Beginners guide: The complex art of not doing

There you stand. A few games under your belt, the rules mostly make sense. There’s still a bookmark or two to reference if a unit can see out the wood for the trees. You managed to recall how Iron Resolve works last game. Even so, victory remains elusive. Take a deep breath, resist the urge to push toy soldiers around and together we can explore where things might be going wrong.

It will no longer be legal!
Whatever you do, Don’t

Some scruffy twonk once said the definition of insanity is doing the same thing over and over again and expecting different results. I can’t say the medical establishment uses that as a diagnosis tool but it’s a handy mantra for wargaming. I remembered this around the fourth game my Clansfolk Horde pushed forward and fled after being charged in the flank.

Take some time to reflect on your battles and identify a few recurring problems. If you keep getting hit in the flank, stop taking the bait intended to draw you away from shielding units. If flying units give you the run around, try adding ranged units or items. If your troops are failing to hit units with Ensnare, resolve to stop charging them in the front. None of this will make you a winning general overnight but it can be a handy step on the journey.

The key takeaway is to develop your skills by acknowledging and avoiding your regular mistakes. Start making entirely new mistakes. When you learn to see the myriad slip ups you make, you’ll notice when your opponent makes them.

I love this lil’ dude
Don’t mistake doing for not doing

The game is simple right? You shoot the enemy whilst moving up the board then charge them? Well… not exactly. As a new player it’s tempting to push forwards and take ground. That’s the way things happen in the movies, hordes of warriors clashing in mortal combat. What the movies don’t show is the hours of planning, marching and waiting that lead to the decisive melee.

You’ll notice experienced players measure the charge and shooting ranges of opposing units. These distances are often referred to as ‘Threat Ranges’. Literally the range within which a particular unit represents a threat to opposing units. It can feel strange watching heroic knights engage in battlefield dressage or mighty trolls stop for a picnic. Take a moment to look at what is happening elsewhere on the board. Are they waiting for a flanking unit to get in position? Waiting to see if you will move a unit into their charge arc? Perhaps holding back to protect a more valuable unit?

You won’t get this right first time. Reading the intent of your opponent is something that comes with time and experience. Just take it slow, measure those Threat Ranges and think how your own units can be doing without doing.

No, seriously, I he’s adorable
For more information please reread

The rulebook is a lot to take in at first. Several pages of magic items and special rules compete with hundreds of unit entries. When you start reading articles on how to up your game there is even more information ready to swirl around your brain. Oftentimes it benefits us beginners to reopen the rulebook and have another look.

From personal experience I had read the Northern Alliance army list forwards, backwards and even upside down. Despite this I still managed to miss the fact Pathfinders had the Stealthy rule. I assembled four regiments by sunset that fateful day. The purpose of this section isn’t to bore you with anecdotes (at least not exclusively) but to encourage searching the rulebook for solutions or ideas. If you find a beloved unit lacking, maybe you missed a hero designed to buff their abilities? If you struggle to discern your opponents deployment strategy have you considered a Scrying Gem?

Am I suggesting you ignore community support? Gosh no, please browse the articles on Dash 28 and seek help on the Mantic forums to your heart’s content. Your quest for improvement benefits as much from a combined arms approach as your army does.

OMIGOSH look at his lil’ hat <3
In conclusion…

Breathe, slowdown, analyse, consider and above all pause. Have a clear purpose for your actions. Consider the reasons an opponent has acted. Study the rules again and again to uncover their nuance as your experience grows. Eventually you’ll be nodding sagely when some absolute mad lad suggests playing a Halfling list without a Sauceror.

About Jessica Townshend

Jess has been wargaming since the close of the 20th century. When not building tanks from plasti-card she can be found staring in terror at her painting backlog. Rumour has it she can explain THAC0.

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