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Author Topic: Ravenwood command cards?  (Read 421 times)
gull2112
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« on: October 07, 2010, 09:08:50 pm »

I don't get to play Ravenwood as much as I'd like. I was looking at the command cards and the faction specific cards seemed sort of je ne se quoi. I've heard a few make reference to the subtlety of using the cards correctly. I open the floor to whoever would like to take a stab at this.

Thank you, I'm looking forward to the replies!
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Niko White
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« Reply #1 on: October 07, 2010, 10:32:58 pm »

I don't get to play Ravenwood as much as I'd like. I was looking at the command cards and the faction specific cards seemed sort of je ne se quoi. I've heard a few make reference to the subtlety of using the cards correctly. I open the floor to whoever would like to take a stab at this.

Thank you, I'm looking forward to the replies!

First: remember that a few of them have been errata'd once the Overkill rule came in.

Next: remember that you often don't want to play your uniques at a "good enough" time and instead wait for a strong time.  I dunno, there's a zen to them that's hard to explain but especially with things like the Aspects (especially Wolf which has two great modes) you need to have a feel for how they're going to fit into the shape of the battle.  Wolf is especially hard because it is both a rout bail-out and a "gotcha" +1 MC out of nowhere that no one ever sees coming, and you need to figure out which is going to be more important in the battle as it unfolds, which generally has a lot to do with how likely your infantry are to achieve breakthroughs, though no one really expects (or is happy with) a Centaur or Stag Cavalry final rushing 7".

As for the +X/-X ones like Aspect of Bear, they're best pounding home an advantageous position like a flank or a pinch, which requires patience but Ravenwood tends to be good at eventually setting up.
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