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Monday, June 27, 2011

Game Theory; Psychology

When you play a game of Warmachine, you simultaneously engage in another game, though many do not realize it. This game is called psychology, and it will make or break a game in seconds. Playing Psychology is also a dangerous game, and you can suffer some real life consequences if you mess it up.
  • A military operation involves deception. Even though you are competent, appear to be incompetent. Though effective, appear to be ineffective.
    - The Art of War
Alright so quoting Sun Tzu is about as unoriginal as it get's, but the man had a lot of things going for him. I've been an active wargamer for fifteen years, so though I'm still new(ish) to Warmachine, I'm a veteran at miniature wargames. This means, that when I face players with years of experience, they tend to underestimate me. These are players with years of Warmachine experience, but when they assume they're in for an easy fight, they loose a game they should have won.
  • For to win one hundred victories in one hundred battles is not the acme of skill. To subdue the enemy without fighting is the acme of skill.
    - The Art of War
When playing Psychology it's vitally important that you do not lie. When someone asks me about my Scavengers, I truthfully tell them, that I think they're amazing, but most people on the forums disagree. If someone asks me why I think they're amazing, I will explain it, but they either don't ask. or stop listening after the words melee light jack. Then I lean back, and watch his assumptions cost him a game.
  • If your opponent is of choleric temperament, seek to irritate him.
    - The Art of War
As I explained in my article about Water Theory, it will cost you the game to loose your temper. This also means, that making your opponent loose his, is a great way to gain an advantage. In order to do this, you must make very certain that you annoy him on the table. Annoying people away from the table makes you an complete twat, but annoying them on the table is perfectly acceptable. There are thousands of ways this can be achieved, and since the optimal course of action is unique for every opponent, I'll leave that up to you.
  • Build your opponent a golden bridge to retreat across.
    - The Art of War
 It has won me several games. If you have a close game, then attempt to dictate your opponent actions, by supplying an opportunity that is not quite as golden as it looks. You could give him a way to retreat, and then win on scenario, or give him a poor shot at your caster, which will leave him open if it fails. A miniature wargame is about tactics, armies, dice, and psychology. Your opponent is a mind encased in flesh, and that is the source of his tactics. If you can play with his mind, you can win against any opponent.

Finally... don't be a Twat... It's a game, so keep that in mind. Having friends left, should be considered more important than winning, so keep this game in reserve for important tournaments.
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Sunday, June 26, 2011

Game theory

The original announcement can be found: Here

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Thursday, June 23, 2011

Mortenebra musings...

Every time I look at those Blood Witches in my list, I doubt my decision to include them. Then I think a little bit about it, and decide they'll stay. The thing is, that bringing them dilutes what the army does, and I really should just bring my secondary army to handle a bad case of "the Tough". In order to convince myself, I began thinking about ways of using the Blood Witches, to support the way Mortenebra plays.

I've not exactly thought this through yet, so I really doubt this will be any kind of comprehensive list. The first thing that came to mind, was to go through the special abilities/weapons, and think up at least one way of using them for each.

Blood Razor: It's a magical weapon, and Mortenebra could really use a few of those. In addition they get some very useful attack options, though they only function during their activation. This will free up the Warwitch Sirens to power boost, and remove that hard decision between boosting and clearing out models.
  • Blood Mist; Detonating victims to create 3" clouds, seems like a useful option. This ability is enhanced, by not being limited to enemy living models, which means that the witches can stab each other. Stabbing each other creates clouds, and gives Mortenebra a place to hide. If things aren't going well, this might very well save her.
  • Death Strike; Very useful ability, though quite weak. This allows Blood Witches to detonate living models, and cause damage rolls on nearby enemies. During Recalibration, this ability will devastate light infantry, and take it's toll on medium infantry as well. In addition it has synergy with "Blood Shadow".
  • Dispel [Hag only]; Dispelling upkeep spells is fun. Don't be afraid to hit your own models, as getting rid of a debuff is often worth a bit of damage/loss. No need to think up a way of using it here, as it's a great tool to have available.
Blood Shadow [Hag]; So we go incorporeal for a round, and everyone knows that makes them harder to get rid of. It also makes it possible to charge through them... Assuming we're having a hard time getting through a layered defense, we can use Blood Shadow, charge in, clear the first layer, and poke a bit at the second layer with death strikes. Then our Harrower can charge through the opening, straight through the incorporeal witches, and do it's Thresher/Overrun on the diminished second line.

Entropic Force [Hag]; No real reason to invent new ways of using this. It's why I'm bringing them in the first place. Do make sure, that you get her in range before Threshering a unit of Kriels.

So what can they do...
  • Defend Mortenebra
  • Remove Upkeep spells
  • Remove Tough
  • Open lanes
  • Tie down shooting units
  • Remove key models from play
 I feel better about them already.
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