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Tuesday 14 July 2009

Herald Highlight: Dice is Life

Words are Ours. Warhammer is Ours. Dice is Life... is it?

Math-hammer is a core component of the game for many people, indeed I use it sometimes myself. For example, you're in the Ork Codex and you want Zogwort. What is the chance you'll get the power? What is the chance that Zogwort's Curse will go off? What is the tactical uses for each of the powers? Who would you be using it on?

It's a question of tactical chance...the chance to do something advantageous, or the chance to damage you. Everything needs to be weighed out, tactics need to be chosen before the game even begins, you need control of the game, you need control of the field. Another example, Wood Elf Dryad armies. Too much Treesinging, expensive troops... incredible amounts of options. That is, until you reach a board that isn't based around trees... then you find the tactical options limited to that single set of trees you get free at the beginning of the game

How do you adapt? Can't precisely ask your opponent if you can add 20 sets of trees at the beginning of the game... but you can't ask for a few of them to be removed either? Difficult. Stop praying for your dice gods, and start praying for an all-rounder list. Pick a race that won't crumble in Khorne's heat. Pick Warriors of Chaos - everyone knows they're a Cold list (see BoLS), which doesn't need good rolling to win. That's the sad effect of Mathammer - you pick the list that won't need calculation, or have to pick a list that relies upon such calculations. How does that work out for the hobby? Answer - not well. Not well at all.

So end it. End the mass calculations. Now

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