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BattleLore: Call to Arms» Forums » Strategy

Subject: How do the deployment decks differ? rss

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Niels Taatgen
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I have just received my copy of Call to Arms, and am pondering how the different decks of cards differ. If you add up all the units on all seven cards you reach almost the some total for each deck (within a banner type), so it is not the case that one deck is heavy on archery while the other is not. Some cards seem to have good formations and others sloppy ones, but again nothing seems to be systematic. I am missing something, or are the differences so subtle that only repeated play will reveal them?
Any insights are welcome, I posted the sets in the pictures section, so even if you haven't gotten the expansion, please speculate along.
 
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brian
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Not having the game yet, I only know what we were told. Some decks have non-lore units in them (no dwarves, creatures, etc.) and can be reserved for pure historical games. But each deck by itself is designed so that any given deck can be utilized through the base game alone - which is why your number should be close to being equal.

I am sure the decks are very close to being equal and you probably won't favor Deck C over Deck A, for example. The variety is going to come when you pull the 4 cards for deployment and leave the rest in the deck. Maybe through this selection you will see more subtle differences between each deck.
 
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Niels Taatgen
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BrianMola wrote:
Some decks have non-lore units in them (no dwarves, creatures, etc.) and can be reserved for pure historical games.



I also remember this was mentioned somewhere, but it appears not to be true: every English deck has goblins, and every French deck has dwarves. Also, every deck has a single creature. As I said in my original post, the differences seem to be very subtle.
 
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Nick Floyd
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I thought that I read that somewhere too, but I can't seem to find where. This is kind of a disappointment. How are you supposed to use CtA to set up a historical battle when you have chances to get creatures and dwarves in you army. Do we just replace them with human units of the same color or what?
 
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Eric Hautemont
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Nope, I don't believe we ever said the various sets (ie A, B, C) would be humans only, or gobs only, etc... What we did say was that down the road, once enough new gob and dwarf units had been introduced to field entire armies, we would then release additional sets that would be Race specific. But that is not the case for now (there just are enough units to do so).

The differences between each sets are subtle indeed, and largely of a positional nature.

Eric @ DoW
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Nick Floyd
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I don't know where it was, but something lead me to believe that set A was "non-Lore," or "used in basic scenarios" or "used in historical scenarios" or otherwise contained no creatures or fantasy races. Maybe I only read into some surrounding context that lead me to believe that, but I can't find the text that seeded the idea in my head. It could be a bunch of places. I have been surfing sites and forums at BattleLoreMaster.com, DoW, and BGG for weeks. If any of you other guys who thought the same thing knows where it was that made you think that, I'd like to know. I still think it is unfortunate that all three sets contain fantasy elements. I guess maybe the historical part of the game is not going to be as supported as some of us had hoped
 
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Eric Hautemont
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Nick,
This isn't the case (as the Hundred Years' War pack will show). However, in order for us to make interesting, varied deployment sets, we first need to make sure there is a sufficient variety of figures around.
If you don't want to use dwarves and gobs, I would suggest simply replacing them by some feudal levy tokens for now. While not perfect this will keep them "historical" (so to speak, since there the nature and position of troops is usually pre-set too, which kind of contrary to what CtoA proposes).
eric @ DoW
 
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Matt Smith
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BattleLore: Call to Arms » Forums » Strategy
Re: How do the deployment decks differ?
I just got CtA yesterday. Here are some basic stats for each card set:

Pennants
All sets have:
- 4 cards with Archers
- 1 card with a creature

Goblinoids
Set A: 3 cards
Set B: 3 cards
Set C: 4 cards

Standards
All sets have:
- 3 cards with Dwarves
- 1 card with a creature

Archers:
Set A: 5 cards
Set B: 5 cards
Set C: 4 cards

In general, the Pennants sets have tighter formations. The units on the Standards cards are more spread out.

This is by no means a comprehensive analysis, but I hope some find it useful.
 
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Brad Brooks
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Phloid wrote:
I don't know where it was, but something lead me to believe that set A was "non-Lore," or "used in basic scenarios" or "used in historical scenarios" or otherwise contained no creatures or fantasy races.


I somehow came away with the same impression. Apparently some sort of mass hallucination spell at work.
 
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Jake Waltier
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I haven't received my copy yet, but I'm guessing they don't differ much, by design. All decks (of 7 cards) have a similar cards. One with a creature, some with dwarves or goblins, maybe some heavy on one type of troop or another. If you were to draw your 4 cards from 21 or 42 total, you might end up with a disproportionate amount of any one type. By drawing 4 cards from 7 or 14, you greatly reduce your chances of getting a wacky collection of troops. If you want that randomness, draw from the whole bunch. You might be wonder why even have 3 sets of 7 for each camp. Purely for variety of troop arrangements. And I'm satisfied with that.
 
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Gabe Alvaro
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More deployment card difference analysis:

http://www.daysofwonder.com/index.php?t=msg&goto=92021&rid=1...
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Niels Taatgen
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I have the feeling that the current deployment sets are more or less equivalent if you analyze them separately from the setup of the board. However, given a particular setup of the board, particular cards might fit it very well and others not. You don't want a unit to end up in impassable terrain, and it is usually not too desirable to have too many units in the wrong terrain type (heavy troops in woods, archers on bridges, etc.) Given a particular setup, it might we worthwhile to take all the decks and see which cards fit the board, and which don't. Then pick the deployment deck with the best fits.

For example, Adventure 24A, the retreat South, has impassable hills and river. If you look at the French deployment decks, deck A has 3 cards that are hard to fit on this map (A2, A5 and A6), deck B has 2 (B2 and B6), and deck C only 1 (C1). Picking deck C might be the best choice for this adventure.
 
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Graham Smallwood
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I found a good way to differentiate the decks depending on what units you like. For each deck, the numbers below count the number of red and blue units. Each plus is for a red. So 3,1,1 means one card with three good units, and two cards with 1 each. A 2+ would be a red and a blue.

Blue team
Card A
Dwarves 2+,1,1
Cavalry 2+,1+,1,1
Bows 1,1,1,1,1
Creature 4th row

Card B
Dwarves 2,1+,1
Cavalry 2+,2,1+
Bows 1,1,1,1,1
Creature 2nd row

Card C
Dwarves 3+,1
Cavalry 2,1+,1+,1
Bows 2,1,1,1
Creature 3rd row



Red team
Card A
Goblins 2+,1
Cavalry 2,1+,1+,1
Bows 2,1,1,1
Creature 4th row

Card B
Goblins 2,1+
Cavalry 1+,1+,1,1,1
Bows 2,1,1,1
Creature 4th row

Card C
Goblins 1+,1,1
Cavalry 2+,1+,1,1
Bows 2,1,1,1
Creature 1st row

So you can see that each card set is equivalent in these categories. They have the same total good units, and the same total red units. If you really like Dwarves, Blue C gives you a chance at the super 3+ Dwarf card. If you want your creature to get fighting right away as red, you better pick set C.
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