I'm glad that you got a couple of keeps on the table!
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.
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!

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.
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!

