Rambles, stories and thoughts from a finnish wargamer.

Sunday, September 11, 2011

Memory list for Menoth (+ WM in general)

I played couple games today. First one I won and second I lost. Both were great games, but I learned more from the loss than from the win. That's how it is usually. Few of my mistakes were forgetting and not thinking through some things, but I lost because of my tactical choices, not forgetfulness. Still I thought it would be a good thing to write down a memory list for the future. ;)

1. For Menoths sake, remember his eye! That +1 can be critical!
2. Remember to plan your activation order so that your support pieces can be utilised. Activating 'jacks before choir sings battle hymn is a bad mistake, but easy one to happen in the heat of battle.
3. Wrecked 'Jacks leave wreck markers! Those ARE going to hamper your movement in the future, so include that in your plans! /Edit: They also provide cover! (Thanks Pseudok!)
4. You can still shoot with destroyed arm systems. You just roll one dice to hit and damage.
5. Remember that you have an array of power attacks for your 'Jacks, especially those with open fists. This brings a lot of versatility.
6. Never forget the scenario objectives!
7. Remember damage types and models immunities, both yours and the opponents.

Those are the ones that I can think up with this sitting, if you have something to add, post a comment! I'm going to update this list when new things come up. It might just help me to remember these better.

I feel that my game is getting better and steadier all the time, but I still have so much to learn about this game. That's what makes it interesting. :)

1 comment:

  1. I thought I could comment on number 3: Remember that while wreck markers hamper movement they also provide cover against shooting. Wrecked warjacks actually shape the battlefield quite a lot!

    And on number 6: Easier said than done :P


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