Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

79917 Posts in 5722 Topics- by 8203 Members - Latest Member: EdiebCrosby

May 22, 2013, 06:29:56 AM
The Official Anima ForumsAnima - TacticsDark Factiona sleight advantage?
Pages: 1 [2]
Print
Author Topic: a sleight advantage?  (Read 4158 times)
Rust
Newbie
*
Posts: 37



View Profile
« Reply #15 on: December 20, 2006, 06:06:42 PM »

Yeah, every good gamer knows "hit the medic first".
Logged

A chain is only as strong as its weakest link
Kaito Fujiwara
Jr. Member
**
Posts: 55


Samurai of Eternal Snow


View Profile WWW Email
« Reply #16 on: December 20, 2006, 07:16:52 PM »

however, the "hit the medic first" weakness may end up being a trap in the hands of a clever gamer, like yours truly
Logged

"You win battles by knowing the enemy's timing, and using a timing which the enemy does not expect" - Miyamoto Musashi
Dogmeat
Newbie
*
Posts: 11



View Profile Email
« Reply #17 on: December 21, 2006, 03:39:37 AM »

Yeah, every good gamer knows "hit the medic first".

Personally, I subscribe to the "Hit the biggest enemy thing with overwhelming force.  Then mop up the healers."   Cheesy

(*edit2* Rule clarified, you do have to beat targets armour, ie cause hit point loss, for dooom to kick in...so i am not going nuts after all ;P )

Yep.  My bad.   Roll Eyes
Logged
gutz
Jr. Member
**
Posts: 57


its all too easy

fangtastic13
View Profile Email
« Reply #18 on: December 22, 2006, 01:28:37 AM »

however, the "hit the medic first" weakness may end up being a trap in the hands of a clever gamer, like yours truly
just don't make it blatantly obvious in setup that its the plan and you should be fine.
Logged

"you're right, I'd rather fight for my life than live it."
-commander gutz
Meliondor
Sr. Member
****
Posts: 354


View Profile Email
« Reply #19 on: April 04, 2007, 08:42:09 AM »

OK, I played today and won easily with the light site. My character both waited for the dark characters to come and the first 3 turns I only casted shield on Kronen, so that he had shield for the rest of the game.
The distance betweeen the Armys was 38", so he had to run 2 rounds to come into shooting range and had of course not enough points to shoot. In round 3 Kronan took the shots for Evangeline to prevent her from range takes. In round 4 Evangeline casted shield on herself and was able to dodge a shoot from the girl, Kronan fought against the other guy...a few rounds later the bad guys were not able to kill Kronan. The girl was not able to hurt him, so she tried to reflect damage, the other guy tried his 9 -9 Attack...and made not realy much damage, after 2 good hits from Kronan (ok, this took 3 rounds...) he died and Kronan was able to resist the bad spell from the girl...and killed her in the last 2 rounds.
Evangeline lived very long and was able to protect herself against the girl (5 attack +  d10 against 8 defense +  d10 + the armor speel made her quite tough), while the other guy was fighting against Kronen and was unable to go away (missed it 3 times *g*).

So the light faction has a good chance to win and of coure the game was a lot of fun. Oh and the rules were quite easy to understand, so good work!.

Meliondor
Logged
Hiro
Hero Member
*****
Posts: 3734


Everything for justice!

bigdeath
View Profile
« Reply #20 on: April 17, 2007, 04:38:33 PM »

any balance game with players that use the correct tactics for their side will reduce to a game of chance and I believe that is exactly what happens with the starter decks. the dark side needs those range attacks because they don't get any spells to heal.
Logged



Pages: 1 [2]
Print
Jump to:  

Theme orange-lt created by padexx