In
part one I discussed how to evaluate the midgame game-state to determine game
play line to take in order to get to the desired end game. As an aside, that is a lot of uses of the
word ‘game’ in one sentence. As some
commentators pointed out, the end game should ALWAYS be on your mind, but it
was also astutely observed that you can’t change your plan every turn as the
result of a couple of bad rolls that will inevitably occur.
Essentially,
when you write your list and play your first few turns you should have an end
game in mind. When I created a
hypothetical game to explain, I used Turn 3 as the ‘strategic moment’ but
really the turn when you should pick your final line to the end game could come
at any point in the game; Turn 3 was just an example not any kind of rule. The optimal end game path could become
obvious on Turn 2 or perhaps not even until Turn 5. This does require evaluation throughout the
game. Enough said about that.
Taking
the concept to the next level involves interaction with your opponent, because
you’re not playing solitaire, but a living person who has his own plans to win
the game with.
Identify
Your Opponent’s Best Line
As
easy (or difficult) as it may be to determine your optimal gameplay line, it
should be very similar to do the same for your opponent. If you can figure out how he is going to try
to win the game before he does, you can shut the door before he even knows
which door he is going to take. But
assuming your opponent is of equal or better skill to you, you ought to assume
that he already knows everything you know.
So
determine his best line of victory, and do your best to stop it. Sounds simple enough. But the key is doing that while advancing
your own agenda. A laser focus on, say,
destroying all his Troops might not be the best move for YOUR best line which
is playing for a Kill Point win. It
requires a careful balance, and knowledge of how the two goals interact. At the end, it requires determining what the
minimum of resources you need to dedicate to those two things is so you don’t over
do it in one area and under serve the other.
Identify
You Opponent’s Most Likely Line
This
is so key. Just because you know what
the best line he should take doesn’t mean he actually will. An Eldar player, for example, might be so
used to the late game Objective grab that he ignores the fact that his best
line is Kill Points in this particular game.
The more linear someone’s list, or the less experienced they are, the
most likely they are going to take the obvious line, even if it is to their
detriment. So knowing their best line is
good, but knowing the line they are actually going to take is better. The only way to really know what they are
going to do is from gameplay cues. Is he
prioritizing killing your Troops?
Why? Is he focusing fire on your
fast vehicles and ignoring the slow ones?
Why? Is his shooty army pushing
forward towards you backlines? Why? What units did he keep in reserve, and
why? These are all cues that can
indicate what line he is trying to take.
The cues are constant and usually not subtle. Which leads me to the next point…
Hide
Your Line
This
is the Jedi Mind Trick of Warhammer 40k.
In 40k you can’t bluff the way you can in Poker or Magic since you don’t
have a hand with information unknown to the opponent. The only thing your opponent doesn’t know is
what’s in your mind, and that’s where you can bluff him. Let’s say you know that your best line is
Kill Points. If your opponent also
knows, and he knows that you know (this is very next level thinking) he is
going to play Kill Point denial.
Anything else would be stupid.
This is when you can bluff/mind trick him. So you are going to try to win by Kill
Points, why not for a turn or two play as if you are going to try an objective
grab? If he feels that you abandoned the
KP line, he will stop defending it.
That’s when he opens himself up for surrendering Kill Points.
As
a corollary, even if your optimal line is Kill Points, and Table Quarters is a
distant second, it might be wisest to play for the Table Quarters. An opponent could easily analyze the
game-state and determine that you’re going for Kill Points since it’s the
“optimal” play… only to lose to you on a Table Quarters win that he didn’t see
coming. These next level meta-strategies
require you to feed him misinformation, from relatively subtle gameplay clues
to a little disingenuous table talk.
Make him KNOW you’re going for kill points, and he will act accordingly,
even if he is wrong. Maybe you think its
not sporting to ask “how many kill points are your Elites worth in this
scenario?” when you don’t intend to pursue Kill Points. Is that sporting to purposely ask leading
question with the intent to misinform?
Maybe, but you can bet that in a tournament where sharks are trying to
gain incremental advantage over their opponents, someone will try it. Either use it, or prepare to defend against
it. I’d suggest both, to be perfectly
frank.
If
you feel your opponent is trying to mind trick you, how do you know what line
to actually defend against? If you’re a
mentalist, you could try to guess based on your perfect understand of human
nature and ability to detect deception.
If you’re a normal person, you have to use a gamblers’ instinct. There is a reason why calling a bluff in
Poker is tough: if it was easy no one could successfully bluff. In 40k, the simplest solution is to always
defend against the highest percentage play.
Defend against his optimal line until it becomes patently obvious he
isn’t pursuing it anymore. If his best
line is Objectives, and you kill all his Troops you can imagine he now has
other plans and you should adjust to the next most optimal line.
It
takes balls of steel to defend against the 2nd most optimal line
–while ignoring his best line- because you think he is trying to mind trick
you. That is a very risky move to call,
and I can honestly say that you have to be pretty bold to make that call
because the downside for being wrong is enormous. This should also demonstrate how effective
disguising your line will be: your opponent will be very hesitant to call your
bluff so bluffs in 40k work pretty well.
It’s a tight rope to walk on both sides of the game, but the rewards are
plentiful.
Thoughts? Comments?
Questions?
An Iocane powder double bluff thing, eh? Something I'll have to start keeping at the back of my mind.
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