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 Post subject: Games end up in scrums?
PostPosted: Wed Jan 25, 2017 3:14 am 
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Noxius

Joined: Wed Jan 25, 2017 3:06 am
Posts: 1
Played my first few games tonight, and I noticed the game seemed destined to form a tight-packed knot somewhere on the table. There was no reason to spread out or use the space, so the fights happened equidistant between the two most dangerous pieces of terrain (In this case, a pit and a Lion).

This also had the side effect of making it very difficult to actually push people into things. Not only were most models ~4+ inches from a terrain piece, they were packed together so pushes couldn't extricate them.

Is this how the game is meant to play, or were we doing something wrong?


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PostPosted: Fri Feb 03, 2017 1:43 am 
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Crudus
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Joined: Wed Nov 02, 2016 8:49 pm
Posts: 103
Patyrn wrote:
Is this how the game is meant to play, or were we doing something wrong?


I totally missed this thread:

So first off, I wouldn't say you're doing anything "wrong", just learning how to play ;). My first games ended up being slugfests in the center, and I was worried it would be a game about dice rolls and damage.

Once you become more familiar with the character abilities, you'll be making more intricate decisions about creating threat zones, positioning correctly, managing fatigue and reactions, etc.

Also, I will ask, what size was your game? I find 3v3s to be more scrummy, and 5v5+ to be more dynamic.
What faction were you using?


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PostPosted: Wed Mar 01, 2017 5:38 am 
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Viridis
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Joined: Fri Jul 29, 2016 4:38 am
Posts: 1484
Location: Scandinavian Denmark
You could also play scenarios that have victory conditions other than just "kill all opponents". Damnatio, Vinculi and Geminae all seem to be scenarios that have victory conditions that are somehow related to positioning, and aren't just about mashing models together in the centre and seeing who wins.

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