Tactics… Archer & Sorcerous Units

One of the struggles folks have with running a force heavy with range attacking units, in particular Archer and Sorcerous Units, is the perceived lack of Open Fire cards in the deck. If only there were more Open Fire cards, then these units could dominate the battlefield with their excellent Ranged Attack Characteristics and their rapid rate of fire.

Well it isn’t a coincidence that in a melee heavy game, there just isn’t enough opportunities to shot for every player’s delight. But all is not lost! Through careful management of your force selection and your playable cards, it is possible to make a pretty potent ranged attacking force.

First, if you are planning on taking a lot of ranged attacking units in your force make sure you take a healthy number of Command units as well. They will serve two purposes – one, to allow the more efficient use of the limited Open Fire cards available by passing a single Open Fire Action on to all nearby friendly shooting units, and two, by offering additional close in protection to the ranged units if the enemy is able to get through to them.

Second, as the game is progressing, don’t forget to keep a close eye on any Shot of Opportunity Situations that come your way. While they do have a prerequisite for use (the target unit has to be moving), they really can dramatically increase the number of times your shooters can open fire during the battle. Keeping a couple of Shot of Opportunities in your hand at all times could definitely prove the difference in a close game.

By keeping in mind the above principles as you design and run a ranged attack army, it should be possible for that force to almost dominate the battlefield – even in the face of a melee heavy enemy. Good luck, and happy shooting!