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The Art of Confrontation - MirageK

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The Art of Position

To first understand the positions, one has to know one’s position in relationship to the opponent’s position. It affects what you could do effectively, should do tactically, and would do maximally. Once you understand it, you’ll need to improve on the decision making of when to do them.

There are three ranges – Assault, Fire, and Maneuver

Assault range is the distance your fighters can assault your opponent’s fighter. Easy concept, the hard part is to consider your opponent’s potential counter-charges and ranged attacks. Would he still attempt to shoot your engaged fighter in the hopes of wounding your fighter. The next best result is killing his fighter after your assault, therefore denying you of any pursuit movement. Which in turn, also expose your fighter to further ranged attacks.

Fire range is any distance within fighter’s maximum range. The consideration is what is more efficient without loosing your strategic position. IE, you want to avoid getting your shooters assaulted. Consider the fact that your typical fighter can only shoot 6 times normally for the length of the game. Each shot should be taken at something. Any chance is better than no chance. The question is how I can make my shot more effective.

Maneuver range is basically any range which cannot yield a successful assault or have a chance at shooting. Some may group long range shots in this category. This doesn’t mean this range is not important. In fact, this range could be the most important part of your movement. A perfect place to cast those supporting and summoning spells. Properly executed, it could make your opponent commit a fighter in the open without being able to reach their intended target. Yes, I am talking about baiting your opponent if you can estimate the range better than him.

There are two skills which should improve with time and experience. Spatial estimation is important to effectively utilize the different ranges. Proper activation stacking is important for the effective execution of any plan.

Now you know what positions and ranges are, let’s talk about the two opposing Activation on using them.

When you and your opponent maneuver against each other, the advantage for final positioning will rest squarely on the person who had move last. Not only would you see where your opponent ended up for your counter-move, you could also avoid a counter charge from your opponent’s depleted activations. If this is all important to you, then you want to have a medium number of fighters while having as many cards as you can.

When you and your opponent’s fighters are all within each other’s assault range, the advantage for the assaults will go to the person who can move first and move most. Because you move first, you can choose the best targets before your opponent. If you are insightful, you might even assault the fighter your opponent had intended to activate first. If so, you just gained yourself another activation without your opponent moving. When you assault him, he is pinned to the spot. Unless your opponent has Authority, it would be hard to recover from the receiving side of the assault. Thus if you cannot confidently win the Tactical Roll, one would have to give up the best move in lieu of the opponent’s intent. If this all important to you, then you want to maximum number of fighters while having as few cards as possible.

There are many different examples in the application of these two opposing positions. I am, admittedly, a proponent of the latter. I prefer to be able to maximize my effectiveness in the assault and risk a potential outmaneuver by my opponent’s rare activation.

Next: The Art of Combat

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