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Messages - Mrmt

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31
Rules Discussion / Re: Altar of carnage
« on: July 28, 2014, 10:57:22 AM »
Against Fire based mages it is tough...but I have a lot of the cheap Outposts in my book so normally I can get four out and with smart play can keep him ready to always keep four on the board....
Why 4 in particular? The essential as far as I can tell is 3 (for maximum mana on barracks). I guess so you can lose one and not take a mana channeling hit.

32
Rules Discussion / Re: Altar of carnage
« on: July 28, 2014, 10:35:42 AM »
Did you by any chance use a goblin builder for the conjurations? I'd love to find the extra actions with this card - to help speed up warlord play - but struggle to see how to overcome its painful slowness.
With a two zone separation between Outposts I just double move the Goblin Builder one round and then prep the spell the next round for casting. I find this works very well if your opponent is focused on killing your mage.

Do you find you can get the machine going fast enough - with adequate defenses - for this to be viable?

33
Rules Discussion / Re: Altar of carnage
« on: July 28, 2014, 08:21:53 AM »
Did you by any chance use a goblin builder for the conjurations? I'd love to find the extra actions with this card - to help speed up warlord play - but struggle to see how to overcome its painful slowness.

34
Until it gets a errata or a new printing in tourneys it is play as worded
Have you ever seen it played in tourneys? To what effect?

35
Did this ever change? I have to assume it was intended that the builder could repair a wall.
the card has not been changed as of yet.

this is a very common issue that comes up with warlord players.

I am going to assume from the wording on Otto, and from simple common sense, that is was intended the goblin builder could repair walls, but that they didn't think to clarify that on the original card.

Either way, I would certainly appreciate an update.

36
Player Feedback and Suggestions / Re: goblin builder fix
« on: July 27, 2014, 02:08:12 PM »
Now forged in fire has come out, I am looking at goblin builder again.

The master engineer adds armor to walls, so fine, but the builder is still not performing. I think increasing his cast distance to 0-1 or making his cast a quick action would be an elegant solution.

I don't see why the restriction existed in the first place... But either way, he probably remains too slow to be useful. Given speed, he could be much more interesting.

37
Did this ever change? I have to assume it was intended that the builder could repair a wall.

38
Rules Discussion / Re: Looking again at barracks/garrison post
« on: July 27, 2014, 02:02:59 PM »
Now they made this much needed change, any chance they will expand the range of the goblin builder? If he could cast conjurations at a range of 0-1, or quickcast them, he might become more useful. As is, he is too slow to be useful.

If he was faster, the warlord creatures plus conjurations style would start getting closer to reality.

39
Rules Discussion / Re: Looking again at barracks/garrison post
« on: July 24, 2014, 06:45:25 PM »
Ps. Why is it not stickies here as an erratad card?
How many other cards have changed that aren't advertised here?

40
Rules Discussion / Re: Looking again at barracks/garrison post
« on: July 24, 2014, 06:29:26 PM »
Well well.

That certainly changes things... That's a huge deal and actually makes this card useful.

41
Rules Discussion / Looking again at barracks/garrison post
« on: July 24, 2014, 05:58:59 PM »
I remember reading that a garrison post couldn't be used to summon a capture from a barracks.

But seriously, that's exactly what this card is crying out for to be useful. I find it irritating it doesn't specify this is possible.

Reading again, I think it could be ambiguous... Ultimately, a mage is summoning even if using a spawnpoint, no?

Surely the garrison post should work with the barracks. I can see no reason why it should't and it would actually make the card useful.

42
People can argue this any which way they want, but bottom line is this is a cheesy effort to sex up Mage Wars by hiring a scantily clad woman to promote it.

Of course that's what it is. Why pretend otherwise?

It is cheap, and unnecessary. It also doesn't help that she looks so completely bored by the whole thing.

43
General Discussion / Re: Forged in Fire Pre-orders
« on: March 31, 2014, 02:29:47 PM »
Includes free shipping to the UK, right? :D

44
General Discussion / Re: Opinions are like Teleports. Everyone has one.
« on: February 05, 2014, 04:43:39 PM »
That should speak pretty loudly in my opinion that if you aren't going to change the mages, something needs to be done spell wise to even pique my interest in playing a Warlord.

Assuming no changes to the mage card, and that the changes will instead come through new spells, will this expansion  become obligatory to make the warlord viable? Will it make cards like the goblin builder viable?

I feel there are some great possibilities with the command system - 'Get a move on!', lets minions take a full action as a quick action, or 'Load the machines!’, lets a goblin add a load token to a siege engine etc. But it may all have too many knock on consequences.

Interesting stuff for AW.

45
General Discussion / Re: Opinions are like Teleports. Everyone has one.
« on: February 05, 2014, 03:05:21 PM »
I'm not sure how I would balance the wizard. Overall I think arcane wonders has done a good job, but arcane is a little too powerful which explains both the wizards strength and the warlords weakness.

I would love to comment on this but I can not.  :-\

All these promises...

Such an interesting dilemma though for the company. The easiest thing to do logically would be to tweak the mages themselves, rather than change every card, but I guess that is not going to happen.

The issues facing the warlord are entrenched indeed, most fundamentally that it appears to be based on a couple of ideas (build a fortress, command an army) that simply do not work, given the surprisingly weak tools it has to do the job, and the striking limitations it has built in (conjurations that can't be placed next to each other, siege weapons that fire only every other turn, low mana, builders that take forever to do anything etc)

Every bit of frustration the OP feels over the apparent advantages of the wizard is mirrored in frustration over the manifest disadvantages of the warlord.

Intrigued to see what you pull out of the hat here.


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