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Messages - Arkdeniz

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256
Spellbook Design and Construction / Re: Artillerypriestess
« on: September 06, 2017, 04:56:55 AM »
The main thing that's really strange is the choice of a priestess. Since you are going for the short/mid game you probably won't win in the long run. Her abilities won't really support you a lot. I think the Anvil throne warlord would be my pick with all the equipment and runes. You could bind an attack spell on an elemental wand with the discount rune. You would also save a lot of spellbookpoints for all the earth spells. Once academy is released, warlord would be an even better choice with gear up and the other new equipments. If you really want a 10 channeling mage, I'd pick the wizard since he has air training and has supporting abilities. (A cheap short range attack spell, a shield and maybe wizard tower)

I confess that I did think of the wizard but all my copies of that mage are currently tied up in other books, so I thought I'd try someone else...

The warlord, as I said, just seemed like it had too many things to do to set himself up fully. This was designed almost as a one-step-slower Rushmaster - it wins quick(ish) or not at all. If the initial barrage doesn't work then I expect I won't have time to get the armour, the towers, the walls etc out in time before being overrun.

I take the point from both you and Thesaris, though, that I could perhaps fit another egg in my basket. I will tinker and get back to you.

257
Spellbook Design and Construction / Artillerypriestess
« on: September 05, 2017, 10:29:40 PM »
A slower but hopefully surprising delayed aggro build.

[spellbook]
[spellbookheader]
[spellbookname]Artillerypriestess[/spellbookname]
[mage]A Priestess Spellbook[/mage]
[mage]built by http://www.spellbookbuilder.com[/mage]
[/spellbookheader]
[spells]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX1CKQ06]1 x Eagleclaw Boots[/mwcard]
[mwcard=lg2]1 x Gloves of Skill[/mwcard]
[mwcard=MW1Q13]1 x Ivarium Longbow[/mwcard]
[mwcard=MW1Q19]2 x Mage Wand[/mwcard]
[mwcard=pvs_equipment7]1 x Radiant Breastplate[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J19]1 x Deathlock[/mwcard]
[mwcard=MW1J15]1 x Mohktari, Great Tree of Life[/mwcard]
[mwcard=pvs_conjurations7]1 x Pillar of Righteous Flame[/mwcard]
[mwcard=pvs_conjurations9]1 x Steep Hill[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=pvs_creatures1]1 x Alandell, the Blue Knight[/mwcard]
[mwcard=pvs_creatures16]1 x Light of Dawn[/mwcard]
[mwcard=MWAPRC07]1 x Meditating Monk[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE02]1 x Akiro's Favor[/mwcard]
[mwcard=MWBG1E01]1 x Astral Anchor[/mwcard]
[mwcard=pvs_enchantments5]2 x Eye for an Eye[/mwcard]
[mwcard=MW1E21]1 x Hawkeye[/mwcard]
[mwcard=MW1E23]1 x Jinx[/mwcard]
[mwcard=MW1E29]1 x Nullify[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWSTX2FFI03]2 x Disarm[/mwcard]
[mwcard=MW1I06]2 x Dispel[/mwcard]
[mwcard=MW1I12]2 x Force Push[/mwcard]
[mwcard=pvs_incantations1]1 x Lesser Teleport[/mwcard]
[mwcard=MW1I17]1 x Minor Heal[/mwcard]
[mwcard=FWI07]1 x Repulse[/mwcard]
[mwcard=MW1I24]1 x Seeking Dispel[/mwcard]
[mwcard=FWI08]2 x Sniper Shot[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[spellclass]Attack[/spellclass]
[mwcard=MWBG1A02]2 x Dragon's Breath[/mwcard]
[mwcard=MWBG1A03]3 x Hurl Meteorite[/mwcard]
[mwcard=MW1A13]2 x Thunderbolt[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

So, the basic idea is to take the first two turns walking slowly to the near centre square, casting Akiro's, Hawkeye and the boots on the way.
Turn three, the bombardment of the opponent mage begins with the range 3 attack spells, with the quick cast for force pushes, teleports and so on to keep approaching creatures off.
The hill and astral anchor come into play if they get too close, with the repulse if they actually get to the top.

Planned strengths:
a) a secure base that is very hard to break into (or pry out of)
b) an element of surprise (hopefully opponents would not expect a priestess to start lobbing bombs)
c) sheer damage output (meteorite + hill + hawkeye = 11 dice)

Noted Weaknesses:
a) A counter-bombardment. Hopefully the damage output of the meteorites will outrun anything else.
b) Defenses. This is what sniper shot + mage wand (x2) are for.
c) Failing to get the kill shot in. Move to phase two (Alandell and bow support)
d) healing-heavy opponents such as another priestess. This is what Deathlock is intended to counter (tucked away behind the hill)

Potential surprise:
a) opponent's reverse attack met with an eye for an eye...
 
I thought about making this a Warlord or Druid book. Both would have strengths, but the +1 channelling of the priestess and the slower starts either of those two would have kept me looking at the priestess.

Thoughts?

258
General Discussion / Re: Tournament Scoring
« on: August 27, 2017, 08:18:42 PM »
this method was used at gencon2013. you have to rely on folks keeping accurate track of the dmg they deal. it turned out to be a bit of a pain/hassle in practice.

But other than being a bit of a pain, did that tourney have balanced, well-fought matches? Notable benefits/penalties for certain types of mage? Overuse of specific cards?

This thread, and others, seem predicated on the basis that a holy mage with restore has an unfair advantage in a timed match that breaks ties by the amount of health left. I think a little work on the players' parts that eliminates the potential for such debates would be worth the effort.

259
General Discussion / Re: Tournament Scoring
« on: August 27, 2017, 08:00:23 PM »
Intriguing discussion, this.

Another option for scoring seems to me to have been ignored.

Eliminating the enemy mage is still a straight out win, of course.

But don't measure a time-out victory by the difference in remaining life.

Instead, keep track over the game of how much actual damage has been scored against the opponent's mage from all sources. The winner would be the mage who has caused the most damage, irrespective of any healing or life gain.

I see three reasons why this might work:

1) It follows the ethos of win-by-elimination, and rewards those players who are endeavouring to kill the opponent.
2) It rewards the offensive tempo. Mages who have to step back and heal/restore/defend rather than attack are clearly on the back foot, and thus the opponent has the tempo advantage. In rugby, the sport I follow, there are many instances where the referee will award a free kick or other advantage "to the team going forward", that is, the side holding the tempo. I think this could be considered for board games/card games like MW.
3) It will not necessarily encourage crazy over-aggro or over-defensive builds, either. Defensive plays like aegis or armour are useful, in that they will reduce the damage made by the opponent in case of a tie, but without aggression and attack you will not win. 

That's my two cents worth. All it would take is a piece of paper and pencil to record damage caused overall. 

260
With the Paladin and soon the Academy Warlord I would have expected that Lightning would be getting more love for the extra damage it will do to those lovely armoured lightning rods that are knights and some other soldiers. 

261
I had some pretty good work with Sir Corazin back in the day. Two whirling swords of death to go with the FM's own, and a useful defence.

Not sure how he would go now, mind you. A lot of new cards since those days.

262
Strategy and Tactics / Re: Is the Psylok a viable creature?
« on: August 12, 2017, 12:23:18 AM »
If it is so bad how did it end up in the game?

Can any playtester shed any light on that? What was the thinking behind it, or expected strategies for its use?

263
Rules Discussion / Re: Domination guarding rules
« on: August 12, 2017, 12:20:30 AM »
Wait wait wait, if I'm playing a Priestess against a Forcemaster and I have a Guardian Angel that's been put to Sleep and the Forcemaster has a guarding Goblin Grunt in that zone, I can't attack my own Angel but have to attack the Grunt?

Yup. The first melee attack in that zone will have to be on the Grunt.

You could always shoot the Angel, of course. Even with a range 0 attack made in the zone.

264
Rules Discussion / Re: Siren's Call and passage attacks
« on: August 05, 2017, 10:03:56 PM »
Ouch.

But thanks!

265
Rules Discussion / Siren's Call and passage attacks
« on: August 05, 2017, 09:00:43 PM »
Hi All

Question came up last night, as to whether a creature subject to the Siren's Call has to go through a wall with a passage attack if that is the only way to get closer to the Siren.

We ultimately ruled that it does, since the rules do not expressly say it doesn't (unlike, say, the rule for Thorg's Taunt), rather than on an obvious argument either way.

Is that right?

I guess driving men to their doom on the rocks is the canonical Siren thing to do...

266
Player Feedback and Suggestions / Re: On Goblins
« on: July 19, 2017, 06:30:19 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.

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.

267
I think Lich would be a Mage, not a creature. Any familiar that had 3-5 channelling would be way too overpowered.

But an actual undead Mage that needs to be reconstructed rather than healed, that could work.

268
Player Feedback and Suggestions / On Goblins
« on: July 18, 2017, 05:32:27 PM »
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? 

269
This is perhaps a little off topic, but as there was lots of commentary towards the start of this thread about the Bloodwave warlord and how he is 'weak' and the veteran tokens need to be made automatic or stackable etc etc.

I return serve with this two-part suggestion to make him (and indeed the Anvil Throne) perhaps a little better indirectly:

1) Make Goblin Grunts a quickcast deploy rather than a full action, but add 1 point of Dark school to their existing War school cost.
2) Make the Goblin Grunt a cantrip.

As well as helping the warlords along, this change would reflect two things:

a) Goblins are supposed to be the swarming minions serving dark powers. That is their fantasy canonical role. They just keep coming. Kill one, and another pops up.

b) playing this would just be plain fun! An endless horde of little goblins getting underfoot, slashing with their poorly made swords while falling in droves before the kitted-out hero mages.
 

270
Strategy and Tactics / Re: Sunfire Amulet + Siren?
« on: April 24, 2017, 11:25:39 PM »
Had a great surprise win using a Necromancer playing a Sunfire Amulet and an Idol of Pestilence round one. Essentially meant I was getting +2 life difference every turn which made the enemy come straight in, into a barrage of Drain Souls and Drain Lifes.

Magical.

In that particular instance it was well worth the SBP it cost me. 

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