Pushing
Some players dislike the click of damage from pushing so much they'll never push. Push!!!
If it seems that pushing will ruin their plan, get a quick strike on a wounded character
before it can be healed, critically hurt a support character, etc., then, by all means, push!!
In general, if getting the damage in now instead of next turn means a lot, then push.
Notes:
Army Designing
Definitally an important aspect. Plan carefully when designing an army (obviously).
Try to have your plan of attack made out, and incorperate all the pieces into it.
I've played games where a piece pretty much did nothing the entire match, and it was a big waste of points.
Generally, an army should be able to be entirely moved in two turns. Try to have at least 1 formation for mobility.
Notes:
-Small armies are usually susceptible to swarms and pushing damage, while large armies generally become a bloodbath
with your characters' blood. 7 seems to generally be the lucky number.
-Pushing so that a character can be healed from other damage is generally a win-win situation.
-Pushing to attack with a character with vampirism negates the damage if you hit.
-If you know pushing will make a character lose an excellent ability, especially toughness
and invulnerability, weigh the importance of the ability with the importance of the push.
-Incorporate pushing into tactical strke plans; you'll be amazed how much more effective they
generally become.
-Try to have a cheap, quick character in your army for capture attempts.
-Think about what your opponent will try to do to counter your strategy, and counter their counter-strategy.
(There's nothing like seeing an opponent's perfect counter plan being foiled)
-Know what you will be playing against. In tournament's it's hard, if not impossible, but in casual play with
a small group of friends, you can plan for what they have avaible and what they usually do.
-Quickness characters are great: they don't take actions to reach the enemy, and by the time you reach them,
an action have been freed up.
-Command is also useful: An extra action at the right time can really hurt the opposing player.