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Messages - reddawn

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61
I don't really see enough creatures here.  1 flower, a Lair and a harmonize, combined with the fact that there are not max copies of the level 1-2 dogs means that against more defensive builds, you're not going to have enough cards to throw at them if your dogs are being controlled/destroyed.

I haven't seen much of a reason for playing more than 1 Dire Wolf.  They roll really high potentially, but they require some effort to really work, and aren't very flexible.  I almost always play all of my other T. Wolves before I play a D. Wolf, because they're just more well-rounded.  Conjurations are a big deal, and with most non-living conjurations having 2-3 armor or so, there's a big difference between 3 dice and 4, and it's even worse for living conjurations, which either have regenerate, armor or both.

I would just take out non-essentials and make sure you have enough T. Wolves and foxes to make sure your deck doesn't run out of threats in the middle of the game.  Redclaw isn't exceptional without much of a pack.
 

62
Which sets do you have?

63
Spells / Re: zombie crawlers
« on: September 19, 2014, 09:43:36 PM »
I usually just feed them to Shaggy.

64
Player Feedback and Suggestions / Re: Giant Wolf Spider
« on: September 13, 2014, 10:06:08 PM »
Probably cause it's giant.  Too heavy to climb stuff.

65
Strategy and Tactics / Re: Hungry, hungry, Kralathore.
« on: September 03, 2014, 11:09:09 PM »
Well, maybe if you taught them better ways to play, they wouldn't stay noobs.

66
Custom Cards / Sheepskin
« on: September 02, 2014, 12:10:52 AM »
Sheepskin

+1 armor, Frost -1, Flame +1

When the equipped Mage takes a move action, put a Static counter on Sheepskin.  When Sheepskins has 2 or more Static counters on it, the Mage may remove all Static counters and use Sheepskin's Damage Barrier.

Damage Barrier: (Lightning)(Unavoidable) 3 Dice, Daze = 5-9, Stun = 10+


I like sheep!  :D

67
Spellbook Design and Construction / Re: Blood Demon Aggro
« on: August 31, 2014, 02:59:39 PM »
Yup I think you make a good point; I'll put the battleforge back in.  Agony hates on the FM pretty hard, but I would need more than 2 copies to actually let one stick against a good player I imagine.

Also, turns out I have nowhere near enough ways to deal with Weak tokens.  Gorgon Archer counters my entire plan, so I'll have to figure out a way to deal with that.  I think I might switch out a Blood Demon for a Slayer too.

In the end, I think i'll need a bigger mana setup than just rings.  Blood Demons are good, but without access to Fellella, I just don't have enough actions to both buff and attack.  I may actually end up considering the Jokhtari BM for this kind of build actually, or at least Sersiryx. 

Edit:  I think the simpler solution is to just summon less demons.  Easier to manage, wouldn't you know  ::)

68
General Discussion / Re: Siege weapon speculation
« on: August 30, 2014, 09:48:14 PM »
I really want an old-timey cannon.  It could use Fuse counters, with more Fuse counters giving it more dice for its attack.  Your opponent could reset or reduce the Fuse counters with a Water attack spell.

69
Spellbook Design and Construction / Re: Blood Demon Aggro
« on: August 30, 2014, 09:32:00 PM »
I really like the first Blood Demon as a Blood Reaper.  12 mana and 4 life to get a 6 dice attack (with Bloodthirsty) on a mobile and difficult to kill mid creature is nice.  The 2 life gain each time it deals damage puts your Warlock in a nice position to race vs. other aggressive plans.

 The subsequent copies of Blood Demon are a bit inefficient, they take a longer time for their mana cost to be paid off in damage.  If your book is going to go this long, you're going to need a Battleforge and defenses for your mage to turn it into more of a survival game.

I personally would want to go in on curses and fire spells after the first demon, and mostly make it a race that you should win due to your effective +2 life regen over your opponent?

Yeah I'm sort of concerned about the efficiency of the non-reaper Blood Demons.  Their traits definitely seem to lend themselves to a more offensive role, since the harder they hit, the more they heal (usually).  Also, I'm sure I don't have to tell the GenCon champ this, but Flying makes them harder to control through the more efficient Restrain cards and/or Walls.

Basically, I recognize the somewhat lack-luster initial efficiency of Blood Demons 2 & 3, but they seem particularly efficient when it comes to offensive buffs and less open to control, which in my experience suggests a good candidate for aggro creatures. 

I chose the Warlock since, as I believe and you describe, he has the best base resilience out of all the mages, which obviously suits him to the role.  I did actually heavily consider a Battleforge for most iterations of the build, but at the last moment I took it out to focus more on curses and buffs, as most equipment is efficient in terms of armor and defense, but not in terms of more dice and attack. 

I still haven't tested this yet, so I have no idea what will change and I'm probably wrong about a lot of things, but thanks for the insight everyone.  Hopefully it will mean less playtesting. 

70
Spellbook Design and Construction / Re: Blood Demon Aggro
« on: August 30, 2014, 08:49:48 PM »
What is your typical 3 turn plan?

What is your plan against a druid who plays kralathor? His reach will eat up your blood demons.

Pretty much summon a Blood Demon turns 1, 2, and 3. Rings and enchantments after, and then Bear Strengths/Mongoose Agility and whatever I else as the game goes on.  I'm not really worried about a Kralathor, since it doesn't get a damage bonus against them.  I'm not really sure why someone would play a Kralathor against a Warlock, since he's bound to have some kind of fire attack spell; I'd probably be a lot more worried if I had to fight Giant Wolf Spiders, which look like they counter BDs pretty effectively with proper support.

If I can stick an Agony on Kralathor, it becomes pretty pathetic.  Worst case scenario I have to Flameblast it; I wouldn't really want to use the Fireball, since it's a pretty key card against lots back-breaking conjurations.

71
Spellbook Design and Construction / Blood Demon Aggro
« on: August 30, 2014, 07:26:48 PM »
[spellbook]
[spellbookheader]
[spellbookname]Blood Demon Aggro[/spellbookname]
[mage]Warlock[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=mw1a04]1 x  Fireball[/mwcard]
[mwcard=FWA02]1 x  Force Hammer[/mwcard]
[mwcard=DNA01]3 x  Acid Ball[/mwcard]
[mwcard=mw1a06]1 x  Flameblast[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MWSTX1CKJ01]2 x  Enchanter's Wardstone[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWSTX2FFC02]3 x  Blood Demon[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e01]4 x  Bear Strength[/mwcard]
[mwcard=mw1e03]3 x  Bull Endurance[/mwcard]
[mwcard=MWSTX2FFE06]2 x  Lion Savagery[/mwcard]
[mwcard=mw1e09]2 x  Agony[/mwcard]
[mwcard=mw1e05]2 x  Cheetah Speed[/mwcard]
[mwcard=mw1e14]2 x  Enfeeble[/mwcard]
[mwcard=mw1e19]2 x  Ghoul Rot[/mwcard]
[mwcard=mw1e24]2 x  Magebane[/mwcard]
[mwcard=mw1e28]4 x  Mongoose Agility[/mwcard]
[mwcard=mw1e29]1 x  Nullify[/mwcard]
[mwcard=MWSTX2FFE07]2 x  Rust[/mwcard]
[mwcard=mw1e36]1 x  Rhino Hide[/mwcard]
[mwcard=mw1e40]2 x  Vampirism[/mwcard]
[mwcard=MWSTX2FFE03]2 x  Arcane Corruption[/mwcard]
[mwcard=mw1e27]1 x  Marked for Death[/mwcard]
[mwcard=mw1e31]2 x  Poisoned Blood[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q05]1 x  Demonhide Armor[/mwcard]
[mwcard=mw1q14]1 x  Lash of Hellfire[/mwcard]
[mwcard=mw1q28]1 x  Ring of Curses[/mwcard]
[mwcard=DNQ09]1 x  Wand of Healing[/mwcard]
[mwcard=mw1q06]1 x  Dragonscale Hauberk[/mwcard]
[mwcard=MWSTX1CKQ06]1 x  Eagleclaw Boots[/mwcard]
[mwcard=mw1q09]1 x  Enchanter's Ring[/mwcard]
[mwcard=FWQ10]1 x  Storm Drake Hide[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i06]3 x  Dispel[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=mw1i12]1 x  Force Push[/mwcard]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

This is a book I just built but have yet to try out.  The plan is fairly straightforward; summon 3 Blood Demons, buff them (and sometimes the Warlock) up and drop curses, and assassinate the other mage.

Anyone have experience with this kind of book?

72
World and Lore / Re: Male Dwarves vs Female Dwarves?
« on: August 26, 2014, 12:04:59 AM »
Well apparently I don't know much about dwarves then haha.  It's kind of hard to learn about female dwarves though, because not much is written about that.  The only thing I could gather from some random germanic folklore sources is that female dwarves are borderline nonexistent, or that they're some kind of seductresses.

And I didn't really mean that they shaved their faces, but I don't think the average consumer of fantasy lore would buy a bearded lady, regardless of the logic behind it.  I'm aware of the difference between gender and sex, and I'm aware that human sexual dimorphism is rather significant by biology standards; for them to be nearly indistinguishable though would have to mean that there's basically no competition for females.  And even then, it doesn't really explain long beards.

Basically, there's nothing inherently wrong with facial hair on women (they already get some, though a very small amount), I just think giving them full beards would seem comical to people who don't have the kind of knowledge you do.

73
Did anyone play zone attacks against your birds  or a few bigger flyers to eat'em? Anyone try to Fireball your tree?

I read in the report that the wizards didn't really use Arcane Zap, which is really odd to me.  And even against non-swarm, a zone attack can still be pretty good if you catch the opponent and a conjuration in the same zone, though ideally there'd be more than that. 

I usually put in at least 1 zone attack or if I'm playing Necro, Poison Gas Cloud.  If you can time them correctly, their efficiency is pretty ridiculous.

74
World and Lore / Re: Male Dwarves vs Female Dwarves?
« on: August 25, 2014, 08:01:09 AM »
I'm not sure facial hair really adds anything to dwarf women; if anything, it takes away female identity.  It's basically a statement that the dwarf race is a race of men, and when you have to allow the existence of two sexes for basic biology, you pretty much make a dwarf man and tack on breasts.  The identifying with which now means increasingly little, given the rate of obesity.

I think it would be interesting for AW to invent its own take on dwarf women, maybe going way back to the concept of dwarf women as almost incorporeal beings.  I'm not sure how the balance would work out, but dwarf women as mystics or assassins that can turn Incorporeal until the end of a round would be neat.

75
Strategy and Tactics / Re: Getting Altar of Skulls Going?
« on: August 24, 2014, 06:16:13 PM »
You also have to remember that in a game where you aren't getting extra skull tokens, you pretty much have to spend 14 mana to do practically nothing for 8 rounds, and that's just not acceptable.  Given that it is completely useless most of the time, I don't think it warrants book space except maybe as a meta choice or for multiplayer (as RK said).

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