Chameleon Skink
Xuil
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I know there is very little point discussing specific tactics until our tome comes out. However, I wondered whether people had thought about good approaches to building a triumph and treachery (3+ player) list?
The game itself plays very differently and some general rules will still apply. I THINK:
The game itself plays very differently and some general rules will still apply. I THINK:
- Abilities and artefacts which activate in 'each' phase rather than 'your' phase are much more valuable in T&T. E.g. 'Arcane Might' on your Slann gives you a re-rollable dispel against EACH player that chooses to target you in the spell phase and is much more of a deterrent. Whereas Curse of Fates is just straight insane.
- Victory points are given for each 5 wounds allocated in a *phase* This has two effects:
- 1) It is not optimal for your list to be averaging 3-4 wounds in the magic or shooting phases, it's 'go big or go home' in each.
- 2) Abilities to deal damage out-of-phase (movement phase with terradons, charge phase with razordons) are a nice source of extra VP.