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Messages - Arkdeniz

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61
Domination / Re: Let's talk Multiplayer Domination
« on: December 23, 2018, 03:55:29 PM »
I am imagining a 2-3 hour maximum for each match. Say 5 V'Tar points to end it. Each V'Tar point earned by a player in each match would be converted to Tournament Points with additional Tournament Points added for killing an opponent mage. This would allow players to try a mix of strategies during the tournament.

After X number of rounds the tournament points are totaled and ranked to determine the top 6 players and prizes awarded based on that ranking.

5 points only?

The game will be over in 5 turns. I don't think you'll need 3 hours.

62
Rules Discussion / Re: Dragon's Breath target options
« on: December 23, 2018, 04:57:36 AM »
DaveW,

With tongue in cheek and a wink to a somewhat infamous discussion about the exact size and dimensions of walls, it might be said that if you are looking basically straight down along a wall (as in your example), then perhaps the wall has close to zero depth (as the zone border it sits on does), and your dragon's breath will just treat the wall as not there at all...

;)


Merry Christmas everyone! May 2019 bring many more Arena adventures to you all.   

63
Rules Discussion / Re: Regarding replacement of equipment
« on: December 21, 2018, 09:39:39 PM »
the rule on page 21 states:

"If an equipment object of the same name or location is cast upon a Mage, if the spell is friendly controlled, the new equipment object is placed on the Mage, and the duplicate item (the original one which has the same name or location) is removed and placed in its owner’s spellbook. In this manner, friendly Mages can replace equipment on each other with newer or better choices.
"Note that an enemy controlled equipment spell cannot replace equipment on a Mage. In such a case the spell is canceled and discarded without effect."

This means that you can replace your own equipment, since your mage is friendly in regards to itself. This is useful for such purposes as replacing armour that has corrode markers, changing to a new weapon that can counter defences or flying, changing from a spell discount ring to an increased damage ring, and so on.

You can also cast equipment on opponent mages. Generally you wouldn't want to, but equipment like the Eye of Bael can be harmful to some users. 

64
Mage Wars Academy / Re: How do I order the new expansions for Academy?
« on: December 15, 2018, 10:08:38 PM »
I ordered mine from miniaturemarket.com. Fairly decent price.

Still waiting for them to arrive in Australia, mind you, but US addresses should get them quicker.

I also hear word of an Academy Monk due to drop around March. That's exciting.

65
Rules Discussion / Re: force pull through Mind's eye
« on: November 28, 2018, 09:38:35 PM »
I’m with you, Puddn!

66
Rules Discussion / Re: force pull through Mind's eye
« on: November 28, 2018, 08:47:30 PM »
So the situation we are left with is that if the target creature is between the Forcemaster and the Mind's Eye, a Force Pull can be used to push it away.

Okay then. Glad we sorted that out.

67
Rules Discussion / Re: force pull through Mind's eye
« on: November 28, 2018, 06:38:24 PM »
Slightly more frivolously, it could be construed that "her" is a very unclear term in that it could be referring to any "her" in the arena.  ;)


I will see your frivolous statement and raise you Life Link. I feel sorry for any Priestess that wants to use it, since that spell clearly can be only used by the guys.

"The controller of Life Link may heal up to 3 damage from this creature and place it on HIMSELF as direct damage."


Now this may seem like a flippant comment, and I suspect that nobody will take this ruling seriously. I'm sure Kharhaz will agree that "Of course a Priestess could use Life Link!"

However, if you are prepared to accept that 'himself' in this case means 'controlling mage' then you are accepting that pronoun usage in Mage Wars is not a concrete thing. And if you accept that, then it is a very short step to thinking that "her" of the Force Pull may not necessarily mean "the Forcemaster" but could mean something else, like "the source".

At this point, if you argue that 'her' can only mean the Forcemaster because 'reasons' then you are arguing intent rather than RAW. Which means game on, may the best RAI win. 


68
Rules Discussion / Re: force pull through Mind's eye
« on: November 28, 2018, 04:28:42 PM »
Ininalia mentions lore. Well, since that door is opened...

To me the Mind's Eye (in in-game lore terms) is a manifestation of the Forcemaster's will. In effect the Mind's Eye serves as a remote version of herself (serving as the "her" of the Forcemaster detail card).

If we want to look at it another way the target feels a pulling force from Force Pull. If the source of the pulling force emanates from the Mind's Eye it wouldn't make sense for the target to move in any other direction than towards the Mind's Eye.

So for both these reasons I am with Puddnhead. The Force Pull from a Mind's Eye drags the target towards the Mind's Eye.

(To me, Mind's Eye is kind of like a familiar that the Forcemaster channels her own spells through, rather than casting its own, but like a familiar it serves as its own source.)

69
General Discussion / Re: Most Interesting Academy Expansions for Arena?
« on: November 27, 2018, 07:21:44 PM »
If you play Forcemasters in Arena you NEED the Academy Forcemaster set. It opens up so much more for that mage than the other Academy sets do for their respective Arena counterparts.

However, they all contain useful things and are well worth getting.

70
Spellbook Design and Construction / Re: THE Book.
« on: November 25, 2018, 01:38:20 AM »
Not Waterfall Cloak. It gives Acid -2, and can remove Burns.

71
General Discussion / Re: trying something else...
« on: November 15, 2018, 05:46:45 PM »
Well, exid, my second-best-game-ever! is Core Worlds.

Start with a deck of basic units. Draft bigger units into your deck, deploy those units into your attack force, and use that attack force to conquer increasingly valuable planets as the game goes on.

Works very well with two players. Takes about 30 minutes per player. Has deck building/culling and strategic choices ('do I use my energy to draft that card that will be useful later, or to deploy this unit from my hand and take that nice planet over there?'), with a little luck in what cards get drawn onto the tableau.

It is not a patch on Arena or Domination, but a pretty darned good second game.   

72
Player Feedback and Suggestions / Re: Halfing as Mages
« on: November 05, 2018, 03:58:43 AM »
I would suggest that whatever else it was, a Halfling should be elusive and possibly have an ability to pay a friendly creature's level in mana to give it the elusive trait until the end of the round.

Oh, and it would have to have a mage-specific item for it: Ring of Invisibility :)

73
You can't bloodreaper a non living creature.

You can't?

The ability simply says "when a friendly, non-legendary demon creature comes into play, you may make it your Bloodreaper." I found nothing more in the rulebook or supplement.

74
Mheg has elusive and gets his 5dice at the beginning. He can use battle fury, ehren cannot. Mheg has 3 armor to ehren's 2. Extra actions from your mage is more costly than 6 life initially. It makes sense, but the deception is that by the end of the game, the 6 life is more costly than the actions.

Both creatures are bought on layby (what you folks term layaway, I believe). And as with all such purchases, the interest charges that accrue on top of the upfront payment are the trap and lead to a much greater total cost.

Yes, I suppose Mhegedden might be ok if the Warlock also forgoes the life losses from bringing in Bloodreapers, but when you combine them... phew.

(But then, I come from a place where even my Dark mages often start out with a Sunfire Amulet, so clearly I rate Life as REALLY important.)

75
I am really enjoying these writeups.

Keep 'em coming!

I think that Mhegedden's life cost is too much to wear when you combine it with Bloodreapers. Especially if you then double down with your own IoP.

(Frankly, I think that Mhegedden is a waste of time and effort in almost all cases. He saves you some mana now, but can't do anything other than weaken you for three turns, and when he gets active is almost certainly a long way away from the fighting. Almost always better to save some mana for three turns and then put down a new creature at the front line, and possibly rouse it.)

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