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Messages - cchilds

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Strategy and Tactics / Re: Actions In Mage Wars
« on: February 14, 2013, 06:51:01 PM »
Quote
Actions are much less valuable when you are far away from the enemy and just building up conjurations and creatures.

 I personally like to place multiple face-down enchantments on my Mage and creatures early in the game. This is one way to "stockpile" quick actions from the early game (when they are less crucial) and reap their benefits later in the game, when actions become much more valuable.


I would disagree. Although the actions are not as effective when the mages are far apart at the time of casting, playing enchantments and adding equipment are actions with purpose, even if the benefits of those actions are later in the game. Preparing a mage this way, even if the enchantment or equipment is never used, is effecting the game and therefore a valued action.

An example of casting without purpose would be playing an AoE spell just to attack one creature or structure.

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Strategy and Tactics / Re: Actions In Mage Wars
« on: February 08, 2013, 01:16:57 PM »
To answer the second question more specifically concerning timing, you can think of mage wars as a chess game. There is an opening when the landscape is initially set up, the mid game when the battle for control of the board is done, and the end game, when most of the minor defenses are out of play and the destruction of one of the mages is close at hand.

Just like in chess, every move should have a purpose. Pushing a pawn in the opening might seem like an insignificant action, but it is vital for setting up control of the board and allowing the minor and major pieces to move out and supplying support for those pieces. The same is true for Mage Wars, placing a mana crystal or mana flower in the beginning that only increases mana production by one may seem insignificant in and of itself, but that one simple act could produce 20+ mana over the course of the battle that allows your mage to cast more powerful spells they would not have been able to if they had not invested in the initial infrastructure.

There should never be a round when you cast a spell just because you had mana left over to cast it. Everything should have a purpose that leads to your mage’s victory in the battle. (This could be adding defense to a creature, creating new creatures, or attacking.) The same is true with attacks, you should not attack something just because it is there. If it is not going to help, it would be better to take an additional move towards a target that would benefit from the attack.

Therefore, all actions in the battle are equal in that they should all have a purpose.

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Strategy and Tactics / Re: Actions In Mage Wars
« on: February 08, 2013, 01:05:26 PM »
Actions to a Mage is like air is to fire. Just like fire needs air, fuel and heat to exist, a mage needs actions, mana, and spells to exist. All three need to exist.

Mana generation can be increased. Mana can be managed to create a surplus. But there are a near finite set of options.

Spells are selected before the game and cannot increase, but they are used up. Most spells have a counter of one sort or another. So selecting what spell to play and when is very important.

A mage is always limited to just two actions, but addition actions can be created via creatures. Some creatures can cast spells, which greatly increases the possible influence a creature can have on a battle. But all mages can have creatures.

Creatures can be thought of as DoT spells, therefore being one of the more efficient uses of mana and actions.

But in the end, it is the management of all three aspects of the game that wins the battle. Having a lot of actions without spells or mana to cast spells will not win a battle. Therefore, actions in and of themselves are not the most important resource in Mage Wars.

As for the second question, all actions are not created equal. Creating a high level creature that can stand toe to toe with a mage is a better action than creating a defense that is not used, such as protection from ranged attacks when the mage is getting nothing but melee attacks. So the best action is the one that gives you the best advantage in the battle.

Note, sometimes several spells have to be cast in advanced, but play a big part later, therefore they were needed and are valuable even if they had no impact on the battle at the time of casting.

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Strategy and Tactics / Re: Beast Master Tips
« on: February 06, 2013, 10:16:21 PM »
I was putting knockdown in the Mage Wand, but Geyser in the Elemental Wand sounds like a much better solution.

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Strategy and Tactics / Re: Beast Master Tips
« on: February 06, 2013, 09:04:43 PM »
One flying creature I have issues with is the Wizard's Familiar, Huginn. With a 6+ Defense, it is really hard to hit. I wish that defense only worked when it was flying, but even knocked down, it is hard to hit.

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Rules Discussion / Re: Flying vs. Flying
« on: February 05, 2013, 09:50:19 PM »
thanks.

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Strategy and Tactics / Re: Beast Master Tips
« on: February 05, 2013, 07:38:33 PM »
I also forgot to mention you can do Knockdown and then Tanglevine to ground a flying creature and keep them grounded.

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Rules Discussion / Flying vs. Flying
« on: February 05, 2013, 07:22:37 PM »
When two flying creatures fight, I know they are doing melee attacks, but are they considered to be on the ground or still in the air?

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Strategy and Tactics / Re: Beast Master Tips
« on: February 05, 2013, 07:13:14 PM »
To address how a Beastmaster can deal with flying creatures:

1. Jet Stream is great against flying creatures, unless they have a Defense.
2. Geyser is great against flying creatures with Defense.
3. Knockdown will ground a flying creature for a round.
          (followed by Perfect Strike to negate the Defense.)
4. Sleep is the generic response to any creature that is troublesome.
5. Teleport the flying creature will help (a little).

10
League / Tournament Play / Re: Seattle, WA
« on: February 05, 2013, 06:28:52 PM »
I live in Mill Creek and play at Phoenix Games in Lynnwood, but we can meet up pretty much anywhere in the general area.

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Strategy and Tactics / Re: 4 hour + game!
« on: February 05, 2013, 05:27:39 PM »
For the Wizard, Electrify is a great way to deal with a swarm attack. Also, placing the Idol of Pestilence will take the focus off your mage and play havoc with all the Beastmaster's creatures.

For the Beastmaster, use knockdown as a quick cast to keep the Wizard from being able to move or attack. Tanglevine is also nice to slow down the Wizard or at least force him to use his teleports on himself.

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Strategy and Tactics / Beastmaster Strategy
« on: February 05, 2013, 03:01:35 PM »
I am relatively new as a Beastmaster mage, so I would like some feedback on my spell book selections and my general strategy.


SPELL BOOK

Equipment

Ring of Beast (equipped in opening turns)
Moonglow Amulet (equipped in opening turns)
Elemental Cloak (equipped in opening turns)
Bearskin (equipped in opening turns)

Regrowth Belt (equipped in mid game turns)
Mage Wand (equipped in mid game turns *)

Ivarium Longbow (equipped in mid game turns *)
* Mage Wand equipped first to force dissolve, then arm with longbow

Creatures

3xBitterwood Fox (opening attack)
2xThunderift Falcon (opening attack)
1xSteelclaw Grizzly (opening attack)

1xEmerald Tegu (mid game attacks)
1xMountain Gorilla (mid game attacks)

3xTimber Wolf (end game attacks)
1xRedclaw, Alpha Male (end game attacks)

1xSosruko, Ferret Companion
1xCorvere, The Forest Shadow
1xHighland Unicorn

Conjuration

Lair (w/Harmonize)
3xTanglevine (to slow down mage before a pack attack)
1xWall of Thorns
3xMana Flower
1xMohktari, Great Tree of Life (for mid game heals on wolf pack and mage)


Attack

2xGeyser (vs creatures with defense)
1xJet Stream


Enchantment

2xBear Strength
1xBull Endurance
1xCheetah Speed
1xCobra Reflexes

1xHawkeye (with longbow)
1xRhino Hide (if Bearskin is dissolved)
1xRegrowth (if Regrowth Belt is dissolved)
2xHarmonize (one mage and lair)


Incantation

2xRouse the Beast
2xCall of the Wild

1xPerfect Strike (vs defense)
1xTeleport (get out of jail free card)

2xDispel
2xDissolve

1xHeal
1xMinor Heal
1xPurify

1xSleep (vs flying creature)
1xKnockdown (vs mage just before call of the wild attack)




General Strategy:

Use all level 1 creatures and a level 4 creature in beginning to draw out big spells
Draw out dissolves with several equipment items that can be replaced with enchantments
Send one level 4 creature to destroy structures
Summon wolf pack to hunt down mage and use longbow to take out structures
If wolf pack is effective, summon unicorn to help keep them alive
Summon Sosruko to distract large creatures
Summon Corvere to hunt down mage

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