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Messages - Borg

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46
Rules Discussion / Re: Cast X-spell and add 2 mana for Mage or Caster?
« on: April 14, 2017, 08:07:57 AM »
The Mage gains the two mana.

47
Defense ring doesnt work with autonomous equipment unfortunately

I checked the codex and you're correct.

I must say though I find this exception rather "unintuitive" and "unnecessary".

Unnecessary because it's not as if the Defense Ring is suddenly going to be overpowered because it affects the Scimitar
and unintuitive because the Scimitar says : "Once per round, you can use Dancing Scimitar as a Defense ... " and Defense Ring says : "Mage may add +1 to the D12 die roll each time he uses a Defense to avoid an attack " which is exactly what he is doing when using the Scimitar as a Defense. So, one would normally expect the Ring to work here, especially since it is clearly spelled out that it is YOU, the Mage, who uses it as a Defense.

Sorry for going slightly off topic ;)

48
Cards I really miss in this book are 1x Bear Strength and 1x Dancing Scimitar.

Bloodwave Warlord with Vorpal Blade / Morning Star + Spiked Buckler + Bear Strength + Scimitar can roll up to 16 dice per round. Add a Hurl Rock QC and you're rolling up to 21 dice in one round with your Mage alone.

With your weapon and shield slots filled, I'd remove the Elemental Wand and just replace him with another attack spell or 2 more Hurl Rocks.

As useful as it may be at times, you just don't want to see a Wand of Healing in the Orc's hands.
I'd suggest to find other ways to remove annoying conditions. Clear Mind, Geyser, Raincloud etc are options ... You already have Purify.

Skeletal Knight at 6 sbp's is too costly imo. I'd rather have 1 ( or 2 if you prefer ) Iron Golems instead.
Makes your Retaliates and Battle Fury's better as well.

I guess Gurmash is an OK choice to cast Command Enchantments, but there just aren't enough of those to make him shine.
Playing Command Incantations through him is like letting your opponent listen in on all your play-calls. There's no surprise there and unless your opponent has already run out of actions for that round he always has at least one action to anticipate what's coming. Incantations are simply much better when they can have immediate effect and Gurmash can't give you that ...

General's Signet Ring may not be worth it.
Costs 3 mana and you have only 6 creatures, so a max gain of 3 mana if you cast ALL you creatures.

To increase your Buckler's effectiveness ( and also the Scimitar's ) I suggest adding a Defense Ring instead.
A Bloodwave Buckler book may be the one book where a Defense Ring is worth playing.

I like the Gauntlets of Strength but I think Champion's Gauntlets are the better choice here.

Mend ?
Imo, if you have to start Mending, you're losing.
I really don't think the Orc can afford to waste an action on that.
If you really want a cheap healing option I think Vampiric Strike can offer you more than Mend.

With your 5 dice basic attacks ( and possibly 6 dice basic attack if you should add a Golem ) it may be worth it to add a Whirling Strike. Suddenly rolling 18 dice instead of 6 for 9 mana might take a few by surprise. ;)

Success.

49
Spellbook Builder / Re: My spellbook builder
« on: April 10, 2017, 04:42:46 PM »
Fantastic job, grga.

If you find time for the sortable columns next, then this is IT ;)

50
Rules Discussion / Re: Defense from Hydrothermal Vent's attack
« on: April 05, 2017, 03:38:08 AM »
Now about trample, I think t does count as melee attack, but simply isn't affected by melee +x trait. So if a defende can't defend from melee attacks then it can't defend from trample.
Trample is not a melee attack ( nor a ranged attack ) and does not benefit from Melee + X ( or Ranged + X ) effects, meaning any defense should work against it just like against Hydrothermal vent.

Ninja'd by Zuberi :)

51
Spells / Re: Card of the (i dunno... month?)!!
« on: April 03, 2017, 07:41:24 AM »
Glancing blow must be revealed at the beginning of the roll dice step.

If you successfully avoid an attack (such as with a defense), then the roll dice step is skipped - thus not triggering the mandatory reveal.
Correct,

For some reason I didn't read beyond " When this creature is attacked, you must reveal Glancing Blow ...
but then it adds "at the beginning of the roll dice step". My mistake. :)

The card just got better.

52
Spellbook Design and Construction / Re: For Honor
« on: April 03, 2017, 06:35:17 AM »
Interesting idea to try to work Construction Yard into a Paladin book.

I'd like to see this succeed but as the book currently stands I don't think there's enough "work" to do for the Construction Yard to be a real bonus. A Mana Crystal might still be the better option.

The Yard can help bring out the Forge and Ballista, just like a Crystal, but could be "out of work" for quite some time after that whereas the Crystal keeps giving mana every round.

Garrison Post is not really that useful without a War Mage Spawnpoint ( Barracks ) imo and it loses its ability to generate mana when used by a Paladin and the Wall of Pikes is situational use only.

To make the Yard really work for the Paladin I think you'd have to go with a War Conjuration heavy book.
Not sure if that's doable though but I'll leave that up to you :)
Consider : Altar of Carnage / Iron Guard - Archer's Watchtower - Armory - Mangler Caltrops.

53
Spells / Re: Card of the (i dunno... month?)!!
« on: April 03, 2017, 06:08:02 AM »
Excellent card indeed.
What you really have to account for in this card is the mandatory reveal. Its only drawback.

To work around this drawback it is best placed on creatures where you really want to reveal this card as soon as it's attacked, not simply because you "must".

A frontline fighter for example might still get some use out of it, but it might also be triggered by a low 2 dice attack for a minimal gain. In these situations, Brace Yourself often is a better choice.

Because of this mandatory reveal upon being attacked, imo it is best used on creatures
1- which you'll normally not find in the frontlines and which are best kept away from attacks
2- which are fragile and can be killed with one serious attack
3- which want to reveal this card anyway as soon as they're attacked

54
Spells / Re: Spiked Buckler
« on: April 03, 2017, 05:31:23 AM »
It's certainly a good card and combination.

As a tool for the Anvil Throne Warlord, I think it faces stiff competition from runed up Elemental and Mage Wands though. And he can still get a runed Defense/attack from Dancing Scimitar.

I think that the Buckler might suit the Bloodwave Warlord better. He already has melee +1 and Mage Wand is something I would recommend less on him as he doesn't have the cantrip ability.
A Vorpal Blade / Morning Star + Spiked Buckler + Champion's Gauntlets + Bear Strength + Battle Skill takes only 4 quick actions and 20 mana to set up and can dish out quite some damage.

55
General Discussion / Re: Time Gentlemen, Please!
« on: March 29, 2017, 02:53:24 PM »
I am the kind of guy that plays 12 hour+, 8 player, ffa's in Age of Wonders 3. And I usually enjoy every minute of those games. A 4 hour mage wars game is nothing in comparison.

AoW3 : definitely one of the best PC turn based strategy games out there. Certainly my nr1 PC choice.

Regarding MW.
Remember the early days when people complained the game took so long ?
The standard reply back then : as you get more experienced time goes down to about 60-90-120 minutes.
I certainly have the impression that that time has gone back up as players get even more experienced and have a much better understanding on how to deal with different kinds of situations.

56
Spellbook Design and Construction / Re: Flying Leviathan - Siren
« on: March 29, 2017, 04:28:01 AM »
Since Eagle Wings is so essential to your strategy I'd suggest some more protection for it.
Consider adding 1 or 2 Arcane Ward, 1 or 2 Enchantment Transfusion and maybe a couple of Shift Enchantment.

Arcane Ward on Eagle Wings makes it considerable harder to get rid of he Eagle Wings. ( ideally, play the Ward during First QC when you have ini to thwart your opponent's dispel he may have selected for that round. )

Enchantment Transfusion can help you save the Wings from destruction if you can shift them to another non-mage creature you control.

Shift Enchantment is useful to put the Wings back on the Leviathan or to play games with your other Enchantments like the Astral Anchor or Chant of Rage etc.

57
Strategy and Tactics / Re: Can Certain Mages Not win vs Others?!
« on: March 27, 2017, 02:38:36 PM »
And I've got a Mana Denial Wizard that focuses on that strategy nearly exclusively.

Would you mind posting your book, iNano ? ( in another thread of course )
I'm quite interested in seeing all its contents.
Don't feel obliged ;)

58
Spellbook Design and Construction / Re: Restoration - Priestess
« on: March 25, 2017, 06:20:35 PM »
The book was originally designed to be played without a spawnpoint, generating 12 mana per round and giving you somewhat of a speed advantage over a spawnpoint opponent.

With a spawnpoint of my own however, the book would become slower but it would be possible to generate far more mana per round.

In the end, I figured it would cost only 7 sbp's to include this "spawnpoint option" to the book as well, and is thus very much worth adding, imo.

So, I added
Temple of Asyra
Asyran Cleric x2
Meditation Amulet
7 sbp's
( removed Divine Might, Divine Protection, Restore, Nullify, Tanglevine : all useful but not always necessary )

Mana Crystal was replaced by Harmonize
Faith Healer's Staff was replaced by Resplendent Bow

In full Temple modus the book can generate 18 mana per round which means you can summon a creature (nearly) every round and fully boost Alandell at the same time.

When the temple does the summoning, the Priestess needs something worthwile to spend her full action on and Meditation Amulet and/or Resplendant Bow seem like very good options.
Nice thing here is both can be equipped at the same time and don't exclude each other.

I updated the book in the original post.

59
General Discussion / Re: Mage Wars Companion App - Feature Requests
« on: March 22, 2017, 07:40:38 AM »
Don't hold your breath for an official deckbuilding tool.

In the near five years of MW's existence, for how long have we had an updated functional official deckbuilder ?

60
Rules Discussion / Re: Passage Attacks
« on: March 21, 2017, 11:38:48 AM »
Climbing only works on Corporeal walls (see Codex), so Wall of Fire and Wall of Poison Gas and Wall of Force are already excluded for reasons that have nothing to do with the topic at hand.
I understand, that's the official rules ... but the suggestion was made in OP to let Climbing ignore Passage Attacks - which Wall of Fire and Wall of Poison Gas have.

Because improving climbing means that the eagle claw boots get better and walls get worse.

I'd think the opposite, that ( corporeal) walls become better as well, as now you have a ( new ) trait ( Climbing ) that synergizes well with them, opening new strategic and tactical options.

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