Hello, and welcome back to Monday Night Mordheim, your semi-regular dosage of all things Mordheim. While I realize that I'm talking about Mordheim, there's quite a few things in 40K right now that apply as well. Which makes it difficult, since I've basically given up on GW's big box games as far too expensive to be worth the effort. So I'm probably getting some hits here from people clicking thinking I'm giving some nice crunchy advise for the 6th Edition 40K allies, but too bad. I haven't even read the rules yet. Maybe around January I'll have enough cash for it.
So in the meantime, you and I will just have to content ourselves with talking about allies as it applies to Mordheim, which is the real reason most of you are here anyway. That and the occasional rant about something I don't like in the game industry (which for right now is doing everything in a manner inconsistent to how I would do things, but that's neither here nor there). Last week I talked a bit about the Chaos on the Streets matches in Mordheim. I really love these matches, they're great for ending a round of a league, or even wrapping up a league. They bring a bunch of people together in a single game, and it plays out with allies and betrayals, and everything in between.
So I thought I'd take some time and do a bit of tactica on the different types of Chaos on the Streets matchs. So here's a numbered list! (WOOT!)
1. Treasure Hunt, Street Brawl, The Pool, and Ambush!- these are the most basic of all the Chaos on the Streets scenarios. They are basically multiplayer versions of the standard scenarios. I really think that they were included in the list to work as training wheels to get everyone used to the rule changes before getting into the more involved scenarios.
2. The Lost Prince- This is one of my favorite scenarios, even though I've rarely ever had a chance to play it. The key to this scenario is speed and toughness. You need both. Speed to get to the Prince first, and toughness to hold him. The key to winning this scenario is to team up with someone who can give you what you lack, and then reinforce them. People who are good at ranged combat should pair up with someone fast, then defend the dude who gets to the Lost Prince first from your mutual opponents. Speed people should pair up with tough people to soak up damage. This is one of the scenarios where betrayal can lose everything.
3. The Wizard's Mansion- The obvious thing here is for everyone outside the mansion to gang up on the guy on the inside, but nothing could be further from the truth. Assuming you are one of the people on the outside, ally yourself with the person on the inside. The point is to agree for the wealth to be split, equally. You might get routed early, but those other people you take out increase the ability of the person on the inside to survive and thus grab the treasure. Now, if you just happen to be the last two standing, then you might want to consider stabbing the dude in the back, to try to take all the treasure for yourself. However, only do this if you are absolutely certain that you can win, because half the take is better then none of the take.
4. Monster Hunt- This is the only scenario where you practically never want to betray anyone. Being on the same side is very beneficial to everyone. Everyone sends in one bruiser, and nothing else. This is a calculated risk. By only sending one (or two depending) of your best fighters, you are putting the rest of your warband at less risk. This allows everyone to reap the benefits of defeating the monster, and everyone's leader gets the pip for winning the battle. Now since everyone is sending people against the monster, it decreases the chance that it will kill your character, and you still have a good chance of wounding it, and if you are lucky you might fell the killing blow.
Well, I've written for a bit, so I'm off for another fun filled week of technical support, scouts, and gaming. I'll see you next time.