Arcane Wonders Forum
Mage Wars => General Discussion => Topic started by: Laddinfance on April 07, 2014, 08:55:49 AM
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Ok, After looking over the responses we have a Warlord with Skeletons. I'm very interested in seeing how this turns out. Though I'm not going to lie, considering how strapped a Warlord's spellbook is often, I'm not sure how this will go.
That said, Let's build the core of the book! What creatures are we bringing? What cards to support them? How deep into Skeletons do we want to be? What are we bringing that a Necro won't ? All stuff for us to look at while we make the core of the book. This will end at 9AM Eastern on Tuesday.
And for those who would like to know other cards that have made it into Forged in Fire, then you'll be happy to break out all of your Morningstars. Yes this fine weapon will be in Forged in Fire!
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In my Skeleton Army spellbook, creatures I have are:
- Mort
- 2x Skeletal Knight
- 2x Skeletal Archer
- 4x Skeletal Minion
If Skeletal Sentry was a soldier, I would remove a Knight and a Minion to get 2 Sentry ;)
This set of creature allow Barrack or Big Few strategy. Put a Standard Bearer on a Knight (minions are too weak to hold it, it is too mana efficient for opponent to take it down). If Skeletal Sentry would be a soldier, it would be the Standard Bearer. The Archers are there to deal with flyings.
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The strategy is that skeletons have high hp for their level but lack armor. So Standard Bearer and Fortified positions are there to fix that, making them very resistant. Combined with their Non-Living immunities and Mort reconstruct, they are not easy to take down.
Skeletons being Non-Living, most enchantments don't work on them, which leaves more spellbook points for command incantations. This combine well with the new familiar Gurmarsh (did i spell his name correctly?). He is not a skeleton, but he likes to wipe them.
Battle Fury on Mort is a deadly combo, allowing to double land Tainted.
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What support spells do you use with that Core? I'm supposing a Barracks and an Archer's Watchtower. Would you also include some reassemble? I think fortified position would be great, after all I use it with my Skeletons even in my Necro Books.
For Mort, 2x Skeletal Knight, 2x Skeletal Archer, and 4x Skeletal Minion it's going to cost us 40 SP's. I think we want a Barracks, an Archer's Watchtower, and a Standard Bearer. That will increase us to 46 SP's. What else should we add?
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I edited my last post... Should have made a new...
We want Gurmarsh to wipe skeletons. We want some Battle Fury to allow Mort double Tainted. Some Evade and Perfect Strike to bypass guards and defense. We need some Force Push for board control since teleport is costly. 1 or 2 Shift Enchantment are required to move the Fortified Position to the action and to move the Standard from a dieing soldier to a more fresh one.
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You are going to need to buff your mana generation Armory will not be enough, so at least one if not two Mana Flowers.
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What are we bringing that a Necro won't?
Access to Thorg and the Battle Orders are about the only things. Akiro's Hammer also, but that card is beyond useless.
I think the book should feature Thorg and either the Hammer or the Horn to emphasize what little the Warlord brings to the table...
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You are going to need to buff your mana generation Armory will not be enough, so at least one if not two Mana Flowers.
I don't think they are needed. They are a 5 mana tax that only start to pay back on 6th-7th turn. The game is almost over from there. You need that 5 mana more in early game than later game.
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What are we bringing that a Necro won't?
Access to Thorg and the Battle Orders are about the only things. Akiro's Hammer also, but that card is beyond useless.
I think the book should feature Thorg and either the Hammer or the Horn to emphasize what little the Warlord brings to the table...
I think Laddin said we had access to FiF cards. So we have Conquest too!
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We need that new daze/stun 1handed hammer. Healing Wand to remove conditions on Warlord. Dragonscale Hauberk. Command Helm. Gauntlet of Strenght.
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I had wanted to make this free of FIF because I plan to play it this week at a local store. Any of the promos that are in I'm fine with. Now if you guys really want to use some of the other revealed cards then that's fine too. I'm working with you.
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"I think" you said yes to Promo's if so then a couple of Ballista. As for a weapon Heart of Gravikor, Morning Star or Vorpal Blade in the Weapon Slot and the Horn in the other.
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I thinknwe need the basic 2x Dissolve, 2x Dispel, 1x Seeking Dispel, 1x Decoy.
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You are going to need to buff your mana generation Armory will not be enough, so at least one if not two Mana Flowers.
I don't think they are needed. They are a 5 mana tax that only start to pay back on 6th-7th turn. The game is almost over from there. You need that 5 mana more in early game than later game.
If the game is over on the 6th or 7th turn and the game is over, the Warlord more than likely has lost. I am going to write a short article on this topic, as I see it all the time about the "how" long it take to make your money back on a Flower or Crystal.
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I said almost over. My games last 9-10 rounds.
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I want more info about the store meta that you're going to. Does EVERYBODY at the store have access to the FiF cards or the Promo cards? I don't think it's fair to bring cards to the table that other people can't possibly have. If your opponents do not have access to these cards, I believe it would be dishonorable for you to utilize them.
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I want more info about the store meta that you're going to. Does EVERYBODY at the store have access to the FiF cards or the Promo cards? I don't think it's fair to bring cards to the table that other people can't possibly have. If your opponents do not have access to these cards, I believe it would be dishonorable for you to utilize them.
They have a fair amount of access to promos. Now, FIF is another story. I play it very close to the chest with sets that have not been released. They know what's been previewed, but obviously they do not have it yet. I'm totally fine with making a standard availability spellbook.
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In that case I think Wildhorn has a pretty solid strategy laid out, just ignore the few FiF cards he listed. I think including one or two mana flowers in the book might be a good idea also, but you should only use them if your opponent is going to give you time to do so. If your opponent is rushing, then you're going to need that 5 mana more upfront than you will later when the flower would finally pay itself off.
I'm not a big fan of Promos personally, but since you said the meta does use them then they are fair game. A Morning Star and some Ballista would help out greatly and should definitely be included.
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We also need a Hurl Boulder and a Hail of Stone.
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I dont think mana flower are required for 2 reasons:
- They cost 2 SP each and with skeletons we are already taxed for their awesomeness.
- With undead creature, we won't cast much enchantment, the incantations are gonna be mostly cheap commands and equipment are not that expensive either. So the big mana expenses wil be creatures and if we go Barrack route, an Archer Watchtower would grant 1 mana for creature, cost 1 less mana and 1 less SP and it has a utility outside mana generation.
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Battleforge and Teleport.
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Battleforge and Teleport.
I think we should test Laddin by going without Teleport. Just to see how mandatory this spell is ;)
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I agree, no teleport ^^
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Wildhorn makes a good point. If you go with Barracks, then outposts would be better than mana flowers. I also agree no teleport. Not really to test it's necessity, but just because it's too expensive at 6 spell points per card. Go with Pushes instead.
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I tend to run a single Teleport with my Warlord. Six points is tough, but I find having one is worth it. I mostly make up for the lack of it with Charge and Force Push usually. I'm fine going without it as well, and that sounds more like the general thought.
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I'd say no teleport cuz i'm never cool enough to bring one. there are only 2 in the core set dont you know :P. I guess it would be good for retreat or cancelling opponents retreat.
Important spells to add(that people might forget):
Unholy Resurgence(epic heal-all)
2 Reassemble(save mort!)
Idol of Pestilence since your guys are mostly immune
War Sledge
some regens
1 mana flower
a thorg
at least 2 fortified position
I'd only go barracks if you want level 1 Skeletal Minions, cuz you could go with few big
as for soldiers, i'd skip the archers, but im not that good a player
1 mort
2-4 knights
Skeletal Minions
I figure the general strategy is a big mass of guards, with bloodwave warlord keeping them "on guard"
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Should be 3 teleports in your core set, echephron. Double check to see if you're missing one.
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I would add a Deathlock maybe to prevent healing/Regeneration once enemy mage get damage. I prefer Deathlock over Poisoned Blood because you cant simply Dispel/Nullify it.
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I would add a Deathlock maybe to prevent healing/Regeneration once enemy mage get damage. I prefer Deathlock over Poisoned Blood because you cant simply Dispel/Nullify it.
I like the surprise factor of the enchantment, and it doesn't take nearly the spell points. But good point on that anyways.
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I think 1 Teleport should be included at least. Force Push is fine for many applications, but it's more easily countered (Eagleclaw boots for example), only moves one space, and won't save a creature from Quicksand/Stranglevine/(any other conjuration that holds a creature in place while killing it).