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Messages - DaveW

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886
Strategy and Tactics / Re: The value Mana Flower and Mana Crystal
« on: April 08, 2014, 05:36:54 AM »
In my mind the the interesting comparison is Mana Crystal vs Discount Ring (Ring of Beasts / Force Ring / Enchanter's Ring, etc.).    For example, I have had good results playing Forcemaster opening with Force Ring an no additional mana enhancement.

For equipment based Mages, there is a good argument that the Battleforge is well worth the additional 3 mana for tempo advantage.

If you're going to do that, you may as well compare Spawnpoints also... though it can be difficult being accurate with some of the channeling amounts (extra mana for opponent's spells being cast or due to the presence of Clerics, etc.), and you have to deal with how long you expect these to exist due to armor / life.

887
Strategy and Tactics / Re: The Bait...
« on: April 07, 2014, 07:45:22 PM »
Anyone try using Teleport Trap in the Gorgon's square?

You can not cast Teleport Trap in a zone where there already are opponent's creatures.

888
Strategy and Tactics / Re: The value Mana Flower and Mana Crystal
« on: April 07, 2014, 07:34:46 PM »
The payoff is immediate the next round, when you can "afford" the more expensive items (that I wish to cast) sooner rather than struggling to save mana between two rounds to enable me to cast a costly spell. Yes, there is a small upfront sacrifice to tempo when starting, but when you are out in rounds 2-5 you will not be anywhere as mana starved as you would of been channeling just 9 mana a round.

I think you need to compare spending the 10 mana to cast the two Flowers or crystals with not casting anything at all, instead. The question is... "is it worth it?"

If you cast these two, you spend 10 mana (8-9 for Crystals with Arcane Ring). Instead, you could choose to not spend that mana, and have it immediately available to build those five 11 mana creatures that you were desiring. It looks like this (excluding other misc. spells cast):

Start with 19 mana (presumed)
Round 1 = Cast two flowers -10 mana, +2 channeling; End mana = 9
Round 2 = Cast 11 mana creature - 9 mana (net); End mana = 9
Round 3 = Cast 11 mana creature - 9 mana (net); End mana = 9

Your total mana available to cast two additional quick spells in rounds 2 and 3 is 9.

Compared with:

Start with 19 mana (presumed)
Round 1 = Cast 11 mana creature - 11 mana; End mana = 8
Round 2 = Cast 11 mana creature - 11 mana; End mana = 6
Round 3 = Cast nothing; End mana = 15

You get four additional quick spells costing 15 mana or less in these three rounds also, compared with two additional quick spells costing only 9 mana or less, all while getting your creatures out more quickly.

It seems better in the short term to not cast the flowers, but to bring out the other spells that you desire instead. You don't pay the opportunity cost of the flowers and lose mana early on that way, and you perhaps do not lose tempo doing this.

In the long run, if the flowers or crystals survive, you will have built up enough mana to overcome the short-term mana shortfall.

I'm just playing Devil's Advocate here, though. I prefer to have one or two mana generators out on the board  and/or having my mage harmonized and/or wearing an amulet for additional mana, rather than not having any of these things.

889
I thought that I would try to build a Johktari Beastmaster book, but I am finding it incredibly difficult. I have settled on many of her spells, but I need help finishing it up... especially regarding creature selection, and some enchantments.

First, I determined that I would try to make a mixed control and turtle book, and that Hunting Bow and Lair would be the focus of the book. I have so far spent a little over 80 spellbook points. I'm thinking of adding about 25-30 points in Creatures and about 6-10 more points in Enchantments for use with them:

EQUIPMENT [10+13?]

2 Hunting Bow
2 Bearskin
2 Eagleclaw Boots

Possible:

Sunfire Amulet
Regrowth Belt
Mage Wand
Elemental Cloak
Deflection Bracers
Enchanter's Ring (unless I bring in Fellela)

CONJURATIONS [19-21]

Lair
Etherian Lifetree
Renewing Spring
1-2(?) Mana Flower
4 Tanglevine
4 Bloodspine Wall
1-2(?) Wall of Thorns

INCANTATIONS [31]

Heal
Purify
Teleport
Shift Enchantment
Rouse the Beast
Call of the Wild
2 Dispel
Seeking Dispel
2 Dissolve
2 Force Wave
2 Force Push

ENCHANTMENTS [9+???]

For Mage:
2 Hawkeye
2 Rhino Hide

Other Misc:
Teleport Trap
Decoy
Nullify

Others (for Creatures):
?????

CREATURES [???]
?????

ATTACK [0?]
None(?)

For creatures, I decided that Spiders were out (Mage isn't summoning, and Lair only brings in Animals), and 2-4 Raptors are required. Galador might also be good, and I'm thinking about Bobcats (for low cost options). I'm torn on creatures beyond those... maybe Timber or Dire Wolves? I also do not know the proper number / types of enchantments to take for the creatures. Lastly, I'm wondering whether Fellela would help, and if so, then whether I need Tarok to help protect her and go after enemy fliers that I can't hit with Galador's stun or kill outright with the Raptors.

Any and all thoughts on the build so far are welcome.

890
Strategy and Tactics / Re: Using Bows?
« on: April 05, 2014, 04:53:30 PM »
The small creatures blocking is great. I love the bobcats: cheap, the charge means people don't want to move away from them, and the dodge means they can't rely on a strong creature swatting them with a single hit. Foxes being fast is obviously helpful too.
So... maybe I put in some Bobcats and Foxes... make sure that I have one or two of the Walls of Thorns in place of the Bloodspine Walls (to let the little guys come and go as needed, without being attacked by the wall).
You'll probably find out soon that you don't like the fact that the Walls of Thorns block LoS ;)

My thought is to put one of them out with the other type walls for the rest of the barrier. So I can't see into one or two locations. I can shoot elsewhere. If the enemy mage moves all his creatures to the spot(s) I can't see, then the little guys go on the attack.

Maybe it won't work well... limited coordination of forces... but it's a thought anyway.

891
Strategy and Tactics / Re: Using Bows?
« on: April 05, 2014, 02:07:07 PM »
The small creatures blocking is great. I love the bobcats: cheap, the charge means people don't want to move away from them, and the dodge means they can't rely on a strong creature swatting them with a single hit. Foxes being fast is obviously helpful too.

I've recently decided that I had to have a Lair for her to work. After all, she takes a full action to shoot her bow, so she would not be able to summon creatures in the same round she attacks.

The creature mix that I thought about was drastically different, however, as was the style of game that I envisioned. I thought about a defensive / positional type game. Cast Lair near starting corner, and make prolific use of Bloodspine Walls to shoot through.

My thoughts on creatures included [edit: removed Spiders... didn't know that they weren't animals], Raptors, and maybe a Thornlasher or two, with some mix of Dire and Timber Wolves... maybe with Galador, but he wasn't in my original mix. Basically, I was focusing on ranged attacks. I didn't give the smaller creatures a thought until now. Thanks for the input there. They make sense since the Beastmistress isn't going to have a lot of extra mana to play with, and she seems to need her creatures out fairly quickly.

So... maybe I put in some Bobcats and Foxes... make sure that I have one or two of the Walls of Thorns in place of the Bloodspine Walls (to let the little guys come and go as needed, without being attacked by the wall). I also thought of taking the Etherian Lifetree to buff the walls and creatures a little.

892
Strategy and Tactics / Using Bows?
« on: April 04, 2014, 05:35:46 PM »
Does anyone use bows?

I was thinking whether I might like to try the Beastmistress. I figured that she could pretty well remain out of melee range with her speed and creatures to run interference (at least as much as the arena walls will allow), where a bow would come in handy.

Some of the benefits of any bow appear to be to conserve mana (as opposed to using an attack spell), using fewer spellbook points when attacking (for tie-breaker advantage), and not having to put in a lot of attack spells freeing up spellbook points for other spells.

So... why have I never seen one in play?

Does the Full Action attack requirement prevent people from using bows? That would seem to limit the mobility that I would count on. The other thing that I can imagine that make bows less popular might be that they take both weapon and shield slots, keeping other Equipment items from being used (the main reason why I give the Warlord a staff instead of the sledge).

Any thoughts on how best to use the Hunting Bow should I decide to play her?

I thought that there might be a little synergy from things like Spiders and Tanglevines, keeping creatures away while she attacked them with her bow... but I can't imagine that would be enough... especially considering that a dissolve or two on her bow(s) and she is next to useless in my mind.

893
Strategy and Tactics / Re: Funniest way to get rid of Nullify
« on: March 29, 2014, 10:13:37 PM »
I like Decoy as well, but I do not usually use them to pop Nullifies since I generally play Wizard. I tend to use the Decoys as fake Teleport Traps or fake Nullifies (or better) of my own. I pack a couple of Jinx's for use as Nullify bait instead of the Decoys.

If the Jinx hits a Nullify, fine... he spend one action and four mana, and I only spend one action and two mana. A Decoy hitting the Nullified Mage does no better... either it costs two mana for my opponent's four (if he chooses to Nullify the Decoy), or no mana for my opponent's two (if he doesn't).

Both spells are one spellbook point as well for the Wizard.

If the Jinx sticks, my opponent's next quick spell is cancelled, which might disrupt his plans. The cost to me if it sticks is one action and two mana (counting Arcane Ring discount when it eventually is revealed)... but in this case, it is a loss of two mana compared with my opponent since he gets his mana back when his spell is cancelled... so the trade-off is the two mana plus Jinx spellbook point spent for me against slightly modifying my opponent's actions (change in spells cast, or possibly preventing my opponent from doing what he is hoping to do).

What might my opponent be planning to do? One example might be that he might have his own Decoy and a Curse / Poison enchantment that he wants to stick to my Mage. He generally won't be able to get his Decoy spell off, leaving the Nullify on my Wizard to counter the enchantment spell if he still chooses to cast it.

And if that "Nullify" that he saw me enchant may Mage with just after he popped another of my Nullifies was a Decoy instead... maybe he casts it on another target instead, which probably hurts me less. And... maybe I switch things up and *do* use a Decoy instead of a Jinx, just to keep my opponent guessing.

Note: This isn't as good if the opponent had Huginn in range to see what it was that was stuck on his Mage.

894
Spells / Grey Wraith - Movement Options
« on: December 15, 2013, 10:58:53 PM »
I want to make sure that I understand how the teleport ability of a Grey Wraith works. My questions are intermingled with my musings, below, and are in red.

The card says:

"Instead of taking a move action, Grey Wraith may pay 1 mana to teleport into an adjacent zone."

The rules (under Actions / Movement) say:

"During its Action Phase, a creature can move. If it moves, it must finish all movement before it takes any other action. A creature cannot take any other kind of action and then move.

"When a creature takes a move action it moves one zone into any adjacent zone....

"As a quick action, a creature can choose to move a second zone...."


The way I am reading this is that the teleport is the only movement that the creature can undertake on its own in the action phase if it chooses to do that instead of taking a move action. It seems, for example, that the Grey Wraith could not then move into a second zone (via a move action or a second self-teleport) because it would have to have the option to move in either case. I do not believe that option exists as a creature may not take a move action after doing anything else (presumably such as teleporting in lieu of a move action). Is this correct?

I also believe that the Grey Wraith could not take a move action to move one zone and then activate the teleport ability, since the second zone of movement that most creatures can take normally is not (from the way I read the rules) a separate move action from the one taken to enter the first adjacent zone (it is just a quick action). Correct?

Does the teleport leave the Grey Wraith a quick action (as if it had moved normally into the adjacent zone, if such were permissible), or does the creature use its entire action to teleport? I presume that it is able to make use of its quick attack after teleporting, but I just wanted to make sure.

My understanding of the differences between the Blue Gremlin's teleport ability and that of the Grey Wraith is that 1) The Blue Gremlin could teleport a second time with no additional expenditure of mana if it does not begin in or move into a zone where it is/becomes hindered, whereas the Grey Wraith can only move one zone and then must stop regardless (much like Climbing); and 2) The Blue Gremlin could be unable to teleport if it is restrained but the incorporeal nature of the Grey Wraith prevents this. Is this accurate?

895
Spells / Re: Mana cost of life, armor, attacks, and traits
« on: December 15, 2013, 03:04:38 PM »
But as Aylin says, you need at least one creature for each unknown properties you what to have in your evaluation (as long as all of them have a linear behavior).

I doubt that Armor will be a linear function. Two armor is a little less valuable than twice the value of one armor, as both will stop a single point of non-critical damage if only one is rolled. Four armor is less valuable than four times the value of one armor, or two times the value of two armor. Ultimately, there will come a point (somewhere around 20 armor, perhaps?) where additional armor is no more valuable than the next lower number of armor as all possible non-critical damage is absorbed by either amount of armor.

896
Strategy and Tactics / Armor plating walls?
« on: December 15, 2013, 01:39:53 PM »
Is there currently (in published materials) any way to add armor to walls. I was hoping that something like Fortified position would do that, but it only adds to Corporeal Creatures.

If not, are there any plans to enable this? It would be a cool ability for the Warlord... but I guess that Earth based walls already have a fair amount of armor.

Thanks!

897
Rules Discussion / Re: Does the wizard have to reveal elemental training.
« on: December 07, 2013, 01:48:47 PM »
After all this I'm about ready to make a Wizard spell book that is 120 points no matter which element is trained....

I play a Wizard quite a bit, and have argued in the past that my Wizard's training should be kept from my opponent, just because I have a rather competitive spirit. I would say that I was trained in Arcane plus one of the elements, and leave it at that; that's what the card says, so that's what the opponent knows.

While I'll have a Lightning Ring or an Iron Golem or an Armor that probably indicates my training out soon enough, I can understand the point that it perhaps would be more reasonable to have to disclose training at the start of the game for reasons mentioned earlier (knowledge of which spells the opponent needs to preserve, avoid casting, etc.) After all, isn't that what we all do when we know we're going up against any other type of Mage? When I go up against a Dark-trained Mage, I try to avoid playing small, living creatures until I see my opponent's opening moves. He should have the same kind of foreknowledge.

Does informing my opponent of my training tell him how I'm going to play? No... not really. I might have a Gate of Voltari and be passive in the opening to build up my forces, or I can play the same Wizard aggressively with a big creature or two and teleports. (Many times how I play will depend on which other Mage I am going up against.) In truth, the Wizard feels to me more flexible to play than most (any?) other Mage(s) even if training is disclosed. You know that a Warlock is probably coming to get you, that a Forcemaster won't be going all swarmy on you, and so on.

It doesn't matter to me which way becomes the standard, but I would like this to become an official rule one way or the other... and sometime soon. Please :)

898
Strategy and Tactics / Re: Replacing armor?
« on: December 06, 2013, 09:10:14 PM »
Thanks for the link. I was just skimming through it and saw on the top of page 5 a chart where it lists "Tough -X" and gives as an example "+1 vs. Nonliving" -- I am guessing that these should have been two separate lines.

I can't figure out how to like it though. I signed in and everything... still no option to like. Anyway, thanks again.

899
Strategy and Tactics / Replacing armor?
« on: December 06, 2013, 07:04:52 PM »
Is it a good tactic now that corrode is out there, and is it even legal to do the following:

Cast an armor on your mage one turn, wait until you get corroded by an enemy attack, then replace armor with another armor (even the same type since the original goes back in the book?) so that the original corrode penalty goes away.

Is that how it works? You effectively have to drop your armor before putting on the new armor, so the corrode does go away, yes?

Can someone confirm that replacing one armor with another of the same kind is legal? My thinking is that the mage isn't wearing both at the same time, so....

Thanks!

900
Spells / Re: Zombie Swarm - too powerful?
« on: December 05, 2013, 07:52:57 PM »
Zombie Frenzy can also be attached to a Mage Wand for pure chaos every round, whereas Akrio's Warcry cannot because its Epic.

Zombie Frenzy can be bound to a Mage Wand, but I prefer going Deathshroud Staff + Libro Mortuos. I don't think you would bind Akiro's Warcry to a Mage Wand even if you could considering how expensive it is. Not to mention, some Warlord players prefer ditching Horn of Gothos and wielding a double-handed warhammer, particularly against swarm matchups, so they couldn't use a Mage Wand anyways.

If ABC were not Epic, then I suppose it might be bound to the Helm of Command, sidestepping the issue of what is in the weapon and shield slots.

In any case, I like the Mage Staff of all things as Warlord... it keeps a hand free for either a wand, Horn of Gothos or the Spiked Buckler when it comes out. (As an aside, I think the Warlord needs a decent one-handed weapon in the War school.)

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