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« on: May 15, 2016, 07:03:21 PM »
I've only ever seen Forcemasters played very aggressively. Something along the lines of turn one Cheetah Speed and reveal with double move and either Battle Forge or some equipment or enchantment to help in melee. Then on turn two or three (depending on intiative order), the Forcemaster would likely have Wall of Thorns and Force Push set up if the opponent hasn't donned any armor, or start beating with Galvitar around that turn if they have.
I thought I might try to find something more interesting and a little different. Since this is my first attempt to put together a Forcemaster book (which I haven't tried yet), I thought I'd see what others thought about it.
Notes:
At one point, I had a Gorgon Archer in the book, but I replaced it (and the Eagle Wings for it) with three Thoughtspores and a number of extras.
My personal concerns are 1) that perhaps I have too many Incantations and (especially) Enchantments, and 2) perhaps I won't have enough mana.
The spells that I am considering for the Thoughspores depend a little on the opponent... a pair of Acid Balls and a Minor Heal or Purify against a Necro perhaps, maybe one would have a Dispel against a Wizard or Beastmaster, but more generally they would have Power Strike, Minor Heal, and Disarm (especially for use against wands and weapons with Reach that I don't have time to dissolve properly).
My philosophy on armor: I can put in a Storm Drake Hide and a Dragonscale Hauberk for four spellbook points, like I do for many of my books... thereby having the -2 modifier for Fire or Air as desired. However, I was thinking that it might be better to spend only three spellbook points on a Steal Equipment and take the torso armor from the opposing mage. The cost is the same as dissolving the other armor and donning the appropriate armor, but these two things are essentially done in one action. Now, some mages use armor that the Forcemaster can't use, so when I can't steal it, I'll just use Rhino Hide to back up my two +1 armor pieces. Yes, I can't melee in the same turn, but you can't have everything.
Forgive my lack of a fancy preparation here, but I haven't yet figured out OCTGN, and not all of the spells are in the SBB yet... so here you go:
First Shot at Forcemaster by DaveW
6 Equipment (12 points)
1 Elemental Cloak (2)
1 Wychwood Ironvine (2)
1 Gauntlets of Strength (2)
1 Force Ring (1)
1 Galvitar (3)
1 Dancing Scimitar (2)
4 Conjurations (8 points)
1 Suppression Orb (2)
1 Hand of Bim-Shalla (2)
1 Enchanter's Wardstone (2)
1 Tanglevine (2)
3 Creature (6 points)
3 Thoughtspore (6)
8 Attack (13 points)
2x Force Hammer (4)
2x Acid Ball (4)
1x Surging Wave (2)
3x Invisible Fists (3)
20 Incantations (37 points)
1x Force Wave (1)
3x Force Push (3)
1x Steal Equipment (3)
3x Dissolve (6)
1x Seeking Dispel (2)
3x Dispel (6)
1x Teleport (4)
1x Heal (4)
1x Minor Heal (2)
1x Purify (2)
1x Power Strike (1)
1x Shift Enchantment (1)
1x Knockdown (1)
1x Disarm (1)
21 Enchantments (44 points)
1x Force Hold (2)
1x Maim Wings (2)
1x Agony (2)
1x Fumble (1)
1x Mage Bane (2)
1x Rust (2)
1x Forcefield (4)
1x Circle of Lightning (4)
1x Force Orb (1)
1x Dodge (1)
1x Arcane Ward (1)
1x Nullify (2)
1x Regrowth (2)
1x Rhino Hide (2)
1x Mongoose Agility (2)
1x Cheetah Speed (2)
1x Lion Savagery (2)
2x Bear Strength (4)
1x Vampirism (4)
1x Hawkeye (2)
Why the Hawkeye? I just think that it would be very cool to throw five-dice Fists for three mana... not to mention to help with all of the other attack spells.
Open probably with a single move and Force Ring / Galvitar to convince the critters that they need to stay away, and then bring out Thoughspores as needed while equipping and enchanting... then close some more. When things get in range attack range, start flinging attack spells... and follow up with melee.
Any constructive criticism?
Thanks,
Dave