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Strategy and Tactics / Re: Aggro, Combo, Control & Hybrid Archtypes
« on: July 03, 2013, 02:15:45 PM »
I think it might be a mistake to say that control is always a defensive strategy, or that aggro is always offensive. While that is true in a CCG, Mage wars is more of a Minis game. I read a warmachine article relatively recently that said that there are six different playstyles, three offensive and three defensive.
Offensive: alpha strike (like aggro; strike first and hard at your opponents forces, crippling key models), assasination (like combo; the enemy warcaster/warlock is your only target) and domination (like control, rely on superior fire power to completely destroy enemy forces)
Defensive: attrition (sort of like aggro; taking hits better than opponent and eventually overcoming them through numbers/toughness), terrain/movement control (like control, a bit self explanatory), and denial (like combo, preventing your opponent from using their best models and striking their soft underbelly).
http://steam-poweredgamer.blogspot.com/2011/11/list.html?m=1
So what does this mean for Mage Wars? Well, I'm thinking a lot of these playstyle/strategies need to delve into other playstyle/strategies as a backup plan against certain matchups in order to be competitive. There are also hybrid strategies. Example: one good idea for a hybrid playstyle would be to combine Denial with assasination. Prevent your opponent from using some of their important cards, and then strike at their mage while they are vulnerable. Or you can try a Terrain/movement control and assasination strategy, physically separating the enemy mage from their forces. There's probably a ton of potential different hybrid playstyles.
As for whether you need all six playstyles to be supported relatively equally for a balanced game...I'm not entirely sure. Someone would have to come up with an accurate metagame clock. I imagine it probably is very complicated, especially when we start talking about hybrid playstyle/strategies. Here is all that I've guessed so far:
This extremely incomplete clock is for when both players are completely entirely equal in both spellbook building and playing skill.
Attrition = Domination (unstoppable force meets immovable object)
Yeah, I have no idea where to go from here. I imagine that most good spellbooks are either hybrid or have a backup plan for dealing with certain playstyle/strategies, which means that perhaps no one is purely going for just one of these playstyle/strategies in a competitive build.
Of course this is just a theory; for all I know, it could be way off the mark when applied to Mage Wars.
What do you think?
Offensive: alpha strike (like aggro; strike first and hard at your opponents forces, crippling key models), assasination (like combo; the enemy warcaster/warlock is your only target) and domination (like control, rely on superior fire power to completely destroy enemy forces)
Defensive: attrition (sort of like aggro; taking hits better than opponent and eventually overcoming them through numbers/toughness), terrain/movement control (like control, a bit self explanatory), and denial (like combo, preventing your opponent from using their best models and striking their soft underbelly).
http://steam-poweredgamer.blogspot.com/2011/11/list.html?m=1
So what does this mean for Mage Wars? Well, I'm thinking a lot of these playstyle/strategies need to delve into other playstyle/strategies as a backup plan against certain matchups in order to be competitive. There are also hybrid strategies. Example: one good idea for a hybrid playstyle would be to combine Denial with assasination. Prevent your opponent from using some of their important cards, and then strike at their mage while they are vulnerable. Or you can try a Terrain/movement control and assasination strategy, physically separating the enemy mage from their forces. There's probably a ton of potential different hybrid playstyles.
As for whether you need all six playstyles to be supported relatively equally for a balanced game...I'm not entirely sure. Someone would have to come up with an accurate metagame clock. I imagine it probably is very complicated, especially when we start talking about hybrid playstyle/strategies. Here is all that I've guessed so far:
This extremely incomplete clock is for when both players are completely entirely equal in both spellbook building and playing skill.
Attrition = Domination (unstoppable force meets immovable object)
Yeah, I have no idea where to go from here. I imagine that most good spellbooks are either hybrid or have a backup plan for dealing with certain playstyle/strategies, which means that perhaps no one is purely going for just one of these playstyle/strategies in a competitive build.
Of course this is just a theory; for all I know, it could be way off the mark when applied to Mage Wars.
What do you think?