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Chaos in the Old World
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==Tactics== Because of the turn sequence and the limits on available power, it is easy enough to figure out roughly what a player is going to do in a given turn. For example: when a model goes down everyone else can see what the point of it was, whether to dominate the region or claim an objective, so then everyone else has the choice whether to either fight it or leave it. Similarly, when a magic card goes down, everyone can see what it will do later in the turn and can make moves to attempt to counter or mitigate it. If players commit themselves too early and spend all their power it gives their opponents the opportunity to work around them, so the real trick is hiding your plan until the last possible moment. Greater Daemons are a prime example of this problem: as soon as they drop on the table it becomes almost a declaration of intent since they are usually so difficult to shift and most players will then move to avoid them or neuter them once they arrive. Since they are so expensive to summon it also gives the player less moves to work with for the rest of the turn. Sometimes its more effective to just waste a move by throwing something cheap down and achieving nothing so long as you have the power points spare to do what you want to do later. When in doubt, throw down a Cultist in a region you don't really care about, because it increases your domination total you might score some free points if no-one else challenges you, and by adding corruption can always net more points if the region gets ruined later. Also remember that unless you are playing the Horned Rat expansion there are only two spaces for spells, so even throwing down a useless spell will deny that slot for someone else's use. ===[[Khorne]]=== You are going to win by advancing the threat dial and leveling up, plain and simple. You will always play a reactionary game, chasing players around the board trying to kill them. That is why the "god sequence" exists, so that players can see what you do first before making their own moves so you cannot ambush every move they make. Your job is essentially to spread yourself thinly and try to catch out units in as many locations as possible, as it does not matter how many units you kill, or even if your units survive the battle, just so long as you kill things in different regions to level up quicker. Because of this you are unlikely to score many points trying to dominate mortal regions, so you will mostly be behind on the score tracker for most of the game, but once you start getting more and more daemons on the board and it becomes cluttered with more and more ruined kingdoms, you will find that you absolutely dominate locations where you get a huge build up of forces. Do not ever forget your cultists though, an early level-upgrade makes them into fighting units giving you a small horde to play with. But also if you're clever, a well placed corruption token can tip a region over the edge and ruin it, scoring you big points even after someone else has done all the work. ===[[Tzeentch]]=== You ARE the master of magic, unlike everyone else you get a whole fresh hand of spells every turn, and many of them have a zero value, so you can place them with impunity. Many of your spells also give you unparalleled mobility, allowing you to teleport your daemons anywhere on the map ignoring the normal restrictions on movement. But you can also cast the same spell on your opponents units, moving them to remote locations where they get no benefit from being. You ALSO get to siphon off magic from other players with certain spells not only prolonging your freedom of options, but potentially spoiling enemy strategies, particularly if you leave it later in the turn sequence when players are usually trying to pull their grand design together. You are also the player that everyone else can predict the least, but will require an enormous amount of [[Just as Planned]] to pull off, precisely as anyone playing Tzeentch should: Your objectives of Warpstone and/OR magic symbols means that you can create your own level-up objectives anywhere on the board at pretty much any time. Good use of zero cost or siphon spell cards can conceal your intentions until the very last moment, where your opponents have started running out of power points you can have plenty left over to position your daemons in freshly prepared level-up conditions as well as locations abandoned by other players which you can dominate easily. The best upgrades for you are obviously the ones that improve your hand-size, though the cultist one comes in a close second by allowing you to pull warpstone around the map. The pink horror upgrade is also useful if you know how to use it, by hoarding spell slots on the map all to yourself and casting into the opposite slot, but you get so few horrors that it's not really worth it until late in the game when people are competing for space unless you are trying to anticipate and deny you opponents tactics. The lord of change upgrade is never worth it, YES counting him as two warpstone tokens is lovely but you can already create opportunities anywhere else; so you end up doing is creating an expensive target for your opponents to charge at, which is something you should never do as Tzeentch. ===[[Nurgle]]=== Spreading corruption is what you do and you do it well. You are the most predictable player, your objectives are fixed on the board and so everyone can see where you need to go to level up. Those locations are also the most valuable in terms of points too so you can choose to play the level up game or the points game, but its easier to score points for you than level up since your moves will be so transparent that many players will see what you're doing, and kill off your cultists just to spite you. At the same time your spells are heavily focused around corruption, even using corruption tokens to dominate regions. You can dominate regions quite easily once you start corrupting them so shoring up your already cheap forces in one region at a time is definitely an option that leaves you less open to being shifted from, and steadily builds up your score over the course of the game and pulling off a surprise victory that people didn't expect based on your slow pace of play. Depending on what style you choose, one of the better upgrades is the Great Unclean Ones ability to place two corruption down wherever he lands, gaining you instant XP on top of what your cultists generate. But this becomes expensive in terms of power points as summoning him over and over will drain you fast. A better upgrade would be the one that allows you to take free cultists wherever you do not already have units, spreading corruption all over the board and aiming for loads of points by ruining regions. Unfortunately this leaves you easy prey to players like Khorne or Slaanesh who would happily abuse your units for their own benefit, so sitting in one location and gaining steady points is always a safe option. ===[[Slaanesh]]=== Be a douchebag, that's your job in this game, you really want to annoy players with underhanded tactics to get the best use of your units and spells. Like Tzeentch, your objectives start randomly positioned on the board. However, unlike Tzeentch, you only need to corrupt one hero or noble to give you the level-up. Unfortunately this means you'll only have a couple of places on the board where you can really focus on if you want to level up, and if another player decides he wants it you're in for a tough time. Thankfully your spells can move those tokens around the board, letting you hoard nobles in favourable locations or inflicting mortal heroes on your opponents. You also LOVE your opponents models, one of your most useful spells allow you to take over your enemies units for a turn. Giving you ALL the benefits, such as domination totals and corruption gains. Your Keeper of Secrets can also be upgraded to do this too, so rather than using it as a combat beast ''(which it's not anyway)'' use it to steal points from players. Another cheeky spell, which you might think worthless at first, allows you to immediately place a corruption token in a region. You might wonder "why" this is helpful, but once regions start falling to ruin you can score easy points for contributing in places where you have never been. Once you start leveling up, you'll have a difficult time deciding which upgrades to take. Your cultist and daemonette upgrades massively increase your defenses, and having tough cultists means you need less to sit on a location to guarantee corruption, which also prolongs the use of that location thereby granting more XP and points, but the upgrades for additional power points can grant you more moves than the other players, giving you a lot more freedom with units and spells. So really the choice of victory to aim for can be quite fluid, so always keep your options open.
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