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Messages - Paleblue

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16

I never played against Dwarf Panzergarde, so the intercept might work nicely with the sniper. But that still doesnt protect the sniper against being teleported or pulled (especially if playing against the forcemaster).

A teleport would be expected, so a nullify on the sniper would probably be something I would plop down early (or wall off, though I'm not all that keen on walls). Your strategy certainly seems powerful and I think the majority of mages would struggle and if you didn't have the right reaction to it most people would die.

Certainly seems like temple play is the fad at the moment!

17
A very streamlined process to report tournament happenings would be a very cost effective means of providing the same excitement that is normally found during an expansion release.  It actually seems more important than some other efforts, because it can fill a void for those frustrated trying to find other ppl to play against.

Yeah being that we are probably a more hardcore audience we are all hungry for different strategies and whats happening out in the wild. I find it curious that during the last few tourneys it was actually the players who posted all the information - with little coming from the other side.

As great as a FB update is, you would think they would want free marketing by having meatier posts on there website. 

18
Would be nice to get more consistent information about what peoples winning strategies are. I feel like there is a lot of user created content on this forum and some more input from the other side would be nice.

19
I found the OP quite an interesting read - simply to get a perspective on a different meta. Currently the only wand I use is the holy one which can remove various effects (mainly weakness), otherwise I don't see very much value in the spell bound versions.

It sounds like your games are going for a long time, whats your average play time?

20
I would counter with sniper and dwarf guards.


21
League / Tournament Play / Re: Australia MW and Sydney leauge
« on: July 07, 2013, 07:02:27 PM »
Good stuff mate, thanks for linking directly to the Facebook page.

P.s You misspelt "league" in the post title :)

22
Rules Discussion / Re: Goblin Builder
« on: July 04, 2013, 01:38:10 AM »
So then they can cast conjurations but the mana just comes from the Mages mana pool?

That's correct mate.

23

So do you think it would be a mistake to drop all heal spells from my deck?  If I'm running regrowth & vamparism?

I honestly think that you can drop the healing. With well played blocks (to stop huge damage) + regrowth and vamp you shouldn't need heal. I find most times when people cast healing spells they have already lost the game, I guess it could help out in a real cliff hanger situation - but even then i'm not sold.


24
fire ball (6d,0p,4b1,11b2)
gives 22% and 76% (full half)

 with ring (7d,0p,3b1,10b2)
gives 37% and 87%

you beat me to it I was adding the burn calculator today

note this only counts the burn damage for 1 turn. I didn't have the time to add geometric progression calculator. but from my battle simulator I can tell you that each burn will have a eventual value of 1.75 damage I didn't include that because this was just 1 hit percentages not average damage

Cheers for that information. Ring provides a considerable boost and gives you a sustained benefit (whip or more fireballs later) which is interesting.

Just so I interpret right, each potential burn a card can do on average adds 1.75 damage?

25
I did the maths (probability function with armour is tedious)

an attack like hurl bolder (7d,0p)
has a 23% chance to destroy tol in 1 turn. if it is on 4 HP it has 77% chance.

 now a creature like steel claw (7d,1p)
for full and half health it has 27 and 85% respectively.

 now a high penetration creature like  slayer (4d,2p) gives 0.6% and 50% (full, half)
the same creature with +2 attack (6d,2p) gives 17% and 83%

without listing every combination I can tell you the trend if you want to have a 1 in 5 chance to 1 hit KO use the bolder. if you want to kill it in 2 or more turns get a creature or weapon with 2 or more piercing.

This is the kind of analysis I like to see. I think Slayer is the best creature for the job, 2 of those lads can stomp conjurations and have great general health and damage.

Although hurl bolder is the most effective for a one shot, I just don't like the risk of it failing and being in a mana hole.

Sorry to ask but you seem to have the spreadsheets set up, would fireball with its burn chance be more or less effective than hurl boulder? Although it might not destroy in one turn it may be more effective in the long run due to continued damage?

26
Hmm yes I see the value, I just have been having a hard time justifying that many spell book points (in a non Wizard deck).  I could try to at least toss one in though and keep it in my back pocket for the right situation (which I can see several now that you mention its uses).  That is my favorite thing about this game you have access to your full spell book every round and don't have to wait to "get lucky" to draw the good cards or what you need in a particular situation.

It may depend on who you are playing with, but as your game evolves you start to realise that positional plays become essential and teleport is what can bring the pain / avoid it. It can also be used to counter some spells for example vines / quicksand and also to a lesser extent force hold.

27
If we are strictly going with MUST haves then Teleport (or push), Dispel and Dissolve are essential. If you don't have these in your book and get caught out you will lose the game instantly. Cloak / Armor etc are 2nd tier in my eyes.

28
I pretty much agree with your list. Bear / Heal / Purify and Cheetah are a maybe (depends on your book), but all the rest are auto include.

The only improvement I would make is having one block and maybe nullify on the list. Again these are pretty situational but I put them as a higher priority than heal.

29
Spellbook Design and Construction / Re: Cursing Warlock
« on: June 25, 2013, 06:55:04 PM »
Sorry to keep off topic but that Ballista card looks awesome with its pierce 3, much better at nuking buildings than the stupid catapult!

30
Rules Discussion / Re: Galvitar and Battle Fury
« on: June 25, 2013, 06:51:30 PM »
Treat the Forcemaster like a Hydra, something that you don't want to start your turn next to, but is susceptible to some of the same counters (Agony/ Armor/ Avoiding).

If you start in the FMs zone and fail to leave during 1st QC you deserve to lose. a proper FM build will kill you in 1-3 hit because damage rolls are random. When Playing against an FM treat it more like a combo deck rather than an aggro deck.

Of course you don't want to. I was just mentioning that 2 armor and having agony on the FM considerably reduces her damage output- even if she uses BF.

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