Mage Wars > Player Feedback and Suggestions

On Goblins

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Arkdeniz:
I have suggested this in another thread, but it really belongs here.

The canonical fantasy goblin is a disposable minion of the dark lord. They breed in large numbers, are cowardly and servile and are the cannon fodder in many an army that gets slaughtered by the elves, dwarves and humans.

Enter the Mage Wars Goblin Grunt. It has a casting cost of 4, 4 hit points, has a quick melee attack of 3 dice with no bonuses.

Sounds about right.

However, the full round casting cost really lets it down and typically prevents it from swarming effectively like Goblin Grunts really should.

So, to my suggestions:

1) make the Goblin Grunt a quickcast rather than a full round action. 
2) make the Goblin Grunt a pest.
3) make the Goblin Grunt a cantrip.
4) to provide a bit of balance, add 1 dark school point to its SBP.

In essence, the purpose of all these would be to encourage warlocks, necros and warlords to spit out an army of one-shot, one-kill mooks who serve little real purpose other than to tangle up the hero mages and their larger creatures, get the occasional hit in and generally serve as a nuisance. And there is a never-ending supply of them...

And add a touch of Dark to the mix to keep them from falling into the wrong (Paladin) hands.

I think this in particular would serve to bolster the BW Warlord a little bit, make Slaknir more useful and give the Orc Sergeant some underlings to kick around.

Thoughts? 

Beldin:
Lets make new cards and not lose time on old ones. As I have stated elsewhere, we do not need to mess with already printed cards. This detracts from playtesting of new cards, which I would personally much rather in the game.

Arkdeniz:

--- Quote from: Beldin on July 18, 2017, 07:55:46 PM ---Lets make new cards and not lose time on old ones. As I have stated elsewhere, we do not need to mess with already printed cards. This detracts from playtesting of new cards, which I would personally much rather in the game.

--- End quote ---

Easy done, then.

Goblin Hordeling

Dark 1 & War 1

Casting Cost 4
Armor 0
Hit Points 3
Quick Melee Attack 2

Quickcast
Cantrip
Pest
If a Goblin Hordeling is in the same zone as another Goblin creature, it gains +1 melee.

Puddnhead:
Cantrip or not, I still fail to see how I would want to spend 3 spell book points on a 3 health creature with two attack dice.

Enti:
I think you need to get rid of "pest" and "war"

That way it is a dark lvl 1 creature of which you can have 6. And they could in theory all guard - that way they at least tank 1 hit. Under good circumstances.

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