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Tips & Strategies (4)
Tips & Strategies (4)
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Don’t be shy about dumping a bunch of Order Markers on a single squad. In competitive play the guys who are brand new very often will spread their OMs out across their entire army. You have 2 squads of Marro Stingers and want to use them to attack your opponent’s Major Q10? Don’t be shy. Put two or maybe all three of your Order Markers on the Stingers.
Spreading out your OMs can be fun and is sometimes wise or necessary. But don’t do it without considering putting more than one OM on the same card.
… Here is one of the things you can do with order markers.
Use Order Markers 1-3 as normal. Use *two* X markers, instead of just one. After you and your opponent have both used OMs 3, take one additional turn using one, not both, of your X markers. You pick which.
I’m a fan of using competitive-type rules and setups now. But a couple years ago, when the kid was littler and we just liked piling up huge armies in ridiculous slugfests that could last a couple days, that was a fun way to make it a little more simluation-y and less game-y.
Free for alls where the winner is last man standing are a train wreck. It ends up being more Diplomacy and less Heroscape, and people will (just like Diplomacy!) get angry at each other and gang up on the leader or turtle and it will be irritating.
Some people play you win if the person to your left is eliminated. So you kill him, and defend yourself from the player on your right. That’s not bad, but I *highly* recommend this system, which works if you can find a couple pencils and some bits of paper:
Track how much damage you do. In a tournament it’s called “partial card scoring.” The guy who does the most damage wins.
If the Krav Maga Agents are worth 100, and there are three in your opponent’s squad of them, and you kill one of them, you get 33 points. If your opponent’s hero has 4 life and is worth 120 points, and you attack the hero and do 3 damage, you get 90 points. And so on.
Whoever does the most damage wins.
Even more so than with 2 player ‘Scape, this format discourages turtling. It leads to fast, wild games, where the incentive for every player is to lay it all on the line fast.
Don’t put your 3 and your X on the same card. If you do, after you play your 2, your opponent will know where your 3 is.
It seems obvious, but this is something a casual player will easily overlook. Or at least, I didn’t figure this out until I’d been playing a long time.