Post by awall on May 26, 2007 1:44:54 GMT -5
There's already a thread about general strategy for endgame. However, I just finished playing a game whose last 10 turns or so seem to defy the lessons in the other thread. I'm interested to know whether this was because I was a very lucky guesser, or whether there was something else about this game that caused it to play out this way.
Opponent:
Turn:012345678901234567890123456789012345
--LH:BSWDSFWPS?DPPPSDDCDPWP FFF>>>WWPSD F
--RH:BWWWSPPFD?PWWSWDDCPSDF WWPFDFWPSDF F
Me:
Turn:012345678901234567890123456789012345
--LH:BPSDPSFWP PSDSFFWSFSSDD-WDDPPWPWWCDP
--RH:BDSFWWFFF FFFDPPWSPPFDPPSDDSFWWPSCDP
Opponent was maladroit on turn 29.
Opponent's Magic Missile on turn 32 targeted me (deflected by shield), on turn 33 targeted my goblin (and hit it).
I submitted P/P on turn 35, figuring that I'd rather ensure Dispel Magic and risk surrender than allow Charm to hit on turn 35 and risk death.
Due to a mistake earlier, I wound up several life behind, and the wounds on turn 27 knocked me down to 1 health while my opponent had 6. This situation should have spelled doom for me in short order; instead, I managed to survive for 8 more turns, during which no WFP's or WPFD's were attempted. Furthermore, I managed to get off Haste on turn 33, which is probably the hardest spell to successfully cast in the game. I wound up being charmed into an accidental surrender because I guessed wrong on the last turn, but if that hadn't happened I feel that I was on the verge of turning the game around. That shouldn't have been possible given my position on turn 27.
So my question is, what should my opponent have done? At first analysis, it appears that his twin charms kept him too busy to stop my Haste. I think the better play on turn 30 would have been F/P; I would have been forced to counterspell myself on turn 31 for fear of WFP, which would have prevented me from going for protection, which would have put me back in the "have to shield every turn so I don't get killed by a stray stab" mentality, which would have kept me from getting off Haste or any other form of counter attack.
It seems the lesson to learn from this is that going for disruptions against a low health opponent generally aren't worth it. He can afford to be hit with mindspells, but he has to take every threat against his HP seriously, and eventually one will slip through. Does this seem correct, or am I totally missing the point?
Opponent:
Turn:012345678901234567890123456789012345
--LH:BSWDSFWPS?DPPPSDDCDPWP FFF>>>WWPSD F
--RH:BWWWSPPFD?PWWSWDDCPSDF WWPFDFWPSDF F
Me:
Turn:012345678901234567890123456789012345
--LH:BPSDPSFWP PSDSFFWSFSSDD-WDDPPWPWWCDP
--RH:BDSFWWFFF FFFDPPWSPPFDPPSDDSFWWPSCDP
Opponent was maladroit on turn 29.
Opponent's Magic Missile on turn 32 targeted me (deflected by shield), on turn 33 targeted my goblin (and hit it).
I submitted P/P on turn 35, figuring that I'd rather ensure Dispel Magic and risk surrender than allow Charm to hit on turn 35 and risk death.
Due to a mistake earlier, I wound up several life behind, and the wounds on turn 27 knocked me down to 1 health while my opponent had 6. This situation should have spelled doom for me in short order; instead, I managed to survive for 8 more turns, during which no WFP's or WPFD's were attempted. Furthermore, I managed to get off Haste on turn 33, which is probably the hardest spell to successfully cast in the game. I wound up being charmed into an accidental surrender because I guessed wrong on the last turn, but if that hadn't happened I feel that I was on the verge of turning the game around. That shouldn't have been possible given my position on turn 27.
So my question is, what should my opponent have done? At first analysis, it appears that his twin charms kept him too busy to stop my Haste. I think the better play on turn 30 would have been F/P; I would have been forced to counterspell myself on turn 31 for fear of WFP, which would have prevented me from going for protection, which would have put me back in the "have to shield every turn so I don't get killed by a stray stab" mentality, which would have kept me from getting off Haste or any other form of counter attack.
It seems the lesson to learn from this is that going for disruptions against a low health opponent generally aren't worth it. He can afford to be hit with mindspells, but he has to take every threat against his HP seriously, and eventually one will slip through. Does this seem correct, or am I totally missing the point?