|
The Strategy (commonly abbreviated to 'Strat') is the basic unit of the game. It is used to provide the orders to an army in a given combat situation. The goal is to slaughterise the opponent via any means necessary.
For the sake of helping out with the first strategy, it is recommended to take a look at the OSMQ Results for a wide variety of strategy options and styles. Otherwise, here is a general guideline; created by forum member Repax. (NB: how a strategy is written is the choice of the writer, this is merely one format and need not be followed) First up is where practically everyone lists the armies in the battle. Ex: ____________________ Repax ~I~Mistform Ultimus 5000 (Insert creature) 1/1 2500 (Insert creature) 2/2 1500 (Insert creature) 3/3 1000 (Insert creature) 4/4 vs TGL ~I~Ulasht the Hate Seed 5000 (Insert creature) 1/1 2500 (Insert creature) 2/2 1500 (Insert creature) 3/3 1000 (Insert creature) 4/4 ____________________ Next up is where you list the battle situation like attacker, weather, and terrain. Ex: Battle: No-attacker Terrain: Plains Weather: Light Rain ____________________ This next part is something alot of people like to have for some reason. I personally skip over it, but will add it because it is something people actively use. It will usually be better to mention your army's abilities while each particular ability is being used. Creature Descriptions. Essentially you go down your opponents army and give your opinions on how each of his/her creatures work, and give argements for your logic. Then you do the same thing for your creatures, usually pointing out flaws in your opponent while focusing on your own strengths. Ex: Air Elemental: They fly and can control air/wind. Seems like a difficult creature to damage, but not very combat oriented. Best to use fire or oil based attacks on these ones for effectiveness. Be careful not to let them get into lungs as per the flavor text. Havoc Demon: Mean looking flying Demon. Can wield weapons, and has an AoE effect on death that is pretty much deadly to anything within it's vicinity. Best to take them down from a distance with ranged attacks and arrows. ___________________ Next up is usually just a brief outline of what equipment and supplies each of your units will carry into battle. Just remember that clumping things together too much makes it easy to miss specifics. This is almost never done anymore, but some players like to do it anyway. Giving your troops will have axes or scythes will make no functional difference between giving them swords, not not mentioning it at all. Ex: Pristine Angel: They have protection which is great vs elemental attacks, so I will equip them with armor to help against normal weapons. This slows them down, but makes them harder to damage. They will wield only short sword and buckler to compensate the weight. ___________________ After that is usually where I put what I like to call the "Battle or Strat Outline". It's basically a short paragraph on what I expect my opponent will do and what my plan is. It's really optional, but I like to include it to keep me focused. Ex: Battle Outline: In this fight, TGL has alot of powerhouse creatures but not all of them fly. (As per TGL >.>) This means that if I can maintain my aerial advantage, I can easily win the battle. TGL will obviously know this and try to diminish this advantage somehow. I will have to be on watch for possible seige weapons, and I can most assuredly expect him to mount some of his guys onto his flyers and utilize nets to drag down my flyers to his level. ___________________ And finally comes the actual strat part. Can't really give an example for a non-specific outline, but can point out a few things: 1. Use the enter key. Do not write a poorly-formatted one paragraph textwall. 2. Try to construct a sort of timeline when writing your strat. Obviously this means make your first paragraph what your guys do first, then the second what happens afterward and etc. 3. If forced to have multiple options depending on what your opponent does, try to to keep seperate from each other and well labeled. The last thing the judge wants to do is scroll up and down looking for which part of your strat goes with which. 4. It is usually a good idea to anticipate what your opponent is going to do. Look at his army composition. If he has wurms, he might make tunnels. If he has Air Elemental, you might have to deal with high winds. 5. Merely describing a flanking attack or a pincer attack is oftentimes not good enough. Try being creative. ___________________ And lastly comes any contingency plans. This is where you put your "catch-all" plans for if your oppoent attempts something specific. Ex: If TGL decides to set the plains on fire, I turn it to my advantage by using the created smoke as a screen to ambush him closer to the ground attempting to pin his army between mine and the flames. If my troops are forced to fight on the ground, all units will break for a retreat. It's better to lose the square than take heavy casualties this battle. etc etc. Good luck! Page format, courtesy of Murica ^.^ Coalition Wargame Wiki |