First Battle playing both Sides, HotT, Dinosaurs vs. Goblins
Oct 30, 2020 15:16:11 GMT
paulhannah, diades, and 1 more like this
Post by derrickthewhite on Oct 30, 2020 15:16:11 GMT
So I played most of a game vs. myself the other day as a way to learn the game. It was fairly eye-opening.
Some Thoughts:
* I didn't have a stronghold on the map, and I regret that now. The goblins needed an objective to assault or defend with their foot-sloggers, especially against a force that lacked any foot.
* Speaking of foot soldiers, I somehow had it in my mind that Behemoths would serve that same role, and I was very much disappointed. This was especially clear when the general behemoth fought with two units of spear for a large part of the battle. I can see now that they are really about defeated other mounted units. Which is a fine role for a T-rex
* The Hordes did a lot better than I expected. against the behemoths, they gummed up the battlefield and provided critical flanks.
* The Flyers also performed a lot better than expected. I thought that requiring two pips to move mere +2 combat factors (three when on really wide flanks) would be cost-prohibitive, but they really proved their worth, and the dinosaurs would have been absolutely crushed without them. Those two pips are worth it!
* The Beasts were really disappointing. This might be because the goblin riders kept them bottled up all game. Beasts really don't seem to work well if enemy cavalry is on the field at all, which is sad, because essentially every army will have cavalry (I think?). Do people even use beasts much? they feel really fragile.
* The lurkers were interesting: they never came out to fight, but they absolutely effected the battle, securing the north flank of the dinosaurs.
* The archers spent all game crossing the stream again. The stream felt really painful to cross, despite being a simple line. Is a small stream supposed to be bad going or real water? I felt like the archers did matter though, if only because they were deployed opposite enemy fliers.
* The road had a huge effect on foot mobility. Wow. do people play without roads?
* Single column units ended up being used a lot. I'm not sure about how you're supposed to turn these into battle lines though. Where do I find those rules? I have HotT 2.
* I accidently fought with 22 points on the dinosaur side and 24points on the goblin side. I'm not sure how much that effected the battle or not.
* Does anyone have a suggestion for what unit to use for dinosaur foot?
* The rule about the general needing to be close to units you gave orders to wasn't nearly as bad as I thought it would be. I'm sold on it now, especially with the caveat about line of sight having a further range.
Here are the details of the battle:
In case it isn't apparent, the goblin general died on a really unlucky roll of 1 to 6 in personal combat with the opposing general.
deployment
turn 8 dino
turn 9 dino contact
Turn 14
Turn 16
Some Thoughts:
* I didn't have a stronghold on the map, and I regret that now. The goblins needed an objective to assault or defend with their foot-sloggers, especially against a force that lacked any foot.
* Speaking of foot soldiers, I somehow had it in my mind that Behemoths would serve that same role, and I was very much disappointed. This was especially clear when the general behemoth fought with two units of spear for a large part of the battle. I can see now that they are really about defeated other mounted units. Which is a fine role for a T-rex
* The Hordes did a lot better than I expected. against the behemoths, they gummed up the battlefield and provided critical flanks.
* The Flyers also performed a lot better than expected. I thought that requiring two pips to move mere +2 combat factors (three when on really wide flanks) would be cost-prohibitive, but they really proved their worth, and the dinosaurs would have been absolutely crushed without them. Those two pips are worth it!
* The Beasts were really disappointing. This might be because the goblin riders kept them bottled up all game. Beasts really don't seem to work well if enemy cavalry is on the field at all, which is sad, because essentially every army will have cavalry (I think?). Do people even use beasts much? they feel really fragile.
* The lurkers were interesting: they never came out to fight, but they absolutely effected the battle, securing the north flank of the dinosaurs.
* The archers spent all game crossing the stream again. The stream felt really painful to cross, despite being a simple line. Is a small stream supposed to be bad going or real water? I felt like the archers did matter though, if only because they were deployed opposite enemy fliers.
* The road had a huge effect on foot mobility. Wow. do people play without roads?
* Single column units ended up being used a lot. I'm not sure about how you're supposed to turn these into battle lines though. Where do I find those rules? I have HotT 2.
* I accidently fought with 22 points on the dinosaur side and 24points on the goblin side. I'm not sure how much that effected the battle or not.
* Does anyone have a suggestion for what unit to use for dinosaur foot?
* The rule about the general needing to be close to units you gave orders to wasn't nearly as bad as I thought it would be. I'm sold on it now, especially with the caveat about line of sight having a further range.
Here are the details of the battle:
In case it isn't apparent, the goblin general died on a really unlucky roll of 1 to 6 in personal combat with the opposing general.
deployment
turn 8 dino
turn 9 dino contact
Turn 14
Turn 16