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Post by killroundears on Jan 16, 2018 7:07:48 GMT
Hi there,
i'm thinking of writing up some of my thoughts on my best warcasters/locks that i have the most experience with because i've noticed that overall there's barely any new tactics stuff that gets written.
What do you think are the most important things to put emphasis on in these kinds of guides? My general target audience for them would be for new to intermediate players as i don't think i can teach any high experienced players much of value in comparison.
Theres a lot of things like general gameplan, positioning, list construction, good / bad match ups, list pairing potentially, clever tactics unique to the caster etc.
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xadmar
Junior Strategist
Posts: 173
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Post by xadmar on Jan 16, 2018 16:33:22 GMT
As a long time player that's been getting into Circle more I would say any special tactics for the caster like the hell-mouth pull of Wurmwood with step by step and or pictures would be great. I think the reasons why the caster is good at doing X and why he likes having specific models calling out synergies. Good bad match ups can be very important, like saying 2Una's high def griffons can be bad against Cygnar because pow 10/12 e-leaps because they can shoot their own models in the butt. I find a lot of times people give bad match-up advice in a bit to general terms.
Edit: Originally thought this was posted in the Circle forum so that is why it was specific to Circle.
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Post by chillychinaman on Jan 16, 2018 17:14:51 GMT
For me, I like guides that contain tricks and synergies, especially one's that take advantage of wording for unique effects. An old favorite from Mk2 was to use Legion's Slipstream animus while charging a friendly model for a targeted slam.
Personally, things like positioning and target priority are better left to learning through experience, while specific techs and combos can be more readily learned.
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Cyel
Junior Strategist
Posts: 685
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Post by Cyel on Jan 16, 2018 19:17:03 GMT
As long as you avoid truism that so many "guides" thrive upon ("this model has low DEF so it will be easily hit by attacks!!! It also has Weapon Master and ok POW so it's good vs ARM!!! And it's on a large base so it may be difficult to hide!!!" Thanks Captains ;] ) it's good to go IMO Practical tricks, positioning, non-obvious strengths and weaknesses, common mistakes, gameplay advice vs painful match-ups, would be all nice to include for me.
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Post by LoS Jaden on Jan 16, 2018 19:32:47 GMT
As a long time player that's been getting into Circle more I would say any special tactics for the caster like the hell-mouth pull of Wurmwood with step by step and or pictures would be great. I think the reasons why the caster is good at doing X and why he likes having specific models calling out synergies. Good bad match ups can be very important, like saying 2Una's high def griffons can be bad against Cygnar because pow 10/12 e-leaps because they can shoot their own models in the butt. I find a lot of times people give bad match-up advice in a bit to general terms. Edit: Originally thought this was posted in the Circle forum so that is why it was specific to Circle. I did a video of how to double hellmouth it's on Youtube.
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Post by LoS Jaden on Jan 16, 2018 19:34:18 GMT
I, too, started writing to fill the void of the tactic-less Warmachine Content out there. We're doing our best at loswarmachine.com
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Haight
Junior Strategist
Posts: 396
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Post by Haight on Jan 17, 2018 0:31:48 GMT
A good guide goes into lots of detail, and is something a novice / green player can pick up and go "Oh my god, this makes so much total sense."
If you are speaking in jargon that only vets understand, or not taking the time to explain things that might seem obvious to people who have played the game for a while, then the guide is not top notch quality. Because most people that use guides are not long standing, ultra high level players ; they're people either looking for a primer, confused on how things go together or why, and some exposition does wonders to help your guide.
To me guides should be the anti-twitter. Take as long as is required to present a clear line of logic and argumentation with examples. That said : make your points, and use exemplars, but don't belabor points either.
A good guide should use the SWOT method: it should address Strengths, Weaknesses, Opportunities in the Meta, and Threats to it in the Meta.
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Post by Vyngynce on Jan 17, 2018 0:32:43 GMT
This is a great question. The hard part about answering it is that there are a lot of correct answers that vary widely from each other.
I think the motivation is what I would focus on first. What was it that first made you think about writing a guide? Do you see a common need for better information? What is the piece that would fill that void? Those are the kind of questions that help me as a writer. Usually, if you retrace your steps to that initial spark, you will find the type of guide you want.
So in terms of Warmachine, find one angle and start there. Miniatures games are like massive polyhedrals. Start by trying to work out just one facet of the game, the one that inspires you, then work your way around.
Anyways, best of luck, and happy wargaming!
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xadmar
Junior Strategist
Posts: 173
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Post by xadmar on Jan 17, 2018 15:38:21 GMT
I, too, started writing to fill the void of the tactic-less Warmachine Content out there. We're doing our best at loswarmachine.com I know Charlescarmichael its what inspired me to say "this was helpful". :-D Don't worry I still read your blog even if you have gone to the Grym.
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Post by macdaddy on Jan 17, 2018 16:34:22 GMT
I, too, started writing to fill the void of the tactic-less Warmachine Content out there. We're doing our best at loswarmachine.com Your doing the Lord/wurm/creators work over there
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Post by LoS Jaden on Jan 17, 2018 21:31:09 GMT
Thanks guys ^.^
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Post by leotherat on Jan 18, 2018 13:59:27 GMT
Just one request- please use proper names and not nicknames/slang. There are only a few things more exasperating than not knowing what the author is talking about and having to interrupt a train of thought to look something up.
edit- you could add nicknames/slang at the end of the article so that if the reader encounters them later they'll know to what it refers.
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Haight
Junior Strategist
Posts: 396
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Post by Haight on Jan 18, 2018 22:22:14 GMT
Just one request- please use proper names and not nicknames/slang. There are only a few things more exasperating than not knowing what the author is talking about and having to interrupt a train of thought to look something up. edit- you could add nicknames/slang at the end of the article so that if the reader encounters them later they'll know to what it refers. Expounding on this, acronyms are fine, but use the full proper name and then the acronym in a parenthetical statement with quotes. This signals to the reader that thereafter you refer to that entity as the acronym, but it stands defined. I.e. : I like Arcane Tempest Gun Mages ("ATGM"), and this guide will focus on how you can use ATGM in your lists. Like that. Avoid nicknames altogether. That's cool kids club territory and takes away quality from a guide. I.e don't refer to asphyxious1 as "gaspy". This is fine in general threads and facebook, etc, if you must use nicknames, but clarity is king for guides. Explaining the (often dumb) reason a thing is called it's nickname on the internet adds no quality to your guide and the people who read your guide that really need your guide don't need the distraction. Either keep to proper names or define an acronym in long form as noted above.
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Post by gedditoffme on Jan 18, 2018 23:41:13 GMT
I’ve been playing war machine a while, but really just starting on hordes. I feel like I’m missing a good how to on it, really struggle to gauge how much fury to leave on the board (especially early turns where it’s just riling). First thought is exactly enough to recharge the warlock, but that gets screwed up if I need to transfer. And transfers felt so powerful when used by an opponent, but do I really want to ding up my beast rather than take a few hits on the caster? Who do I transfer to: risk killing an aspect on a cheap light, or put a few damage on a high arm heavy (who otherwise the opponent might struggle to damage) A general guide to hordes mechanics and how to prioritise would be great for me
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Post by Vyngynce on Jan 19, 2018 1:41:25 GMT
I’ve been playing war machine a while, but really just starting on hordes. I feel like I’m missing a good how to on it, really struggle to gauge how much fury to leave on the board (especially early turns where it’s just riling). First thought is exactly enough to recharge the warlock, but that gets screwed up if I need to transfer. And transfers felt so powerful when used by an opponent, but do I really want to ding up my beast rather than take a few hits on the caster? Who do I transfer to: risk killing an aspect on a cheap light, or put a few damage on a high arm heavy (who otherwise the opponent might struggle to damage) A general guide to hordes mechanics and how to prioritise would be great for me It seems that you are looking for a tutorial on fury management as a concept. What you are asking for sounds more like a tactics article than a tutorial, though. I don't think you are going to find a specific answer on how to do these things, as they are decisions that will only come up in the heat of battle. That being said, there certainly are tips and tricks to doing things that are generally true. I want to volunteer to write this article, but I'm on article 4 of a 16 article series... Also, what faction are you playing? I could probably give you some faction specific advice in a more timely manner.
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