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 DiskWars Advanced Issues 3: Missile Drops
There has been much debate on whether dropping missiles accurately is an innate ability, or a learned skill. With a nod to those with ability, I still believe that missile dropping is a skill that can be taught and improved upon. The Legion rulebook says the following:
Firing Missiles
The player "shooting" missiles takes an unused disk, and places the missile counters to be fired on this disk. The player then holds the disk horizontal ONE FOOT (or more) above the target, with the missile counters resting upon it. Then the player flips the disk towards the archer firing the missile. The missile counters now drop to the playing surface. Any disks upon which the missile counters finally rest are damaged. The amount of damage received is determined by the missile type.
Outside of the need to keep the center of the disk one foot above the table (if the accompanying diagram is to be believed), and the suggestion to direct the tilt towards the firing unit (I strongly suggest this to keep the drop honest), there is not a lot of guidance or direction. But, first, let's take a look at what affects the drop....
There are several factors that impinge upon one's drop: playing surface; friction; rate of drop; way of stacking; counters on target; other units on or below target; how the missile counters land; and probably a bunch of others I haven't found out yet. And, still, I have what I estimate to be a 75%+ on-target rate. So let's look at it all:
Playing Surface--- surprisingly I read of many people playing on hard surfaces!! It is absolutely improbable that one can accurately flip a disk on a smooth, hard surface, let alone keep missiles from bouncing outrageous distances. I think it is reasonable to play on a standard, bargain basement piece of felt. I keep a 6' x 6' piece with my armies, just in case the game store doesn't have one available. It also absorbs some impact from the missiles hitting the disks. Since it is also suggested in the rulebook that you use a cloth of some kind, I don't think it is unreasonable or unfair to spread felt on the playing surface.
Friction--- You know how your car really goes down the street: piston motion is translated through shafts and gears to the tires. Because of friction between the tires and street, the car gets motion. Same thing can happen when you're flipping disks. First there is friction between the stacked upon disk and the disk(s) that are stacked upon it. What I've found works best is to take a land sized disk and use the smooth side to stack upon. If you're wondering which side that is, take a look at a flat and how the disk is cut. On one side the disk is cut flush with the flat side; this is the side with the most friction due to the actual ridge that the cut produces. On the other side the cut indents the flat and creates a smooth drop off; this is the side you want to use. Make the drop by snapping your wrist straight back and up, much like yanking a tablecloth out from under a place setting (please don't try on actual place setting, unless you're a professional place setting snatcher or you own the equipment out-right). The resulting drop, minus as much friction as possible, should catch no air and land flat on the target; minimizing bounce.
Rate of Drop--- This has pretty much been addressed under the previous topic. As much as possible you need to achieve that frictionless moment of free-fall, before the missiles drop flatly to the target below.
Way of Stacking--- I've had success with a couple of different ways, usually putting the disks in no more than two stacks, near the edge of the staging disk. One could use a little strategizing, maximizing scatter to hit many weak targets, by placing the missiles in a more scattered/random pattern on the staging disk. Assuming that you do want to hit the targeted disk, keep the missiles close together. I've also put the disk in two side-by-side stacks and capping them off with a missile disk across the top. The object of this pyrimidal form is to use the top disks to land on top of the lower disk and keep them in place.
Counters on the Target--- This will come down to an agreement amongst competitors, but the truth of the matter is that the more edges and hard surfaces that the missiles impact, the less accuracy you will get. In fairness to all, I would remove the counters for the drop, setting them alongside the disks where possible.
Other Units On or Below the Target--- You're not gonna be able to do anything about this, but you might be able to take advantage of it. Disks sometimes do form valleys and traps. Or, if you're feeling a little suicidal, you can surround a disk with your's and hope to confine the drop. Works best on bigger disks.
How the Counters Land--- Flat, flat, flat.... Need I say more?
Putting the Mojo on the Drop:
Here's how I do it. I stack my counters on the smooth side of a land/home disk, have someone measure 12" above the target. As much as possible I lean directly over the target and site along the edge of the disk. I then snap-drop and hope for the best. Interestingly enough, missile counters work well for me, as well as larger disks (Twister spell). I actually have the damnedest time with the 1.75" Frogs of Muurkra. Oh, well... that's what practice is for....
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