![]() ![]() ![]() I've found it difficult to adequately defend more than two at a time from an attacking General or Marshal. I've noticed just in the few games that I've played on-line thus far, stronger players like to target my Majors and Colonels for attack. Conversely, avoid this if you are fleeing a powerful piece yourself, unless you have a counterattack planned. Your opponent will only be able to save one of those, and you can capture the other. If your opponent is fleeing from one of your powerful pieces, try to move your piece in a position to threaten multiple pieces. Set up Scouts in the columns unobstructed by lakes and Bombs to maximize their movement and usefulness. When possible, keep the Spy behind the lake areas to prevent him from being nabbed by curious enemy Scouts. Take your Spy and place him in the 3rd row behind your General and when the opponent's Marshal comes alone, lure the Marshal in by moving your General next to your Spy and then attack with your Spy. Since the Marshal is so important, I don't think he can adequately be balanced by the General in a split forces strategy as you suggest. This allows me to counter a big threat on either edge. This allows me room to swing pieces back and forth on my side of the lakes.Īlong with the idea of preserving mobility, I almost always start my Marshal and Spy in the middle of the board. Also, this makes it easier to call on reserves that are initially placed toward the back, like the end-game Scouts.Īdditionally, I try to occupy territory between and beside the lakes. I find that these setups preserve my ability to move appropriate pieces toward or away from the action (or at least bluff that I am pulling over a big gun or running away). I am a strong believer that pieces that don't move should be pushed toward the back and corners. I generally set up my pieces in a fashion similar to Triple Threat or Corner Fortress. I think you should mention the importance of mobility. These next comments are from Daniel Wakabayashi. This sacrifices some offensive firepower, but keeps the Flag a little safer, in my opinion. Variation of the Shoreline Bluff: Remove the Bomb on the inside and keep the Marshal nearby. Variations include substituting a Sergeant with a Major and the Colonel with the General if the Spy is nearby. These four pieces work together to dent the opponent's line. Killer Pack - I group four pieces together, two on the front line and two behind, to form a strong unit. ![]() Boardgamegeek.These next two tips are from Ken McElhaney.Game of the Week Calendar Related Sites & Subreddits The simplest use is to bold game names in your comment and add " /u/r2d8 getinfo" at the end of the post, but this post/sub has other features identified. You'll see people using bold to highlight games, that gives the opportunity to interact with /u/r2d8, a bot that can be used to grab data from BGG on games included in a post. Please see the Rules-page for a full list of the rules. Join our community! Come discuss games like Codenames, Arkham Horror, Terra Mystica, and all your other favorite games! Rules Welcome to /r/boardgames! The #1 reddit source for news, information, and discussion about modern board games. Join us on IRC or via your preferred IRC platform via libera.chat #boardgames. If you're looking to schedule an AMA, set-up a live event post, or collaborate with us in any way, reach out via modmail! New user on the sub? Please make sure you read our rules below and check out our Contribution Guides since we have additional rules regarding specific topics. Flair icons are BoardGameGeek microbadges and are used with permission. ![]()
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