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Messages - Halewijn

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61
I didn't say you have to use minor creatures with a temple. You could also summon big guys from the temple (use the full action for meditating, remove curse or totally different other stuff). You could also only cast a creature every couple of turns.   

White cloaked knight, with 4 attack dice and his ability I think you underestimate him. I see many creatures get the final blow with an attack spell. He's an amazing target for buffs too. Generally not the best if you see that the opponent has big creatures that would smack him down though. red helm is amazing but situational so not for every game. light of dawn is the most versatile unit. Daze can help you a ton. Asyran defender is good for a guard that can take a hit  and the Noble Vanguard can move 2 + guard, attack and guard but will indeed not live very long mostly.. From what I see, you have many good options to choose from.

62
It's a good decent enough spawnpoint and paladin can just as much have a solid book with it as the cleric mages (imo much better than priest). With his access to ballista, war spells and armor he can react fast when rushed and he is the only mage that can intercept things to protect smaller creatures like archers (and easily guard with his armor) or the temple itself. In the long run he can use aura's as free buffs for all creatures in his zone so that's even better when you have many small creatures. If not by melee attacking, you can also gain valor by healing, intercepting, the occasional attack spell and by using your challange on creatures that will attack non-mage stuff.

The big angels indeed either need a book around them (Valshalla especially) or should cover a weakness in your book. Samandriel is great for nonliving and Selesius is an amazing counter to flying. However, since almost all holy mages already have counters to undead and have flyers they don't fill any gaps for them. So I agree with Romeo that most holy mages are better off without them.
However, I do have a druid book with Selesius to push/counter flying  and I used to have a forcemaster with Samandriel for necromancers and generally when she was action starved and had mana to spare.


63
Spells / Re: Tataree... reasons to play?
« on: April 28, 2017, 10:10:46 AM »
Useful to counter these gargoyles, guardian angels and panzerguards.

That is why I think the arena rules about pest should very soon be updated to the academy version. Pre-academy there weren't many pests around but now there are a lot of them. Guarding is often useless because of these asps/fairies/cub/Gremlins/...

64
I think communication is indeed the issue. (I have no problem with the interface or game modes) I don't think AD can't really do anything about it since I believe it is linked to OCTGN, but it would be nice if:

1) There was one chat for communication and another chat for game information
2) If both players agree, it should be possible for players to include sound (and maybe even video). It would make the games way more personal.

Maybe we should send suggest this to OCTGN?

65
Strategy and Tactics / Re: Figuring out the Bloodwave Warlord
« on: April 24, 2017, 06:43:47 AM »
Yes. I know in theory, but I find it much harder to actually do it properly.

66
Strategy and Tactics / Re: Figuring out the Bloodwave Warlord
« on: April 24, 2017, 06:23:31 AM »
Personally i find the dwarf much harder to play. I don't like to play the classic "you can't hurt me" tank so I prefer some sort or big guys buddy build.

I always either spend most of my mana on equipment with a forge (leaving me too mana drained to actually summon big guys or support them properly) or spend the mana on big guys and manually trying to summon armor, which always makes me very action drained. I think the Anvil Throne warlord is my worst mage by far.

67
Spells / Re: Wall of bone
« on: April 19, 2017, 11:06:33 AM »
Because it is not undead. It is dead.

68
The reality is that the ruling isn't as waterproof/consistent on this as it should have been. I also believe the intention is that all rerolling effects are equal, and it should be played like that.

69
If both want to re-roll the dice at the same time, the player with initiative may decide who goes first. However, in this case, neither want to reroll and wait for the other player. You can't force the opponent to use an effect so it would go down like this:

1) The paladin can wait awkwardly long before doing anything, hoping that the opponent is dumb enough to do reroll with the temple of the dawnbreaker.

2) Since his opponent is a smart guy, he doesn't say anything. As a last resort, the paladin asks, "soooo, wanna reroll the dice?", which the opponent doesn't want to do (yet)

3) At this point, the paladin has 2 options, reroll dice, or apply damage.

3a) If the Paladin decides to apply the damage, the defender does not get the chance to reroll anymore. (neither player did anything)

3b) If the paladin decides to reroll with either of his abilities, the defender may choose to use the altar. Since the paladin has yet another reroll ability ready, the same situation occurs as in point "1"

edit, if after step 1 or 2, the defender would reroll, the paladin can of course reroll too afterwards.

70
Spellbook Design and Construction / Re: Err Muh Gurmash
« on: April 13, 2017, 03:49:02 AM »
Awesome book.

Id change the skeletal knight for a kriegshammer dwarf. It saves 3 points.the biggest downside is his low life... Another card that really benefits from veteran is Sir Corazin. He is not a bad option either.

71
Spellbook Design and Construction / Re: Spellbook Challenge!
« on: April 08, 2017, 12:41:31 AM »
Older book of mine with Makunda:
http://forum.arcanewonders.com/index.php?topic=17179.0

I have played it quite often and it works pretty well. However, I don't think I have posted the last update so it's probably a bit outdated.

72
Strategy and Tactics / Re: Sunfire Amulet + Siren?
« on: April 07, 2017, 01:27:20 AM »
I think Beldin is making some very good points but neglects 3 downsides:

The first is the high spellbookcost for most mages. 

Secondly, unlike all the other cards (Bull, ...) Sunfire amulet has to be played during the first 1-3 rounds or maybe at the latest turn 4/5. If played later, you probably won't get much use out of it. Of course there are exceptions to the rule, but the vast majority of the games tend to take 8-13 rounds.
This means that you have to play it during your opening where every spell you cast is mostly key for your gameplan. Setting aside 6 mana and a quick cast so early in the game is a big investment since that could also be used to cast a bigger buddy, an armor, a battle forge or anything else to help your main assault.

Thirdly, it can be countered by finite life as well which is mostly not the case for the other examples since they work immediately. (assuming you did not have a FD poisoned blood on your mage)


73
Rules Discussion / Re: drown
« on: April 05, 2017, 08:41:36 AM »
No, it means that the drown itself has upkeep +X just like force hold has upkeep +3.  :)

It has no interaction with sistarran robes since the caster of drown will have to pay the upkeep.

74
Events / Re: ADMW Winter Special - OCTGN Tournament
« on: March 28, 2017, 05:49:26 AM »
I know this is way more work, but for me, the youtube videos would be much more enjoyable to watch if (most) of the planning phases and extensively long thinking moments would have been cut in the video.

This is no critique to the players because I do this myself at certain moments. However, for a video, this is too slow for me.

75
Strategy and Tactics / Re: Can Certain Mages Not win vs Others?!
« on: March 27, 2017, 05:34:31 AM »
Red, I have a wizard that mainly focusses on summoning a few big guys from the start and afterwards start destroying everything with lightning attack spells and the zap. (staff of storms, gloves of skill, hawkeye, akiro, lightning ring and maybe even the hill conjuration) Since it has many attack spells it also includes a wizard tower if needed. Its a pretty fun book.

It also has a light amount of mana denial. It isnt the main focus but I use the academy robes and a few mana denial spells mostly to make a small difference.

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