Last week went well for games. So I decided to try something different and play with a new Warcaster. I had been warned that Skarre2 was a huge jump from Deneghra1. I had learned my other Warcaster pretty quickly as well as the cards so I figured what did I have to lose.
I set up a practice game this week so I could learn her at my own pace. I was up against our local Press Ganger who was trying Protectorate of Menoth for the first time. My opponent was my Cryx coach while another friend of ours was his Protectorate coach. This was an interesting way to do it, and ended up being like three people playing a successful two person game.
I had studied the cards before hand and sat down with another person going over all of Skarre’s abilities. When I sat down though to actually play the game I was overwhelmed pretty quickly. That being said with notes in hand I learned a few things.
Jacks are like Kitties – They don’t like water baths
I have been trying to keep my jacks a little bit away from water. Each army has different things for threat and how far they will be able to throw your Jack. For now my focus has been to not make it obvious that they have that option. I know with experienced players that won’t always work but the last thing I want to find is my Slayer in the pool without his water wings.
Jacks are like Sumo Wrestlers – Don’t be behind them when they fall.
My Skorne buddy taught me this one. He slammed me with his Titan Gladiator. This pushed my guy into my Warcaster and ended up causing my assassination. I am sure in larger games it is harder to avoid this, but in these starting point games it is something I have learned to watch for, and for me to use to my advantage.
The Best Units Use Protection – The AOE Protection Bubble:
This is a technique I was shown this week to protect my Satyxis Raiders from AOE splash damage. Forgive the artwork but I felt it would be best to draw out how it works as I explain it.
So I ran my raiders up there as fast as I could, and created the placement bubble. I call it a bubble because if you look at one of the center raiders you can see the other raiders are circled around her. Protectorate has a LOT of fire, and they certainly aren’t the only ones with AOEs. His Vanquisher for example has a four inch AOE. There is just slightly more than four inches between each of my raiders. This means that the AOE template will never go over more than one person. If it deviates it again will only hit one model!
The other benefit comes from Free Strikes. Lets say smash wanted to run his Repenter through my Raiders to get to something later on. Since my Raiders have Reach there is no safe place for him to run. I am also in good position for counter charges if things happen to my front line, and they are still close enough to support each other.
Get up in their face, The Game Rewards it:
This was my first week playing where I really felt this. In this match I may have hedged around a pond too much; it meant that my Slayer didn’t see any action for an extra two turns. I am not saying always use your max movement, but don’t do what I did and hedge stuff so much that you can’t do anything. There is a difference between playing it safe and playing it smart. Playing aggressively with my Raiders almost won me that match. Had I chosen to be as aggressive with my Jacks I could have won.
Learn the Proper Play Etiquette and Terminology:
This helps to keep all of your actions organized in your mind as you learn your army. By calling everything out, your opponent will be happier because they understand what you are doing as well. This means they can also correct any terminology mistakes up front, because specific wording is important in Warmachine. Not everything is a unit, and a slam is very different than a charge. By stating it clearly and consistently, you are helping yourself learn the rules faster. The following are wording fixes that were recommended to me this last week. It has helped already.
Example – I am activating Denegra, she is going to target this arcnode here (points) and cast venom through it at THIS target. (Remove focus for declared cast)
Example – I am activating my Bane Thralls and issuing a charge/run order.
Change out your dice out through out the game. I pour my dice cube out on the left and as I roll, I move them over to the right. Players have already mentioned to me that they like it because they know I won’t be using “the dice that roll well”. It also helps eliminate any feeling that you won or lost a game on rolls, when it is pretty much always strategy that decides the outcome. This keeps the focus on the game not the dice.
Cycling your Upkeep Spells:
While you can choose to upkeep spells at the beginning of your turn, nothing says you can’t change where they are mid turn.
This example was proposed for a game where I had two units of Satyxis Raiders. Lets say a Deathripper had made a full advance and had been used as an arcnode to put Backlash up on the Repenter. (Backlash means that any time I damage his Repenter now, his Warcaster takes one point of damage.) The next turn I upkept the spell and use my first unit of Raiders to attack the Repenter, bringing that Jack down to one box. I want to do as much damage as possible to his warcaster this turn, so then I choose to activate Skarre. She now chooses to cast backlash on his Vanquisher which is undamaged. Leaving it on the Repenter would not make sense now; at most backlash can make his warcaster take one more point of damage, but if I move to the ‘jack with full health, I can get a point on him for EVERY attack that does damage! Skarre’s turn is over and I then activate the second unit of Raiders and attack the Vanquisher. This is a great example of how choosing to upkeep a spell, but then moving it mid turn can give you more damage or even an assassination. It is a pretty sweet little trick!
Thanks again for reading! I look forward to hearing your comments and suggestions.
If you want to read any of the other Tips and Tricks articles just click my name at the top or below and it will take you to my archive.
Cheers – Viveka