Supporting Characters (hints from designer James Ernest)
Character Class isn't really defined in the rules, it's just
a reminder of what a particular die is likely to do. Fighters
tend to have nothing but basic Hits. Commanders tend to have
2 or 3 Command sides, and slightly better Hits where they
have them. Mechanics have repair, sharpshooters have Backstab
or Jump, and so on.
While some characters do fine on their own, others only shine
when there are plenty of others on the field. Early in the
game, rolling a "Command" or "Repair"
won't help you much. But once you have more dice in play,
a Commander can make a huge difference.
Command: You should use Commanders
only when you have at least two other dice in play. While
Commanders have some powerful shots, it's no good to roll
a Command side unless there's someone out there to command.
Mechanics: Mechanics are also
the most useful when you have lots of other dice in play.
Like Commanders, Mechanics often have a few good shots. But
their Repair sides are only useful when there's someone to
repair. You will tend to use Mechanics more often when you
are up against an army with Poison.
Hold and Freeze: While not
too useful by themselves, the Hold and Freeze abilities are
deadly in conjunction with a reliable fighter. If you have
a fighter in a good position to shoot most of the field, everything
that you Freeze is something you can immediately kill.
Maneuvering and Damage: Some
dice are much more maneuverable than others, and this adds
to their strategic value, and ultimately increases their point
value. A die that can "heal" itself by maneuvering
from a lower side number back to a higher side number is much
more powerful than a die that only rolls downhill. Also, a
die that can to move to its most powerful face is much stronger
than a die that can only roll down.
Immunities: When faced with
colored damage, such as Poison shots, it's a good idea to
throw a character that's immune, like a Robot. If you're constructing
an army, adding characters with color immunities can make
your army much more versatile. If you're up against Ice attacks,
throw Mull or Jarik. If you're up against Fire, throw Crysis.
Going First
Predictability and Jumping
Learn to Throw
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