365
« on: March 26, 2013, 02:14:02 AM »
I think I can help OP.
> Attack Spells
Don't use attack spells. Focus on your creatures. Everything revolves around creatures.
> Conjurations
Use stone walls to block the line of sight of your opponent's ranged attacks.
Use pike walls against an opponent relying solely on melee.
ASAP, get a barracks with harmonize and two garrison posts to give your barracks +4 channeling.
Akiro's Hammer can wipe out enemy conjurations really quickly with its 8 dice attack; use this.
Hand of Bim-Shalla, though a Holy Spell, synergizes well with the Warlord's goals.
Quicksand is a great way of dealing with annoying creatures.
> Creatures
Make a goal of summoning a creature every turn (after turn 3), either from your mage or from your barracks.
Use Goblin Grunts to charge relentlessly forward. Don't worry about whether they die or not. Think of them as pests.
Goblin Slingers are cheap but great ranged units.
Orc Butchers can be used like your Goblin Grunts, but be more careful with them.
The Dwarf Kriegsbiel makes a great Standard Bearer. (don't use against Wizard, he has lightning +2)
Iron Golem is a solid creature, great against forcemaster. (don't use against Wizard, he has lightning +2)
Ludwig Boltstorm is very situational. I haven't been successful with him.
Grimson Deadeye, Sniper is powerful but squishy. Keep him in the corners.
Sir Corazin, Blademaster is totally awesome when you pump him up. Give him Bear Strength to get the option of a 6 dice doublestrike!!!
Thory, Chief Bodyguard is good if you are playing against a creature heavy build. Keep him in your mage's zone. He can be pretty awesome if you give him a defense and taunt creatures into his zone. (Even if they miss him, he still gets a free counterstrike since he is on guard!)
> Enchantments
Fortified Position, Standard Bearer, Bear Strength, Falcon Precision. That is what I use.
> Equipment
Be sure to have Elemental Clock and Regrowth Belt (no matter what mage you are... seriously)
Horn of Gothos is your bread and butter. Use it as much as possible. Helm of Command is also very useful.
> Incantations
Not much to know here. You need the essentials (Dispel, Dissolve, Heal). Some great command incantations include Charge, Perfect Strike, Power Strike, and Piercing Strike.
> Overall
Creatures, creatures, creatures. Summon a creature every turn. It doesn't matter if it is a Goblin Grunt, just summon it if you have nothing else to do. Don't waste time with fancy trickery and pumping up weak creatures. Focus on brute force and overwhelming.
> Useless cards
War Sledge
Mangler Caltrops
Goblin Bomber
Goblin Builder
Earthquake (too situational)
Whirling Strike (too expensive, too situational)
Hail of Stones (full action? range of 1? thanks but not thanks)