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===Predicting Combat=== This is definitely more along the lines of advanced players, but after so many battles, players start seeing the same numbers. A unit of 7x2 Sword Masters hits a unit of Skavenslaves. Aside from a ton of rats dying horribly, how many Sword Masters did you lose, and how much CR did you generate? What about Spears? Even if you didn't charge but were instead charged by a unit of Empire Halberdiers, how many Spearmen died, and how much CR did you generate via kills, ranks, and standard? What about that beefy lord-class character sitting in a relatively weaker unit? I bet he can do some serious work. I'm not saying go out there and mathhammer the life out of everything in the game, but you should have an idea of how your units will perform on the battlefield. The battlefield is a pretty unpredictable place, especially when shit like magic is involved. However, successful players have a good idea of what to expect when they throw their units into combat. For the most part, players only throw their units into combat they can win. This is why predicting combat outcomes are so important. A unit of Spearmen charging a horde unit of Marauders w/ Great Weapons in the front might not be the best choice alone, but what if you plan your magic phase to get Withering off on the unit? What if you decide to combo charge with your Spears and Sword Masters on the flank so you can use your magic elsewhere? The combat res generated from the combined charge "should" win you combat. Do you see how predicting combat drastically changes the way you play the game? By assessing the battlefield and seeing the game on a larger level, you can make plays ahead of time. The key to being a successful general is being able to see multiple instances of this at once and analyzing which ones generate the highest amount of success with the lowest number of risks. Your ability to capitalize on this is what will take you from good to great.
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