Impact X Blog: Corner Case – Fishing

Fishing

Fishing is the tactic of attacking with a low probability dice pool and hoping for a big result, or throwing back a small result in hopes of a bigger one. Fishing is a key tactic with certain units or under certain circumstances. Knowing when to fish and what your probabilities are can often get you a favorable outcome out of a seemingly impossible situation.

The premise and execution is pretty easy, the trick is identifying when to fish and what the probabilities are. The core of fishing is knowing the probabilities and picking the right tools to put towards certain situations to produce an unlikely outcome.

Relevant Rules:

version agnostic

Constants:

  • Red: 1x blank, 5x success, 1x surge, 1x critical  or 75% chance of success without surge and 87.5% with surge. 

  • Black: 3x blank, 3x success, 1x surge, 1x critical  or 50% chance of success without surge and 62.5% with surge.

  • White: 5x blank, 1x success, 1x surge, 1x critical  or  25% chance of success without surge and 37.5% with surge. 

  • All Dice Critical: 6x blank, 1x surge, 1x critical  or 12.5% chance of critical without surge and 25% chance with surge. 

  • Red with Reroll: 93.75% no surge, 97.5% with surge

  • Black with Reroll: 75% no surge,  86% with surge

  • White with Reroll: 43.75% no surge, 61% with surge

  • All Dice Critical with Reroll: 22.5% no surge, 43.75% with surge.

Understanding:

Given the above constants we can see that there are situations where certain dice or certain rerolls can give us results in scenarios that are otherwise unlikely to produce results. The core of this tactic falls within the percentage on dice constants and the defensive constants such as cover and armor.

Continue reading after the jump: https://www.legionimpact.com/blog/corner-case-fishing

Impact X Blog: Corner Case: Kiting

Nicholas Freeman January 29, 2019

Kiting

Kiting is the tactic of keeping distance between the attacking unit and the defending unit so that you can get extra activations and an attrition advantage before the opposing unit is able to attack optimally – so called because in most instances you will have one unit running and another unit following behind them like a kite. Kiting is a key tactic leveraging range or speed advantages over your opponent to maximize your longevity while still whittling down your opponent. Knowing how to kite or how to avoid it can often be a deciding factor in the attrition war.

The premise is pretty easy, and the actual execution isn’t too difficult either. The core of kiting is to reduce the targets optimal actions by allocating suppression or keeping distance to maintain an activation or damage advantage.

Relevant Rules:

version 1.2.0

Constants:

• Range is measured in 6″ increments 

• Speed 1 is just short of 3″ plus base size

• Speed 2 is just short of 5″ plus base size

• Speed 3 is just short of 7″ plus base size

• Small base is 27mm or 1.06″

• Medium base is 50mm or 1.96″

• Large base is 70mm or 2.75″

• Huge base is 100mm or 3.9″

• Small base moving speed 2 is just short of 1 range band

Courage: If a trooper unit ever has a number of suppression tokens assigned to it that is equal to or greater than that unit’s courage value, that unit is suppressed.

Keep reading after the jump: https://www.legionimpact.com/blog/corner-case-kiting

Impact X: Corner Case – Scoping

Scoping

Scoping is the tactic of placing terrain between the attacking unit and the defending unit so that you can single out models in a unit to wound- scoping is a key tactic if you use high value low output units or you are up against an opponent who has high value models within a unit. Knowing how to scope or how to avoid it can often be the deciding factor in winning the sniper war.

The premise is pretty easy, but the actual execution requires foresight, precision, and appropriate terrain. The core of scoping is to reduce targets eligible to be allocated wounds so that you can deal wounds to the optimal model.

Relevant Rules:

version 1.2.0

Attack: Declare Defender: The attacking player chooses one enemy unit to attack; this enemy unit is now the defender. Then, the attacking player measures the range from the attacker’s unit leader to the closest miniature of the defender to determine the attack’s range.

Continue reading after the jump: https://www.legionimpact.com/blog/corner-case-scoping