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 DiskWars Advanced Issues 2: Range Considerations
All the great special abilities in the world are useless if you cannot deliver the goods to the front. Movement times size gives you the approximate range that a disk will travel (not counting the slight addition the edge gives per flip).
There is much discussion on the DiskWars list about whether, or not, multiple movement bonuses are good for the game; but the reality is that they are possible and should be considered both when making and breaking armies. Case in point is the "One Turn Spiderbeast Win" (OTSW), wherein a Spiderbeast is given multiple movement bonuses and then is Teleported precisely onto the opponents Homeland disk. The current ruling/clarification is that you cannot bring in reinforcements if your Homeland is completely covered, so as not to allow you to overlap the Homeland while bringing in the reinforcements. Any 4" disk is game, although survivability (vis-a-vis what you land on) may become an issue. Another case in point is the tournament winning Nuclear Soul Leech Bomb. A mixed evil army, it's main purpose is to send a movement enhanced Battlewagon (often flying) full of Soul Leeches into the middle of your army where they jump out, get themselves killed, and take most (if not all) of your army with them in the blast. A primarily evil variation puts 3 Soul Leeches, a Floating Head, and a Lowland Twister onboard. The Floating Head goes off to activate everything within a 6" radius, and the Lowland Twister is positioned on top of one Soul Leech. This guarantees the Soul Leech's destruction, while the opponents army cannot run.
Don't think that Evil gets to have ALL the fun in this game.... Super sped up Fairy Swarms (guaranteed to pin just about anything for four turns), and flying, sprinting Tree Ents are among the deviltry that Good can deal out. Not to mention what Mahkim can do when the Keeper of the Mist casts Incite and Zip on a bunch of Swamp Behemoths. Six movement, swashbuckling, 6 Attack, 10 Defense, 7 Toughness, and 2 Wounds.... You can always make Crawling Limbs out of what's left of your army....
So, what does "movement 2", "movement 4", "movement 6" really mean? It all goes back to range. Below are representative disk sizes and the resulting range cross tabbed with the movement rate (results in inches):
Size
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M2
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M3
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M4
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M5
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M6
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M7
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M8
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M9
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M10
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M11
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M12
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M13
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M14
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M15
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M16
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1.75
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3.5
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5.25
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7
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8.75
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10.5
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12.25
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14
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15.75
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17.5
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19.25
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21
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22.75
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24.5
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26.25
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28
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2
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4
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6
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8
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10
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12
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14
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16
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18
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20
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22
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24
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26
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28
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30
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32
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2.5
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5
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7.5
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10
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12.5
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15
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17.5
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20
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22.5
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25
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27.5
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30
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32.5
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35
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37.5
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40
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3.5
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7
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10.5
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14
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17.5
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21
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24.5
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28
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31.5
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35
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38.5
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42
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45.5
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49
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52.5
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56
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4
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8
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12
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16
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20
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24
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28
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32
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36
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40
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44
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48
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52
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56
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60
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64
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You think Movement 16 is outrageous?! Not really. Let's see how far we can scoot that 4" Spiderbeast.... He/she/it(?) starts out with Movement 3 for 12 inches. No threat so far. But most scenarios start you out with 6 disks, so let's add some friends to Spidey's side... hmmm... how about Farrenghast (a level three spellcaster) with freeze and teleport in the spell book; 2x Zocchi Dragons (+3M and flying to a disk); and a Priestess of Xaarrx (Sacrifice to remove the activation markers from three units). Zocchi the Spiderbeast twice and cast freeze; sacrifice the Priestess, move the flying Spiderbeast 36" and Teleport another 12" for a total of 48" of movement!! That's 4 feet before your opponent can blink his eyes. Teleport lets you place the disk, so you can see how one can get on that homeland so fast. Yeah, and that's only movement nine. How about the super speedy Galzurq Rider? A level one speed spell and two elven bards send this bullet train 40 inches into your rear. Zocchi instead of speed and that wacky bird is flying.
Range is not all about surgical strikes and first turn wins. Knowing just how far your, or your opponent's, disk can move reaps one many benefits. What units can stay outside of the 12" archer range before swooping in to rip the arrow boys to shreds? How far can my cavalry react to opposing unit incursions? Where can I position my flyers to control the oppositions movement? Such answers often win battles.
On the other end of the stick, consider the unit Centaur Archers. This is a 2.5", movement 5, missile archer 2, that can fire even if activated. If I want to get rid of a pesky unit(s) hiding in the back of an opponents army, I will (preferably) wait till I activate last and my opponent has run out of activations. I can advance the Centaurs 12.5" AND fire an additional 12". That's 2.5 feet of range! Very handy, in that you could then use your first three activations (in the next turn) to remove the Centaurs from harms way. This works well on flying units too.
Use these tips while constructing your next army. It should increase your bag of tricks and (hopefully) show a new, and unexpected, facet to your opponents. Remember these words the next time you face two Urkan Hordes and two Urotok Warriors for those Hordes will move at least 26.5 inches....
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