Friday, October 31, 2008

Wargaming: Basic Strategy

Most tabletop games are about thinking strategically. This makes sense, considering that you're sitting at a table, there aren't a whole lot of other things you can test. Wait, arm wrestling happens on a table. Is beer pong a tabletop game? Okay, so occasionally strength and maybe the ability to bounce a ping pong ball and resist the effects of alcohol. But mostly if you're sitting at a table, it's a contest of minds.

The most obvious example of this is war games. In a war game you're pitting your little dudes against an opponents little dudes, seeing who can kill the other dudes the fastest. Except sometimes you're not. Here's a breakdown of things to do to keep from getting completely spanked at war games:

1.Keep the objective in mind. While you're playing, your goal is to win. Not to kill the other guys general. Not to take out that squad of snipers on the hill. Accomplish the objective. If you have to protect a certain area, don't send half your army chasing one guy. If you need to take something, don't do that either, unless he's holding the objective. In that case, send most of your army after him. It's easy to get caught up trying to accomplish a specific goal and forgetting what your actual mission is. Don't do that. In Warhammer 40k there's a mission called "Cleanse." The tables divided into four quarters, and you have to vie for control of them. A wise man once said "hold two, contest one." For those of you keeping score at home, that gives you two and a half of the four quarters. That's all you need to win. Don't waste time trying to dig your opponent out of the one quarter he's dug into like a World War One doughboy. Take his other quarter.

2.Don't play his game. Don't get into a pushing match with a sumo wrestler. You'll lose. If he's got some big close combat monster headed towards your line, charge it. Let your big guns take him out. If your opponents army excels at something, force him to do the other. If they've got great artillery, close with them. If they're great melee fighters, keep your distance.

3.Be evasive. Don't slam up against your opponents lines like some schmuck. Move around him. If he's defending an objective, and sends out a Daemon Prince to meet you, don't let it charge you. Split your forces and go to either side of the thing. Now suddenly he has to choose between engaging one of your units, or pulling Mr. Hellface back to protect the objective. That's three options, none of which work out nearly as well for him as "tie up half the opposing force with my close combat monster." Be flexible.

I may attempt to expend on this or add points in a future post, or I may just let you find advice from someone better qualified. Either way, I'll see you Monday.

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