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The 9th Age Tactics
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==Before the Game Begins== '''I know when to magic:''' the biggest note for the pre-game sequence is that your spell selection takes place after you know A: your opponent's list B: the deployment type C: the secondary objective D: the terrain and E: your deployment zone. Don't let your opponent talk you into putting your spells into your list, that's bullshit. Not only do you get to know all of this but the player who chooses deployment zones chooses their spells first. Usually you'll know what spells you want when you know your opponent's list, but if your opponent goes full out pyromancy you know healing water won't be too useful. Note that this includes what path your wizard is using. Sure path restriction is still a thing, but you don't have to pick which paths your wizard knows until this step of the pre-game sequence. '''Deployment and the First Turn:''' Whoever didn't choose deployment zones deploys first (moral of the story, you don't want to choose deployment zones) and unless your opponent is entirely melee focused you want that first turn. So unless the deployment type is Counterthrust or Marching Columns you will be dropping your entire army for that sweet first turn. Going first means you can shoot and magic blaster first, meaning you can dampen or outright cripple key offensive units for your opponent before they can do too much damage to you. You may think that being able to deploy knowing your opponent's positions would help, but usually your army's deployment positions will be pretty static baring terrain features, and movement during the first turn will usually cover any positioning needs. Yes, games can still be won or lost in deployment, but that is usually due to mistakes made during your deployment, not your opponent out smarting you somehow.
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