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Topics - Fentum

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16

This is all about how we can spread the love ...

And I can see the love for MW online, but just looking at the MW module, it seems to be lacking. I don't think this is the kind of "love" people want to see when first picking up the game, but this is solely my opinion, and I would want to show new players something prettier, more elegant, and a more streamlined approach than what this has to offer.

A very strong analogy here is Vassal for boardgames and more particularly wargames. Publishers allow use of their IP by independent guys who design modules for their favourite games. That allows fans to play on line. I have never yet met a guy who played the game on Vassal without owning it in real life.

A case in point is Memoir 44. It was on Vassal for a long time. Helped build a strong following. The publishers then got serious and created their own official on line version. Slicker and more professional than the Vassal module. The publishers thanked the original Vassal module guys and moved it on. Bottom line was a bigger audience with happy players.

It is mental that there's no online spell book auditor, if not an actual game module...but wait. Cosworth has, with Spike's help I believe, created a fan made independent module for Mage Wars on OCTGN. The tragedy is that although the Mage Wars game and graphics work well, the actual overall system of OCTGN is  a bit arcane in terms of loading games, and communicating.

Did I say 'a bit arcane' ?

Sounds as though Arcane Wonders should create a streamlined version...


17
Strategy and Tactics / 'Wizard's Castle' Turtling Strategy
« on: July 02, 2013, 11:56:42 AM »

I came up against a very nice turtling strategy using a few new cards. Gave me a hernia trying to think about how to beat it. Any and all ideas welcome!

The basic set up is

Wizard stays in home corner
Ballista
Mana Crystal
Mana Crystal
Iron Golem
Iron Golem
Wizard's Tower

Golems Guard
Ballista and Tower shoot.
Mage deals with any issues.

I was running an old school BM and figured Cervere might be helpful but the Mage was force holding her in place, tanglevining, etc.

Nasty business all round really.

18
I have been very much enjoying Mage Wars over the last couple of weeks using the pre-con decks. I have around ten games in now, and I can no longer avoid the temptation to create a deck. I have, however, resisted the temptation to use my shiny FM v WL expansion. I want to get the base concepts going first.

I have posted my first attempt at a custom deck, and I should like to invite comments. Feel free to critique heavily, as all feedback is very welcome.  I haven't really optimised it yet. It just has  a general build to support the intent of the playstyle. (e.g. I would likely remove Lair).

I have used the deck once vs a Priestess Angel build. The game was cut short due to time constraints, but the mage did work as intended. Not to say I was doing well, just that the intended plan largely executed.

The thinking behind the build is that flexibility and action advantage are key in the early game. More so than e.g. mana advantage, which takes time to deliver. I am looking to develop early game action advantage by depoying a Battle Forge, tooling up the BM as a melee monster. At the same time, summoning a 'few' level one creatures via the BM ability, in order to harass targets of opportunity. At worst they will become living 'Blocks'. That covers the action advantage part.

Flexibility is provided by the options that are retained through turns 2-5. With the Battle Forge out on turn 1, I will certainly tool up the BM. I then look at the opponent and figure whether to add additional equip via my QA, plus a level 1 creature via QC Quick Summon to aid a swarm route. Alternatively, I can go few big, tooling up the BM and dropping a Steelclaw, Cervere, etc. Essentially, the Battle Forge tools me up whilst the BM Quick Summon gives me options to go swarm.

I guess I could add a lair for even more action efficiency, but I worry that the mana cost is far to high for the early game.

The ultimate goal is to have a strong BM in melee supported by either a swarm or a few big, depending on the opponent's build. To get to that point rather quickly.

Here's the deck (thanks go to Cosworth at OCTGN for an outstanding deck building tool)...

Geyser x2
Jet Stream

Lair
Mana Flower x2
Rajan's Fury
Tanglevine x3
Tooth & Nail
Wall of Thorns x2
Battle Forge

Bitterwood Fox x3
Cervere
Emerald Tegu
Feral Bobcat x2
Mountain Gorilla
Redclaw
Steelclaw Grizzly
Thunderift Falcon x2
Timber Wolf x2

Bear Strength x2
Block
Bull Endurance
Cheetah Speed
Cobra Reflexes
Eagle Wings
Marked For Death
Mongoose Agility
Nullify
Regrowth
Retaliate
Rhino Hide x2

Bearskin
Elemental Cloak
Regrowth Belt
Ring of Beasts
Mage Staff
Gauntlets of Strength
Leather Boots

Battle Fury
Call of the Wild
Charge
Dispel x2
Dissolve x2
Force Push x2
Group Heal
Heal
Knockdown
Minor Heal
Perfect Strike
Rouse the Beast
Purify
Shift Enchantment

This is basically the precon deck with a few adjustments towards the playstyle goal. All feedback welcome.














19
I have been running an Air Wizard. Pretty basic control build. Teleport wand, lightning wand, arcane creatures.

I'd like to use Huggins as he is thematic and he is in my book. I just never seem to find a good time to play him. Am I missing something? What would be good uses of Huggins in an Air Wizard control build, or, in fact, in any build?

20

I just played an on line match of Mage Wars. I had a basic Priestess vs a nice bloke with a basic Beastmaster.

It all worked beautifully.

Let me just say that again...

I JUST PLAYED AN ON LINE MATCH OF MAGE WARS!    ;D

Whay hey!

Check out OCTGN, the virtual tabletop system for card games.

21

I have taught a couple of guys how to play Mage Wars now. Each is pretty smart, with a keen interest in odds, tactics and so on. The biggest hurdle to understanding the flow of the game has been confusion over the Quick Cast phase.  They struggle to get the timing of Quick Cast and in particular they get confused by Quick Cast vs Quick Spell vs Quick Action. I can spell it out (no pun intended) and they nod. I can ask them to repeat the sequence out loud, and they do. Then they get confused again.

They pretty much get the Full Action vs Quick Action idea. They even get the Quick Spell idea.

One key issue is all the 'Quick' stuff.

Here's an idea...

Change 'Quick Cast' to 'Fast Cast'








22
Strategy and Tactics / The pace of Mage Wars over time
« on: June 08, 2013, 04:05:09 AM »

I just read an old play by forum thread. There was lots of slow build up of equipment and conjurations. It felt like a 'nice' game with each player being allowed to build before contact.

In the few games I've played, there has been no time for this at all. Creatures and mages are in your face very quickly and early mana spent on support items puts you at an immediate disadvantage. Is this just local group think, or has the pace of contact stepped up?

Was a build up style the design intention? I guess a wide choice of styles was the design intention. Can a slower build up work vs a rush? I feel a bit sad that I am missing out on building nice crystals and planting a garden of flowers...

I run that slower build when playing solo vs a solo rush (solo as in I have no friends, not a solo build) and the rush wins by making the build too reactive. Against real people, I always face a rush.

Now don't get me wrong. I love this game. I just wondered if a slower build is a real option in the meta and if it is working as intended, or are those pesky players being overly aggressive!

23

Just played a cracking Warlock vs Wizard match with the archetypal approach. Warlock tooled up to hammer away in melee. Wizard using movement and control. Very close match. Wizard won, but would have died during the next upkeep phase.

A strange event occurred and I'm seeking guidance.

When a Mage with a defence or an enchantment triggered by an attack, e.g. Block, is pushed against a wall with the passage blocked trait, I believe the wall makes a three dice attack. It's an ATTACK, not direct damage, so does the defence/ enchantment activate to protect vs the wall attack?

Seems a but weird thematically, though I can imagine it if I need to.

24
Played my first two non-solo games and they were a BLAST. Both were Priestess (me) vs Beastmaster in Apprentice mode. One win each.

My mate used a buffed Steelclaw Grizzly to great effect in game two. Along with a few other critters. What might be a few good ways to counter this beast in Apprentice Priestess mode? It's appearance in turn one put me on the psychological back foot.

Used sleep, dispels on enchantments on it, knight, grey angel, but the bugger just wouldn't go down. Oh - we DID forget a counterstrike from a guarding knight once, which MAY have had a significant effect (it would likely have killed the falcon that next round attacked and awakened the sleeping Steelclaw). But still the Steelclaw was a beast.

Any thoughts?

The other interesting point was that my mate picked up how to play the game in a snap. He isn't a big gamer, though I have convinced him to give a few a go. The game is so intuitive, he was soon pulling effective combo's and targetting the right cards on my side. He runs a bookmaker (betting shop) so he really enjoys working out odds, figuring combo's etc. A perfect opponent!




25
Website Support and Feedback / What happened to 'my topics'?
« on: May 06, 2013, 07:35:39 AM »

The previous forum style had the very handy 'recent topics' and even handier 'my topics' options. I found then to be a great way to search for new content that might be of interest.

Have they disappeared? Can we get them back?

26
General Discussion / Learning curve, analysis paralysis and randomness
« on: April 29, 2013, 06:00:19 AM »
A gentleman over on BGG was asking about Mage Wars and was worried about these three areas. I shared my experience so far (limited) and thought I might post it over here too...

steep learning curve
My 11 year old son wandered in whilst I was doing a solo match. He is more into rugby and PC games than boardgames, but he immediately had a good grasp of Mage Wars by simply looking at the board, cards and spell book.

'Ok, so the Beastmaster has brought out loads of animals to kill the Priestess.'

'The Priestess has a couple of good guys there - are they defending her from the foxes?'

He watched me playing solo for about five minutes and quickly understood the game flow. To the extent that he joined in, playing together, taking best options for each mage. He called the spells for each round and made sensible choices. He was also able to figure out the best creatures to cast spells on and so on.

It's not a complex game. In fact it feels very intuitive.

analysis paralysis
Definitely possible for this to happen. Early games are all about figuring out what spells do, and access to all spells means that AP can happen. Apprentice (half size) spell books help, but definitely a concern. My son had no trouble with this, and chose within a few minutes each turn, and he is a bit of a thinker.

Choice and randomness
There is a HECK of a lot of choice given all the options for your spellbook then all the options during play. BUT it doesn't feel random at all. Quite the reverse. Access to all spells means you are actively choosing tactics ecah turn, not randomly drawing cards. There IS randomness in the dice rolls, but the combat mechanisms seem to give 'average' results most of the time. i.e. it's a high peaked bell curve and even the outliers are not usually significant enough to 'kill' the game. The one bit of randomness that does feel pretty binary and significant is the DEFENCE mechanic which gives a straight % chance to completely avoid an entire attack. Even that can be ameliorated by multiple attackers and so on.

It's a great game to me, and your specific concerns may be addressed. There is an excellent series of gamelapy videos on BGG by Tox. Watch those and see what you think.

27
Strategy and Tactics / First step up from vanilla apprentice
« on: April 25, 2013, 01:42:13 PM »
Picked up the game yesterday and played three solo apprentice games of BM v PR. Great fun and plenty of emergent strategy. Swarm, big one, big few, beat up, etc. Got tired of vanilla mages so went to apprentice book, half map but full Mage abilities.

Oh wow. How on earth can the PR deal with the BM swarm in this set up? Is this a poor way to take a step up from apprentice?

All help appreciated.

Played another solo match and found the fairly simple solution. Brogan guarding.

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