3 Techniques tips
1: Make notes on the character making the attacks.
Ok, so you're attacking a unit that has 13 def and 15 arm. If you want to take
notes, write them directly on the card of the unit they are most likely to
effect. So for the unit, I would put 13 under my mat, and 15 under the pow of
2: Roll all your dice at once.
It saves your time, most noticeably with units that don't have the option to
boost; besides, it's way more satisfying to throw big handfuls of dice (just
don't hit anyone's models), There is nothing like throwing 7 or 8 dice for a
boosted charge attack. Not only that, I believe it actually increases the
randomness of rolling; because, all the dice hit at once so you have a better
bell curve. Not sure if you want to boost? just throw your damage after (but
make sure you include your column die).
3: KNOW YOUR LIST/ARMY! (this is only last because everyone else has already
Ok, so you know circle pretty well. Now you need to be able to respond to any
question about your models as if you were looking at the card. Without looking
at the card. Do you know what everyone's job is? Do you know your rough
activation order? These things are going to be pretty much the same every time
in a format like this. Also, don't be afraid to make them read your cards if
you're in the middle of activating (I do this a lot, especially if they have
Bonus! Take lots of easy activations
Taking complicated power pieces is tempting, especially if you've seen them do
nasty things to whole armies. Restrain yourself, use the complicated stuff
sparingly in the midst of the straightforward stuff. You're trying to build an
all comers list that can take on lots of different armies, and play fast. So
don't take Morvahnna, a unit of Bloodtrackers with UA, and Druids with UA. It's
a great combo, but the complexity of your turn is going to be crazy, and if you
can't do it exhausted in round 4 you shouldn't have taken it.