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Re: (TFT) Solo-Playing the Opposition in Melee / Wizard



Well, archers are always going to try to stand off, pole guys want charge attacks, everyone wants back shots, etc. That said, one of the more useful thnings you can do is to make a deck of cards that have different plan options on them, and draw randomly. For example, does that side concentrate their attacks (in order to quickly reduce attacks against themselves), or do they spread themselves out (looking for the lucky hit). How do they choose opponents? By armour? Weapon? Wounds? Do their non-archers charge? Wait? Only wait if there's no opposing archers?

This will help you to play optimally within a plan, which is very useful in campaigns where the object isn't always to kill the other side.
Neil Gilmore
raito@raito.com

Quoting gem6868 <gem6868@verizon.net>:
Gang,
I'm playing solo these days, mainly.  I hope to get friends involved in
Melee / Wizard as it will suit our time / energy levels.  But I want to be
able to lead them into it cleanly so I'm re-learning the rules. One thing I do try to do is play the enemy as best as possible. Once combat is engaged, it is likely that there are only a few sensible options. However, the initial approach to a combat can be crucial, especially considering the charge of spear-armed figures and engagement of archers. What I've tried to do is focus entirely on moving the first side according
to a 'plan' they might have, and then totally switch to the other side as
they "react" to their movement.  When there are 2+ logical choices, I try to
dice it off.  Still, it is just me playing both sides, so unless I spot and
exploit an error I made it is a bit predictable. Anyone have interesting ideas for keeping solo play fresh and exciting?
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