Main - Tactics - Fiction - Rumours - Army Features
Editorials - Tournaments - Modelling - Trial Rules
Forums - Submissions - Site Map - Links - Contact Me

The Art of Confrontation - MirageK

The Art of .....
RefusalsPosition & ActivationCombatRanged CombatSupport
RecruitmentPsychologyReconciliationFormationTerrain

The Art of Terrain

Finding your opponent in positions that prevents you from overwhelming him? Can't seem to get a good shot at your opponent? All terrain setup is not equal. The key is not to forget to use it to your advantage. Remember, you can help shape the battlefield your fighting on. Let me again borrow the wise words of Sun Tzu and apply them to Confrontation. In putting certain concepts into words, I hope it will help improve your experience in the game.

Sun Tzu describes and distinguish 6 kinds of terrain. You have the advantage in being able to lay it out yourself. There is too many possible shapes these can apply to. You'll just have to look and apply your lessons.

1) Accessible Ground - This is essentially open ground where both your opponent and you can use. Whoever has more ranged support, probably has an advantage here. Same goes with cavalry types, things that rely on successful charge, which can become more effective. You may want to plant a few trees to help your army advance to the objective. Be careful what you leave open...

2) Entangling Ground - There really isn't an equivalent in C3. Terrain that allows your advance but hampers your return. Fighting from uphill? But there is not real system for fighing on a slope. It would be like a scout starting on the edge of a difficult terrain. Nothing to charge forward, but half movement when going back.

3) Temporizing Ground - Another one which hasn't much equivalent in C3. Terrain that when entered disadvantages both sides. Might as well be neutral ground. This may be a terrain which reduces or prevents pursuit movements. The goal in this would be to attack as your opponent emerges from this type of terrain.

4) Narrow Passes - Basically a choke point which allows you to use a smaller force to hold a larger force. The goal here is to occupy it first if possible and place a strong defense for it. If you hold it first, wait for your enemy to come to you. If your opponent occupy it, only attack if his defense is weak.

5) Precipitous Heights - Higher ground, which unfortunately, isn't a game machanic. Only advantage is giving your archers better line-of-sight against your opponents. Or to be able to see who you are intending to charge.

6) Position of Great Distance - This part is the truth for C3. Since both army were equal, your opponent hasn't expose their disadvantages when the two army are far apart. By moving first, you could expose your disadvantage first. This is basically when the fighters cannot assault each other.

Some key differences about scenary is the 10cm rule, full and partial cover. Knowing this, you can potentially stagger your scenary arangement to take maximum advantage of move/shoot, shoot/move, and harassessment.

Want to discuss this? Or anything else?

Click here, and talk to us on the forums

Main - Tactics - Fiction - Rumours - Army Features
Editorials - Tournaments - Modelling - Trial Rules
Forums - Submissions - Site Map - Links - Contact Me