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Messages - Moonglow

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421
I was thinking about that last night.  It could make a cool new creature that you (the mage) can ride, reduce all ranged attacks to quick actions. Or perhaps newer equipment that isn't as strong dice wise but allows faster shooting times.  It's card to know when the game space is still very much developing...

Finally, it's pretty easy to rationalize how ranged attacks work in a thematic sense; you need concentration to aim and fire

Hmm I wonder if the American Indians bareback on horses, Sumerians rolling in chariots, or the Huns coming full gallop across the steeps of Asia, Robin Hood firing arrows would be "thematically" be a full action.

I have wondered why Ranged attacks are only full actions and not a mix. Like a quick action(sharp eye) at a shorter range with a small amount of damage and a full action(volley) at a longer range doing more damage.

Just my two cents.

422
General Discussion / Re: Card Distribution thoughts.
« on: July 26, 2013, 03:39:36 PM »
The year is almost up, although it'd be worth getting the druid and necro decks into your analysis before you run it....

423
I went with the Ultra pro pro-fit sleeves.  Really like the feel and fit of them.  They sit nicely in the spell books, so no worries there.

424
The ranged attack was probably a poor example, it was just me trying to think of options that might explain why the direction of move-> quick action might have been set the way it was.

Focusing on that one point doesn't really answer my question.  My question isnt really about ranged attacks, its the whole uni directional split between movement and actions.

I think your call that the design is more intuitive than I can appreciate is a bit of an oxymoron.  If it was intuitive then I'd be able to appreciate it. 

The main call on the rules has been that things work the way you think they should.  That you can move and act but not act then move seems like an arbitrary rule imposition that doesn't seem to fit this guideline.  I can't really see that it makes a huge difference to game play to let a player act then move.  Which is why I was interested in some of the design decisions that went into this rule.  Especially as it seems to be one of the few rules that stick out in the game in this manner. 


425
General Questions / Re: Teleport and LOS
« on: July 26, 2013, 02:14:19 AM »
I think its been mentioned elsewhere, but flying creatures have LOS past walls.  So flying familiars, i.e. Huggin can teleport you past walls etc.

426
I guess what I would prefer - minding you comment about maintaining the correct range for ranged weapons - is the option to shoot if I'm in range, and move further away.  Perhaps they're chasing me, whatever, but it just seems non-thematic and counter intuitive to say you can move and shoot but not shoot and move....

I differ on you call about making melee combat more interesting, to me it seems the opposite.  It limits it to charging, staying and taking it or running away..

Balancing fast and elusive, probably, I guess it essentially makes them swattable, they've moved, taken a nip out of you, you've got the chance to splat them before they run off again.... but then if they're all that fast and elusive, it still seems like they could take a nip and then run off...


427
Just curious if anyone can shed any light on the decision to make the quick action only allowable after movement (if moving at all) during an action phase?

Its one of the only parts of the battle sequence that feels artificial,;that a mage, or creature can move and act (quick), but not act (quick) and then move seems rather arbitrary.

I'm guessing it was set that way to maintain a certain balance.  It would seem at least that ranged weapons are made more viable (or at least quick attack melee are less viable) if you can't hit and run with a melee attack.

I guess it also would slow down the play a little also; this way you have to run in an attack etc, but can't run attack and run away.  But I guess some players would seem to warrant a hit and run approach..

Just curious really. 
 
Sorry if this has been answered/discussed elsewhere - I did a bit of a search and read through all the clarifications on quick action, but didn't find a rationale for why it was like that.

428
General Discussion / Re: Index and Organized Spell Document
« on: July 25, 2013, 05:22:15 PM »
The last thing you probably want as requests, and I note you say web capable database, but one of the benefits of what wiz-pig was proposing was offline (even, horror, paper based) access.  Please keep this in mind, as the rest of the world isnt yet as internet ready as the US :)

 


429
General Discussion / Re: 4 player kit on Ebay
« on: July 24, 2013, 03:33:38 PM »
To be honest I've got the extra tokens coming in an order an will have a go at making some magnetic status boards, so sort of imagine that (well at least hope) that will do me. I'm a little reluctant to buy a second core set almost just on principle (can you tell I'm a ccg or lcg ludite :)  I've been a bit hesitant about mage wars anyway, just in terms of how much I'll get it to the table, having to buy two sets just feels wrong.

430
Rules Discussion / Re: Simple Nullify query
« on: July 24, 2013, 02:53:45 AM »
Nullify triggers when the creature it is attached to is targeted by an incantation or enchantment.

Check page 19 of the rule book about the enchantment matrix might help. An enchantment needs to be targeted when it is cast.

So, nullify triggers when an enchantment is cast face down.  Although if you nullify it, it never makes it to the board really....

431
Yeah that's where I saw them... so was more wondering if they're making some cards I'll get hold of one day or if I should artscow them or something to get something playable this year....


Arcane Wonder has posted those images on their Facebook page.

432
Thanks for the replies - I've got the expansions coming (and have FM vs W), but hadn't seen any discussion of alternate mages - other than the priest and J BM being variants of the BM and priestess.  So just wasn't sure whether they were being released through other channels.

Just wanted to make sure I wasn't missing out ;)


433
General Discussion / 4 player kit on Ebay
« on: July 23, 2013, 08:20:48 PM »
Was interested to see this 4 player kit on Ebay.  I'm guessing its not an official package, but rather looks like it was made up from a base set + the extra tokens.  I'm keen for one! :)

http://www.ebay.com/itm/Mage-Wars-4-PLAYER-KIT-2x-Status-Board-Cube-Set-Action-Marker-Set-NEW-/390607980799

434
Rules Discussion / Re: Zone question
« on: July 23, 2013, 07:29:25 PM »
A casual system a little like the War of the Ring 'full zone' tokens and assigned board space could work. 

Since it'd be more object (creature/conjuration/mage) based, then basically matching tokens, one on the object card on the board, the other on a stack of cards/enchantments etc beside the board to indicate they belong to the on board object.


435
General Discussion / Where would I go to get some alt art mages?
« on: July 23, 2013, 04:10:00 AM »
I've seen some of the alternate art for each mage on Facebook. I get the impression that these mage cards are being released somewhere,  possibly along with alternate mage stat cards. Is this the case?  They do seem the kind of thing that would make great promotional cards, but I always feel a little bitter when that's the approach, as promos struggle to get to the southern hemisphere for a reasonable cost.

Anyway,  just curious as I really like the idea of being able to choose the look and feel of my mage (which I guess I could anyway, don't know why we've never mixed up the mage cards :)  for some reason we'd got a bit stuck on 'that's the mage,  that's the beast master').


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