Continuing my first impressions
post on the Stronghold board game, this part covers the phases 2 through 6 of the turn sequence.
Phase two of each turn when the invader builds machines. In the basic
games this includes covers which protect a rampart against marksman
fire, something my opponent used to good effect. It also included ballista
and catapult engines, with the former being used to kill defenders on
the walls and the latter destroying wall sections.
Ballista
seemed moderately effective, inflicting a casualty every other turn.
Gradual attrition could lead to an eventual breach, but there is also an
area-denial aspect as the presence of a ballista discourages placing a
veteran on a wall section (due to the high cost of training them and the certainty that it will be targeted). I can see the threat of Goblin Frenzy
combined with two ballista covering a single wall section being a real
nightmare but thankfully my opponent used his Goblins for rituals
instead after some early frustration with goblin traps.
Catapults have the same hit rate as ballista
but with a new stone wall becoming available to the defender each turn
this seemed less effective. Good results were achieved (much to my dismay!) when the
Bloodstone ritual was used as this killed off a defending unit as well as destroy a stone wall. My
opponent noted in the post-game talk that he felt that spreading the
machines out was a mistake and that it would have been better to have two engines covering the same section.
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| Catapult deck with Bloodstone ritual marker and accurate shot tile, a deadly combination! |
Phase three
covers equipment such as banners, shields and bridges. As each is
available in limited quantities it is important to have a clear strategy
in mind when placing them. They will signal your intent so you can
expect the defender to reinforce the wall sections you threaten with
banners, thus possibly drawing in new victims for ballista fire or
weakening other sections sufficiently to allow a breach.
Banners and bridges are very easy to understand. Shields are a little bit more confusing because they force the assault on a wall section to be calculated twice if the first assault generates a defender advantage. In the second calculation the shield value is added and casualties are only inflicted on the invader if the defender still has an advantage.
Unlike banners, the shield bonus is per unit so three orcs with banners and shields would attack with strength 7 (2+2+2+1; six for the orcs and one for the banners) and if the defender had 6 or higher strength then invader strength would be recalculated to 10 (2+2+2+1+1+1+1; six for the orcs, one for the banners and three for the shields) for calculating losses. This makes a huge difference and can really help invaders get a foothold on a wall section, letting them survive until the next turn when more units can be moved up.
Training
is done in phase four, offering (in the basic game) artilleryman,
master archer or saboteur. These are more valuable the earlier they are
used and likely to be a focus in the first few turns. As Master Archer
is placed on a rampart it is important to make sure there is a bridge
guarding the path to that rampart first. Otherwise the defender can
place a goblin trap, rendering the Master Archer useless.
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| A saboteur is in place at the cathedral, increasing action cost by 1 hourglass. One hourglass has been spent on marksmen blessing, normally it would require just one more to complete but will now require an extra hourglass. Sharpshooter in the tower has already been used this turn and is marked as unavailable. |
It
should also be noted that the Master Archer can be countered by moving
marksmen away from any threatened wall section as Goblins can only shoot
marksmen (other defenders hide behind walls). While forcing such a withdrawal may be useful, the defender can use Sharpshooter in the Tower or
Marksmen Blessing to continue inflicting casualties on any rampart if
he's willing to pay hourglasses. My opponent found it very annoying that
I just moved marksmen away from threatened sections, replacing them with
soldiers who would hide behind the walls.
Saboteurs seemed very important, increasing the cost
of many actions by 50% and forcing me to waste several units sweeping
them out. I lost more units to tracking saboteurs than to
ballista fire! As they can be swept in any phase but only placed in
phase four, there is an incentive to sweep them as soon as the third
saboteur is placed. This can create interesting tension where the
invader may not want to place a third saboteur at all.
Phase
five is an opportunity for the invader to carry out fell rituals by sacrificing goblins. These rituals include the aforementioned Bloodstone which turns a catapult into a deadly threat, but also spectres
that turn defender casualties into undead warriors for the invaders and gale that adds extra hourglass costs to movement.
Gale probably has the clearest cost/benefit ratio. If the invader
can use it to prevent enough reinforcements being moved to a critical
wall section it could secure a win and in more marginal situations it
could cost the defender enough hourglasses to at least grant a foothold
and maybe some defender losses. While the extra cost was unwelcome I
never found the gale to be very effective against me.
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| Three orcs and a troll, using banners and shields, attack a wall section guarded by two soldiers. Two stone walls protect the soldiers. A gale is making it difficult for reinforcements to join the fight. The defender's cannon can not target units that are already on the walls. |
Spectres are a bit more unpredictable and were never used effectively in our first game as there was not enough defender casualties in the melee phase. They are perhaps best in the mid to late game when several wall sections are
under pressure. Hopefully they'll see more use as we gain experience with the game.
Bloodstones were used to very good effect in our first game. While dependent
on drawing a hit card for the selected engine the odds can be improved
by using artilleryman training and accurate tiles. It was very
frustrating for me when my first veteran stepped up on a wall section
only to get a catapult bloodstone in the face, earning him an instant
one-way trip to Valhalla.
Dispatch and orders are handled
in phase 6 and covers the movement of troops and any special
instructions. The mechanics are straightforward, with the phase card offering a major and minor dispatch. Each can be used once per turn and offers different number of units that are moved and different hourglass costs. A unit can only be moved once per order, but if both major and minor dispatch are used then a unit could be moved twice.
My opponent noted that after flipping the phase 1 card (which increases reinforcements from 14 to 16 per turn and prevents trading a unit for extra resources) in the mid-game it became difficult for him to move all units forward and his camp rapidly became congested, offering extra hour glasses to the defender.
After the defender spends the hourglasses from phase 6, the game moves on to the assault phase. This will be covered in the next post.