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Post by darrwood on Oct 25, 2017 15:32:42 GMT
Just to add 1 more item... Practice Deployment and Turn 1 "unpacking" at home. Typically, your Turn 1 isn't going to vary by much, regardless of what your opponent has. The only difference would be how far you advance. I say this as someone who played Kreoss2 Tier 4 list back in MK2 and was able to Deploy 50 models, Advance Move 18 models, and complete Turn 1 all in under 10 minutes. And yes, I practiced this at home... not so much for the time of it all, but to make sure that the model positioning was good. If you go first, this is super easy. If you go 2nd, you need to worry a little more about counter play and potentially absorbing the first hit. But both can be fairly 'automatic', barring crazy threat ranges and niche lists (e.g. going 2nd against double cavalry). I really want to Echo this comment. Learning your normal deployment, and what goes where is huge. From there, getting your first turn down really well helps. I play dude spam, and can usually complete deployment and turn one in about 5 minutes. It comes down to having a standard system for deploying troops, and knowing where your spells are going to go. It no longer is a debate, "I put this upkeep here, and this one here." You also learn to place your arc nodes where they need to be etc.
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demonic
Junior Strategist
Posts: 649
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Post by demonic on Oct 26, 2017 6:58:36 GMT
Just to add 1 more item... Practice Deployment and Turn 1 "unpacking" at home. Typically, your Turn 1 isn't going to vary by much, regardless of what your opponent has. The only difference would be how far you advance. I say this as someone who played Kreoss2 Tier 4 list back in MK2 and was able to Deploy 50 models, Advance Move 18 models, and complete Turn 1 all in under 10 minutes. And yes, I practiced this at home... not so much for the time of it all, but to make sure that the model positioning was good. If you go first, this is super easy. If you go 2nd, you need to worry a little more about counter play and potentially absorbing the first hit. But both can be fairly 'automatic', barring crazy threat ranges and niche lists (e.g. going 2nd against double cavalry). I really want to Echo this comment. Learning your normal deployment, and what goes where is huge. From there, getting your first turn down really well helps. I play dude spam, and can usually complete deployment and turn one in about 5 minutes. It comes down to having a standard system for deploying troops, and knowing where your spells are going to go. It no longer is a debate, "I put this upkeep here, and this one here." You also learn to place your arc nodes where they need to be etc. you should also add that it limits the amount of time spent thinking about terrain features and scenario as well. Since you know your "standard" you can immediately begin to prepare location while looking out at the board. People who play factions like Skorne and Menoth, the ones that do not have flying or a very large lack in pathfinder, ghostly, and incorporeal models, always have to be conscious of where the water, rubble, obstacles, and forests are. It can really hinder your first turn, as well as the next few there after. During play, it can also grind you to a halt as you painfully measure every inch your damn base is stuck inside of it x.x; All of it taking more time -.-
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