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Old June 7th, 2010, 11:07 AM
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True Value of Phases: The Middlegame

If you haven't already read "True value of Phase: The Opening" Please click here. This is a continuation of that article and will make little sense on its own
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True Value of Phases: The Middlegame
Or Understanding That part of the game between starting out and finishing up.

You may have heard the terms "shock troops" or "clean up figure" thrown around a bit and wondered where they came from. Terms like these come from the phases that occur during a standard Heroscape match. These phases can be likened to the phases of a chess game. While I'm no chess expert, it is possible to apply these phases to Heroscape, with the intent to maximize unit efficiency and ultimate become a better player. In this second of 3 articles we will investigate the "Middlegame" or how to handle the bulk of the game after both armies are set and ready to attack.

A game of Heroscape can be broken down into 3 phases: opening, middlegame, and endgame. For the purposes of this discussion we will be discussing a 7 round match. The first 10% of the match would be the opening (1 round), 70% for middlegame (4 rounds), and 20% for clean up or endgame (2 rounds). with this breakdown one may assume basing your army to survive the bulk of the match in the middlegame would be sufficient, this however is incorrect. A successful army should excel in all 3 phases, else a player may find themselves caught off guard.

Middlegame
So you have set up your cheerleaders, positioned your Bread and butter, and your Menacers are poised to strike, welcome to the Middle game. During the middlegame, players should attempt to strengthen their positions while weakening their opponent's. This is where the battle really takes place. Every movement is key as each advantagous space will be contested.

The middlegame is a balancing act between maintaining the defensive position established in the Opening and setting up for maxium attacks. This is where armies will be whittling away at eachother as squad figures are exchanged and wounds are delt.

The Primary focus here is to reduce your opponants numbers to establish ultimate vicorty or ensure the most benificial position for the endgame.
Unlike the opening where a defensive posture with the ablity to move is key, in the middle game most figures should be developed to the extent that a ranged figure with ordermaker is more likely to attack than move and, and melee figures should beable to attack after moving. Even reinforcement should be no more than one move from the front lines to ensure maximum turn effeiency. The middle game is where Bread and butter units thrive, such as the 4th mass since at this point most attacks gain the "wait than fire" bonus.

Since middlegame invloves engagment and losses a player needs to be more veristile than during the opening. Plans are formed based on the features of the positions (such as height), and at the same time to take into account the tactical possibilities in the position. Risk managment is at a premium during the middlegame since both players should still have the bulk of your forces to attack with, constantly manuving to aquire advantage in both position and numbers.

As previously stated Bread and Butter units shine in the middlegame with Sharks and Menacers also working well. Since attacks will be focused simple ordermarker management is a huge asset explaing why common squads are dominate here. Since Menacers have high survivalblity and can be very punishing they can really secure an advange if well played. Like the shock attack from the opening Sharks can also be used on a limited bases during the middlegame, since they require lots of ordermarkes and are not expected to survive beyond this phase.

A few good Middle game figures: Q9, 10th, Krav, Neiflhim, Knights. Noteably Bread and Butter figures and Menacers feature strongly here.

Advantage or Disavantage
There are 2 possible possitions a player can be in during the middle game, Advantage or Disavantage. In the advantage seat a player must continue to press there advanage futher limiting options and advangous positions. This can be done by holding the best location and attacking from range or moving foward forcing retreat. The advantage player is able to choose when and where to attack and conserve resources. Overextening oneself when the advantage has already been secured is a waste of resourses and should be frowned upon. Targeting the Fringes and reserves of your opponant is most advisable.

If you find yourself at the disadvantage, more risk is required. Playing a conservative game when you have less resevered will only allow your opponat to dictate future moves, limiting your options. Playing a more agressive game targeting the cheerleaders or keystones of your opponats army is the best way to turn the tide. Wasting attacks on Stingers while Q9 rains brimstone on your frontlines will not win the game. A big kill can lead to lost ordermarkers and due to the variance of heroscape is possible.

Like chess each player is able to activate 1 unit per turn (bonding not withstanding) so you are able to attack with high effentcy even after suffering major losses. When consider the middlegame one should not over or underestamte their position since a cornered opponate is often able to attack with equal ferosity as one that is pressing their advantage. If a decisive win is not possible to obtain during the middle game, a heroscape match transitions to the endgame.

_____________________________________________________________
Our next discusion will focus on the Endgame or where you get to taste the sweetness of victory or bitterness of defeat. True Value of the Endgame Continues Here.



Last edited by wriggz : June 14th, 2010 at 10:59 AM.

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Old June 11th, 2010, 12:27 AM
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Re: True Value of Phases: The Middlegame

Thanks for doing this. Looking forward to your endgame strategy guide.
My favorite lines:
Quote:
Originally Posted by wriggz View Post
  • Every movement is key as each advantagous space will be contested.
  • Even reinforcement should be no more than one move from the front lines to ensure maximum turn effeiency [Spelling].
  • Bread and Butter units shine in the middlegame with Sharks and Menacers also working well.
  • Overextening oneself when the advantage has already been secured is a waste of resourses and should be frowned upon. Targeting the Fringes and reserves of your opponant is most advisable.
  • If you find yourself at the disadvantage, more risk is required. Playing a conservative game when you have less resevered will only allow your opponat to dictate future moves, limiting your options.
Quote:
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Old June 12th, 2010, 12:02 PM
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wriggz wriggz is offline
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Re: True Value of Phases: The Middlegame

It is funny how much my army creation has changed since writing these threads. Jexik's Ordermarker Article was indispensable, however looking at How and When to use units really clarifies things.

When you understand the How (Jexik's article) and the When (this article), I believe you can really lead your army to victory.


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Heroscape Strategy Articles: Heroscape Strategy Articles with discussions. Including Order Markers, Units, Game Play, etc.


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