavalry, even if you don't necessarily have the points to then fight in melee, really is the way to go ;)

The thought also strikes me that Heroic flying skirmishers with their 360 move would be fantastic at hitting Flanks and rear, flying straight over the enemy before turning and engaging!

Blink is wonderful, but isn't the only spell - summon is great for effectively doing the same as blink only with a brand new unit! Not to mention Time Stop or a Battle Sorceror to use all those Magic points to send your favourite behemoth on a rampage!

One quick rule question, possibly in the rules but didn't spot it:

Can units move through friendly units, so long as they have enough movement to completely pass over them?

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 Post subject: Re: MAYHEM expanded!
PostPosted: Tue Jul 29, 2014 11:00 pm 
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Mark W wrote:
This is what the Djinn looks like:
Djinn Mvd8, CQd6, BAR d10, Behemoth, spear, shield, push back.

Pretty tough(It did do wonders in its first game!), but nothing 2 units being blinked into its side and rear can't deal with, eh Mr Gonzo?


That is a nice build! Now, you just need to make him a sorcerer. I mean... it fits thematically- right? >:D ;D

Mark W wrote:
These are some very good suggestions for dealing with cavalry! I'd not noticed point 1. in the rules at all... Sounds like fast moving units with spears moving to engage cavalry, even if you don't necessarily have the points to then fight in melee, really is the way to go ;)

The thought also strikes me that Heroic flying skirmishers with their 360 move would be fantastic at hitting Flanks and rear, flying straight over the enemy before turning and engaging!

Blink is wonderful, but isn't the only spell - summon is great for effectively doing the same as blink only with a brand new unit! Not to mention Time Stop or a Battle Sorceror to use all those Magic points to send your favourite behemoth on a rampage!

The rule for having to begin the turn unengaged to perform impacts is on page 22 inside the cavalry description. I can see how you could miss it as there's quite a bit of important information in a relatively small space.

Heroic flying skirmishers are expert at flying over enemy units and charging into the rear of their formations. It makes them so dangerous. For your purposes, equip it with spear and you can hunt down both behemoths and cavalry with the added option to switch targets and threaten a general or other hero.

As you noted, summon is like blink with the added benefit of gaining an extra unit on the table. Not only that, but you can summon the perfect counter unit [assuming you have one waiting]! The Time Stop/Battle Sorcerer combo has so many possibilities!! Your on the right track to some real nastiness. Just think about adding bound behemoths and constructs to your equation... ;)

Mark W wrote:
One quick rule question, possibly in the rules but didn't spot it:

Can units move through friendly units, so long as they have enough movement to completely pass over them?

No. Only flyers and heroes [not heroic units] are able to pass through other units if the have enough movement.


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