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 Post subject: Strategy Help (experts help the new players)
 Post Posted: Mon Aug 10, 2009 6:36 pm 
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The Dark Platypus
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Many of you who walk the internet webs of The Far Wilds forum have sage advice and time-honed skills in this game.

That information could be incredibly helpful to the exponential influx of new players, though new and old could benefit from your dissertations.

I humbly implore you to open the vaults of your mind, draw upon the wells of your experience, and share with us that which will help new players climb the curve of learning, the mid-range players become players that challenge your own gaming skills, and your fellow experts smile through the memories of their own past learning.

Here are some questions to open the floodgates:

1) What are the most important things to consider when trying to decide if you are ready to build another building or need more creatures?

2) When do you expand by building towards the center vs building a construction site in a corner?

3) What do you consider the most important aspects and traits of a character? (Armor, Heal, Attack, Health, Vision, Speed, Range, Abilities)

4) What are some of the most important lessons you've learned about the turn based strategy of each round?

5) What advice would you give to beginning players? What advice to mid-range players?

6) What are the most common mistakes you see new players making? What are the most common mistakes you see mid-range players making? What are the most common mistakes you see high-level players making?

7) What is the average air speed velocity of an unladen swallow?

8) What do you do when you encounter huge creatures such as epic veteran or bilgrim's first prototype?

9) What's the most important goal of the game? Should we try to win by attacking the opponents base or defending ours as the primary objective?

10) Anything else you'd like to say?

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Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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 Post subject: Re: Strategy Help (experts help the new players)
 Post Posted: Mon Aug 10, 2009 8:04 pm 
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Joined: Thu May 28, 2009 12:08 am
Posts: 173
Keyser wrote:
1) What are the most important things to consider when trying to decide if you are ready to build another building or need more creatures?


When in doubt, play a creature (as long as it is reasonably cheap). You can always build the building next turn in the same spot and the creature will be one turn closer to menacing your opponent.

Keyser wrote:
2) When do you expand by building towards the center vs building a construction site in a corner?


This was really hard for me when I started. I kept dropping things in corners only to have them destroyed. When you don't know what cards to expect your opponent to play, you don't have a sense of how likely the construction site is to be safe. Its much better to build a deck with some 2 vision buildings and plan to build towards the center. If you have to drop things in corners (say with a bad building draw in a limited game), try to avoid doing it with expensive buildings at all costs.

Keyser wrote:
3) What do you consider the most important aspects and traits of a character? (Armor, Heal, Attack, Health, Vision, Speed, Range, Abilities)


Speed is huge; there are a lot of creatures that are essentially useless in constructed because they are too slow. This is why Goose Tamer is so much better than most similarly costed cards. He threatens your opponent this turn, not five turns later after he finally makes it across the map. Vision is pretty big too. Being able to see your opponent when he can't see you is a large advantage.

Keyser wrote:
4) What are some of the most important lessons you've learned about the turn based strategy of each round?


If your opponent makes the last move of the round, you make the first move of the next. There are a lot of cases where you want to do something before your opponent has a chance to react by attacking before you can move your creature / moving his creature before you can attack / blocking your path / etc.

Keyser wrote:
5) What advice would you give to beginning players? What advice to mid-range players?


For beginners, pick a single domain and stick with it. Sylvan is fairly friendly to beginners, as is Death. Get comfortable with your cards, but also pay attention to what others play. As you see what cards get used against you a lot, you'll have a much better chance of figuring out what your opponent is planning.

For mid-range players, think speed. A lot of games are won by whoever can gain an early advantage since the resulting flux advantage helps dig in to exploit it. A related result is that a card that sits and clogs your hand in the early game had better be a real game winner late to be worth using.

Keyser wrote:
6) What are the most common mistakes you see new players making? What are the most common mistakes you see mid-range players making? What are the most common mistakes you see high-level players making?


Often new players have too few buildings or too few creatures; your opponent will be coming after them. A good place to start is 20 creatures and 10-12 buildings.

Keyser wrote:
7) What is the average air speed velocity of an unladen swallow?


African or European?

Keyser wrote:
8) What do you do when you encounter huge creatures such as epic veteran or bilgrim's first prototype?


Huge creatures typically require 3 domain and a good chunk of mana. Every domain has a way of dealing with creatures and by that time you should be able to afford it.
Sylvan - Charm / Ascent / Entangle
Mountain Folk - Volcano / Fissure / Negate
Death - Lysis
Elemental - Icy Encasement

Keyser wrote:
9) What's the most important goal of the game? Should we try to win by attacking the opponents base or defending ours as the primary objective?


Neither. Fight his creatures. If you win that battle, then for the most part he can't touch your base and you can mop up his at your leisure.

Keyser wrote:
10) Anything else you'd like to say?


Keep Cards?


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 Post subject: Re: Strategy Help (experts help the new players)
 Post Posted: Tue Aug 11, 2009 7:11 pm 
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Joined: Thu Mar 19, 2009 10:28 pm
Posts: 64
Well, I agree with some of that, and disagree with some.

1)
Knowing when to play a creature or building depends entirely on the situation on the board, on what kind of deck you are playing.. not a question that can be answered in a simple statement.. does your deck need to reach higher domain? are you currently behind on the board? do you have an advantage? do you think you will be able to deal with your opponent's attacks for enough turns to make a construction site? is your deck built to end the game quickly or win if it goes long? these are all the kinds of things you should have in mind in advance. If you think about these factors you'll probably make the right decision more than 50% of the time (and some other factors, but making an exhaustive list is difficult -- btw kudos for coming up with this list in the first place, I'm sure that just considering all these options will be useful to new and experienced players alike).

2)
This again depends on your deck, but I would say that generally if I interpret what kash is saying correctly I agree, you want to build such that your starting base makes it possible for you to see/control another flux well as soon as possible. another thing about playing buildings -- you should only very rarely play a building that can't see a flux well. if all you have are basic buildings then don't build a chain of them towards the middle or go drifting off in any direction. take control of the space you want to play your next building, either with creatures or by playing high vision buildings, and then play it.


3)
well it's hard to say that any one ability is outright better than another.

I sort of agree with kash but the reason it's like that is because i think to some extent they may still not have costed speed and vision properly.. some of the creatures with high speed and vision are just good value for the flux you're paying, such as thistle falcon and elven scout..

which brings up the point that it's more about the comparison of their statistics and abilities to their domain and flux costs.. look at creatures like valedune arborist, who costs only 1 flux.. its stats aren't impressive, its ability is useless, but it's a great creature (some people might disagree with me on this, especially since the market seems to value it at 1 gold). it has 4 movement and 3 vision, so it's a good early play, and often trades or threatens to trade for creatures that cost 2 or 3 flux (such as hell cat, craig scout, practically anything sylvan, occasionally the odd flame ent), and since nobody wants to trade those things for a lowly arborist, it can often keep your opponents from entering your territory with those kinds of creatures. so.. while there are particular creatures with great abilities, it matters more what kind of value you tend to get out of it..

4) nothing to add here

5) I would say that for beginners, my biggest advice is to not worry about winning and losing games for quite awhile when you first start. It's more important to figure out what kinds of plays work and don't work than the best cards and the best deck, at least for constructed purposes.. for limited play, i would say that it's important to make sure you have creatures to play in the early turns, and cheap buildings, and spells that can kill buildings or creatures. to put it a different way: don't worry about cards that are complicated and have some narrow use that might be powerful. just pick solid creatures and solid spells. for midrange players i don't know -- i consider myself a midrange player, as i still consider myself significantly worse than altren, grug, galorix, angelatheist, and many others.

6) most common mistakes I see new players make:
a) being too eager to move toward the opponent's side of the map
b) being too eager to try to play a construction site when they don't necessarily have enough control of the board
c) committing too many creatures to the board and falling behind in flux/domain development
d) being too eager to use removal on creatures that they can kill with their own creatures.
i'm sure there are more, there is plenty to learn, and i myself still make all of these mistakes, though rarely

8)
this question needs more context. if your opponent plays epic veteran but you already have 2 thistle falcons, 3 saplings, and a mosslight slor, he is still completely boned. so one approach is to play a fast enough deck that your opponent's epic veteran is useless. consider how few people actually play epic veteran in constructed. aside from having an early board advantage, you can also play a deck that directly kills the opponent's buildings, so he never gets to 3 domain (or even 2 sometimes). it is additionally advisable to pack spells such as kash suggests..

9)
While I agree to some extent with what kash says I believe that this is a narrow way to play the game. For the most part the straightforward game is about having enough of a creature advantage to play your buildings out and squash your opponent's, but i have seen great players completely ignore the opponent's creatures and rush by directly to their buildings to accomplish a strategy, such as following up with tremor, hailstorm, volcano, various spells that kill their creatures, such as cloudburst, sunburst, icy encasement, entangle, etc. consider this scenario. you and your opponent each have 3 flame ents and 3 magma chambers on the board. for this hypothetical scenario, assume that any figure can reach any other figure they choose in 1 move, just to simplify. if you attack your opponent's buildings, and they attack your creatures, then you play 3 cloudbursts, who is in the better position?

ignoring your opponent's buildings enough to allow them to develop full domain, as hinted above, is often a bad idea. you don't always want to trade your creatures for their buildings but sometimes it's the right move.


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 Post subject: Re: Strategy Help (experts help the new players)
 Post Posted: Tue Aug 11, 2009 8:38 pm 
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Joined: Thu May 28, 2009 12:08 am
Posts: 173
I should clarify about my responses that many of my answers were tailored as advice for newer players. I definitely agree with alphabetsupes that, as you gain experience, the decisions become more subtle and a variety of strategic options open up.


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 Post subject: Re: Strategy Help (experts help the new players)
 Post Posted: Wed Aug 12, 2009 12:14 pm 
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Joined: Sat Jun 06, 2009 10:35 am
Posts: 49
Alphabet, you didn't answer number 7!

Why not?


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 Post subject: Re: Strategy Help (experts help the new players)
 Post Posted: Wed Aug 12, 2009 3:40 pm 
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Joined: Thu Mar 19, 2009 10:28 pm
Posts: 64
SaintCheeseius wrote:
Alphabet, you didn't answer number 7!

Why not?


you didn't answer any of the questions, so...


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 Post subject: Re: Strategy Help (experts help the new players)
 Post Posted: Wed Aug 12, 2009 4:37 pm 
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The Dark Platypus
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Joined: Fri Jun 12, 2009 12:48 am
Posts: 951
alphabetsupes wrote:

you didn't answer any of the questions, so...



OH SNAP!

_________________
Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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 Post subject: Re: Strategy Help (experts help the new players)
 Post Posted: Thu Aug 13, 2009 3:03 am 
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Joined: Sat Jun 06, 2009 10:35 am
Posts: 49
Was that a challenge?

My deck does not normally need to go up domain
I am never behind on the board
Always have an advantage as I am me
That depends on what creatures the opponent has
Depends on which deck I'm using...
I would be in a better position as I know how to get comfortable


That was easier than I thought

Now, you answer no. 8


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 Post subject: Re: Strategy Help (experts help the new players)
 Post Posted: Tue Aug 18, 2009 5:01 am 
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Joined: Thu Mar 19, 2009 10:28 pm
Posts: 64
which of the questions did this answer?


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