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Warmachine Blog: Mile High Delusions

A blog about Warmachine and Hordes, from the Mile High Meta

Warmachine Steamroller Tips: Terrain and the Clock

What's the difference between a tournament player and a non tournament player? One plays in tournaments! 

Events are one of the things that really keeps me into this game. I practice stupid lists during the week. Maybe even a good one once in awhile. This is all targeted practice for my local steam roller. After the event I start the whole cycle over again. So many new players are intimidated at the thought of their first event. The clock, pressure, and the unknown are all legit fears. That being said, the worst thing that happens is you play a bunch of Warmachine, and you lose. Which in my book is still a good day. So here are a few tips to help maximize your odds of having a successful event.

Terrain! It's on every board, but often isn't on everyone's mind. People are figuring out their ADR, picking their objectives or frantically trying to punch their opponents list into warroom. Terrain can make or break games though. Ensure you and your opponent both treat, and read terrain the same way is imperative. With 2d terrain from Broken Egg Games what each terrain piece is should be obvious. That being said I still will point to each piece with my opponent, and confirm we're treating them the same way. "This is a forest right? This is shallow water? For the whole base or just the stuff that looks like water?"  Nothing is worse than reading terrain wrong, and putting a judge in that super awkward position of "What is this? By the way it determines our game". With 3d terrain it's even crazier. Is this rubble? Is this green base a forest without trees? Is this shallow water or an acid pool? Just be sure you take the 30 seconds to ensure you understand the board, and maximize your odds of having a clean game!

The DeathClock. Even the name strikes fear into new players, they might want to think about re-branding that. DeathClock is a 60 minute per player clock, that's used whenever you're "active" in the game. This includes deploying, your turn, and even rolling tough. With that in mind SR2017 brings us a turn limit to your games, 7 turns. So we have 60 minutes to play 7 turns, that's not too bad.  Better than hardcore for all my mki readers out there. The biggest time saver is know your rules, and go into each turn with a plan. Nothing eats clock like unlocking your device, and checking WarRoom every minute. Figure out your turn as much as you can during your opponents turn, and don't spend too long in the tank. It's normal to take 1-2 really long turns, but just ensure your others make up for it. If you find yourself tight on clock try to prioritize things that need to happen. Making a wrong or subpar decision, is better than making no decision at all. 

The final point I want to make is when you start practicing, and stop playing, be sure you're practicing for what you plan to play. What I mean by that is when you start practicing for an event, try to simulate an event. Deploy on the clock. Go through the list chicken. It's as important as anything else to get reps in. Talk to your opponent after about why you picked the list you did. Ask them about why they picked theirs. 

Well I know this wasn't much but hopefully it helps some of the newer players I've seen all over the Denver front range. I'm in the process of changing factions for the rest of 2017. I'll slow down on the Cryx updates, but will start posting about my journey with Grymkin.

Cheers,
TT

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