Tournament Play – Reverse Calculations


What am I talking about? Have you looked at the table knowing there is some distance between your models and your opponent’s models but you don’t know what it is? Could be 18 inches. Could be 21 inches. You just aren’t quite sure. Use some of the algebra you have probably forgot. It’s okay. You don’t know how many inches are between the models but you can probably figure out the rest. Here is how…ask yourself some questions.

Lets assume that I am going first and I have my Hex Hunters Advance Deployed because of Bayal and my opponent has a full unit of Exemplar Errants plus UA Advance Deployed aswell. I want to know how far can I run my front line of Hex Hunters without getting them shot by Errants’ Crossbows.

First question. How large is the table?

Answer: 4 feet or 48 inches.

Second question. How large are the deployment areas.

Answer: Assuming standard SR 2012 deployment area. First player has 7 inches and second player has 10 inches.

10 + 7 = 17 and then 48 – 17 = 31 inches

Remember that some theme lists can expand this.

Third Question. Are they Advance Deployed?

Answer: Yes, both units are.

6 inches + 6 inches = 12 inches and then 31 -12 = 19 inches

Forth Question. What is the threat range of my opponent’s models?

Answer: Errants have a speed of 5 and they cannot ignore stealth. Stealth makes their ranged attacks miss if they are more than 5 inches away. Charging threat range is less at 8.5 inches.

5 + 5 = 10 and 19 – 10 = 9 inches.

Final Question. What does it mean?

Answer: The Hex Hunters can move up 9 inches without risk of reprisal from the Errants.

I would like to add that you have to think about the rest of your opponent’s tricks. Thyra can feat them forward 2 inches. Look for more ways to affect the table layout. Rhoven can help with Stealth problems. You have to think about that kind of stuff as well.

Measuring Tip: Make sure measurements are precise. When you set a situation where someone can fail a charge or a shot by less than half of an inch, it is good idea to make sure all measurements are precise. If I am about to charge something and it looks tight I will ask my opponent if I can set down my spray template infront of the charging model so I can be exact. The 10 inch spray template is perfect for the full threat of a reckoner (speed 5 + charge 3 + reach 2 = 10) or my angelius can go 10 inches on a charge.

In these situations you may have to give yourself some extra breathing room. If you know you can move 9 inches safely…you may want to move 8.75 inches. Because Hex Hunters can still threaten at 10.5 inches away. So you know you can charge the errants even if they stand still.

The other side of the coin, is Bait. You may want to move 2-3 of them 9 inches or even 9.5 inches to bait the errants into a full unit charge and only risk a few models.

I know math is scary but this is the type of math you should be able to do in your head to give you an advantage in your game. Don’t guess. The math is pretty easy and the more you get used to think this way, the better you will perform in your games. Also you will need to do this for all of your opponents models. Then determine which ones are powerful enough that you are willing to stay out of their threat range.

Thanks again for reading!



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