tag:blogger.com,1999:blog-3921669614910911724.post2765624690254451316..comments2024-03-08T14:32:18.493+11:00Comments on Path of an Outcast: Game 95 - Daemons of Chaos - 2014/01/19Swordmasterhttp://www.blogger.com/profile/09735639525894232458noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-3921669614910911724.post-23953465197780870172015-06-13T16:01:07.778+10:002015-06-13T16:01:07.778+10:00Fleeing is tricky to utilize correctly. It is a va...Fleeing is tricky to utilize correctly. It is a valid technique in my opinion and important to use, but it becomes easy to flee too much and poor positioning can lead to panic checks. A good opponent will be able to see a "flee trap" from a mile away so it's best to try to make it a damned if you do or damned if you don't scenario. <br /><br />One thing that can be helpful is to force a charge. For example, you have a chariot across the field, with dragon princes set up across from them with an eagle behind them at whatever angle you want and a unit (SM or WL) ready to assist. If he doesn't charge, you charge with the DPs which is good. If he charges, you hold and either stay in combat with help coming or break. If you break, they have to overrun into the eagle which sets up a juicy counter charge for you, or hold and reform which still gives you the charge with the nearby unit. Anytime you get to charge a chariot, things are usually going well. It can be tricky to set up, but works surprisingly well. Making it to where you know exactly where an opponent will end up is a key to great play. Same goes for denying fliers landing spots. You limit where your opponent can move making it more likely that you can accurately predict his placement. Just something I've been thinking about. I want to get better at knowing exactly what my opponent will do once I end my turn. Very difficult but something to strive for!Anonymoushttps://www.blogger.com/profile/04880233343826942633noreply@blogger.com