In the tournament scenario of Manoeuvre, the players each pick their starting hand of 5 cards. I had never really given much thought to what kind of strategy to use until our recent Toeurnament. I had tried a couple of things in my games and I’ll share some of my thoughts on those as well as some others that I saw in this BoardGameGeek.com post started by Joe.
In this start you pick out your Forced March, Supply and Withdraw cards to quickly move multiple units. Choosing this starting hand will really depend on the battle field. If there are some key defensive strongholds to grab quickly it could be useful to move in fast. However, Supply cards are very valuable with their dual use so I would choose to save these for later in the game. Playing this against the fast Ottoman cavalry it may not be as effective.
In this start you select the bombard cards which generally have the strongest defenses for the units. This hand allows you to move your troops into position while fending off your opponents attacks. If combined with some of the mobility cards above or a Redoubt it could be quite effective in securing those towns and hills. This type of play will force your opponent to wait until he can coordinate his attacks better. If you can play the rest of the game holding on to those spots and disrupting your opponents ability to make a coordinated attack you could really frustrate your opponent. I initially didn’t give this strategy much credit, but the more I think about it the more I like it. I will definitely give this one a shot.
The strategy with this card selection is to take all 5 unit cards for the weakest unit and immediately discard them. This is a way to cull your deck of all the cards from that weak unit you planned on leaving behind. I like this strategy if you know your opponent tends to cycle through their deck slowly. Anything you can do to use your big cards, reshuffle quickly and use them again is to your benefit. The downside is you may be giving your opponent an easy kill. However, I think it’s a good trade-off.
Strong First Strike: Single Unit
Similar to the strategy above, but instead of discarding the cards you use them. This could be done with any unit. You push that unit out front right away to and use all their cards in one strong blow. If this is a strong enough attack you can take out a unit right away and make 5 cards in their deck worthless. This is a little hard to pull off as you are relying on the luck of the die. I actually like a slightly different approach of using them all on the defense. Causing hits against your opponent on their turn. Ideally you would follow it up with an attack or bombard to finish off the freshly wounded unit.
Strong First Strike: Multiple Units
In this strategy you are again going for a strong initial attack to quickly eliminate a unit. This gives you the advantage of more units plus it puts worthless cards in their deck. The cards you select here are a leader and 4 unit cards. The idea is that the hand gives you the ability to put together a multi-unit attack with the help of a leader. The unit cards could be of two of each of two units or all different – just so long as the units are clumped together.
This is my favorite start, but I would throw in one minor difference of adding a mobility card to your hand. Adding in the Supply or Forced March cards can help you move your forces into position more quickly. The Withdraw can either be used to spring the trap or as a contingency plan if things go bad.
If you are the British or Americans you could grab your Spy to find out what your opponent has planned. I’ve also seen a ‘grab-five-bombard-cards-and-ditch-them-because-I-always-fail-those-rolls-anyway’ strategy. I’m sure there are others. What have you tried that works?