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Messages - Maverick

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151
Rules Discussion / Re: Goblin builder can't actually reconstruct walls?
« on: August 25, 2014, 08:14:20 PM »
It is very sad to read they no longer plan to "fix" the builder. I know errata is not taken lightly but I am of the opinion this creature needs it. An otherwise great creature made much less great because of a rules oversight. :(

This topic is closed for now please let it go. 8)

Sorry, I am kind of new here. The thread was not locked so I assumed it was ok to comment on it. Did I violate a forum policy?

152
General Discussion / Re: PvS Spoilers So Far
« on: August 22, 2014, 07:39:16 PM »
So if the trend of previous mages continue then the equipment the mages are wearing in the pictures will be equipment cards for them. Looks like a trident style weapon for the Siren and a Sword of some sort for the Paladin. I bet he will have unique armor with possibly a helmet and a shield as well.

153
Rules Discussion / Re: Triple strike?
« on: August 22, 2014, 05:43:53 PM »
Hey, it was my follow-up question that should get credit :)


I introduced GeorgeFalcon to the game so I like to tease him on it.

Just for you though. "Great job DaveW you helped break Mage Wars!" ;P

154
Rules Discussion / Re: Goblin builder can't actually reconstruct walls?
« on: August 22, 2014, 05:36:21 PM »
It is very sad to read they no longer plan to "fix" the builder. I know errata is not taken lightly but I am of the opinion this creature needs it. An otherwise great creature made much less great because of a rules oversight. :(

155
Rules Discussion / Re: Triple strike?
« on: August 22, 2014, 04:59:45 PM »
Great job GeorgeFalcon! You broke Mage Wars! ;)

156
I have a necro deck with Otto Kronig, Master Engineer, 2x Goblin Builder, and 1 Mort. 5x wall of bones. mort can heal the walls so you just drop Idol of Pestilence, and Deathlock. and when otto or the gobs die you just Animate dead on them and keep the combo going. the mage will have the eagle claw boots and can climb over the walls after the combo is going and drop skeleton archers and nuke any offense coming his way

Oh Really? :P

Edit: I am the guy he plays against.

157
General Discussion / Re: Wrinkly Spellbook
« on: August 22, 2014, 04:31:51 PM »
I was hoping they would release an alternate art promo pack that contained all of em. Though now that some mages have an alternate art I would want all future mages to as well which could be a headache from a collectors standpoint.

158
Player Feedback and Suggestions / Re: Where are the girls?
« on: August 22, 2014, 04:20:30 PM »
Traditional fantasy art depicts woman as beautiful warrior women and men as musclebound badasses. Neither of these images represent the average person from either group in real life. Mage Wars however is a "Traditional Fantasy" game. Hell a great deal of the artwork is even spoiled on the outside of the box to include the controversial Priestess herself. There should be no surprises what kind of artwork you are going to be dealing with in this game. If anyone has a moral objection to traditional fantasy artwork why did they buy the game in the first place? I am not saying tradition is an excuse to do things that may or may not be unethical. However as far as transparency on the subject goes Mage Wars was not hiding anything. Personally I appreciate the artwork and it is one of the big selling points for me of this game.

Sorry for the Necro but as this subject has many threads already I really do not want to make yet another one.

159
Player Feedback and Suggestions / Re: siren creature suggestion
« on: August 22, 2014, 03:50:45 PM »
I agree the Kraken would be infinitley more cool if there was a "release" mechanic. It could be similar to the Alter of Domination and I would be perfectly fine with that. As long as during a game someone gets to say "And now I release the Kraken!"

160
Mages / Re: Paladin and Siren speculation
« on: August 20, 2014, 09:10:40 PM »
In Mage Wars Mondays Episode #8 Bryan Pope spoils the Sorcerer which will use two main schools (Arcane and Dark). So going off of this here are my predictions. Some may be repeats of other peoples predictions I did not read the whole thread so sorry if their is redundency.

The Paladin will be Holy/War. I do not know if he will have level restrictions to either but it would not surprise me if he does not get a spell discount on the higher level spells of either. Maybe he can only prepare the first 2 or 3 levels without doubling spellbook cost? I think he will be a defensive enchantment heavy mage as culturally that is what Paladins represent in fantasy now and Mage Wars likes to stick to stereotypes of the mage archtypes. He will probably get a horse that gives him the fast and maybe charge trait somehow.

The Siren is definitley going to have the Water school and Mind school. It would not surprise me if she gets to choose between air or lightning as well given the whole storm theme that comes with aquatic archetypes. She will probably have spellbook restrictions for higher level spells as well only being able to prepare level 2 or 3 spells without the doubled spellbook cost. She will probably have a flood mechanic similar to the druids vine mechanic. I also think she will have "water bound" creatures that are massive and powerful for the mana cost but will be restricted to her "flooded" zones. This would fit well with her ability to draw creatures to her with some kind of taunt like song ability they will give her.

I think the trend started by the druid with the water school is going to carry on in future mages. Multiple schools with reduced spellbook building in those schools. We have all the "Single school" mages so now they will start putting out "Hybrids" like the Bard or what have you.

161
Me and a buddy are actually trying to find a tournament scene for Mage Wars in the Minneapolis/Saint Paul area right now. My availability is mostly limited to Saturdays right now due to work restrictions but his is wide open. If you need players PM me and we can see if schedules mesh up for it. I would be up for FFG, Tower Games, or the Source as a venue but really any place in the area would work. I know the Source has Bi-weekly board game days on Saturdays that should be ripe with board game enthusiasts. I have been toying around with the idea of becoming an ambassador for there. Would have to check in to see if someone else is already doing it first though as I don't want to be "that guy". Anyway, PM me if you want 2 more players for Tournaments in the area.

162
Strategy and Tactics / Re: The bait...and switch.
« on: February 07, 2014, 08:14:22 PM »
That is a lot of food for thought there. I never really considered them moving my Gorgon. Still it would not be all bad as they have to get in range to do it and that is weak tokens on the enemy mage most likely. The fact that the Eagles wings would go with the Gorgon means that safety net will still be standing. Dispelling the teleport trap is not really a  big deal and hey another action got eaten up so it was not entirely pointless.

Sleep or similar control spells looks like it would be the best option for shutting it down. I just hope the temptation to melee is stronger than the desire to waste mana on control. The fact that melee seems like such a good idea is kind of what I was banking on.

163
Strategy and Tactics / The bait...and switch.
« on: February 07, 2014, 07:24:33 PM »
Hi all! New to the forums and have a massive 3 games under my belt. So please take this idea with a grain of salt.

So I was reading through the Forums and one of the threads I read was by The Dude and was called The Bait... it is an old thread that discusses using the Gorgon archer in order to bait the enemy mage where you want them. The reason the Gorgon works as good bait is it cannot shoot it's own zone which makes it almost a no-brainer to melee. I have refined that idea a bit and expanded on it to develop the Bait and Switch.

The Premise- Have a Gorgon archer enchanted with Akiro's favor located near center. Enchant with a face down Eagles wings and enchant the zone with a face down Teleport Trap. While your Wizard is building up a Pit of monsters (I like Mana Leeches personally) in the starting corner have the Gorgon archer heckle the enemy creatures and Mage. The first creature that goes to take down the Gorgon gets teleported where you want it (Like the hopefully ready zone full of Mana Leeches) or at minimum 2 zones back the direction it came to give more turns to accrue those Weak tokens. The second time a creature (or mage) enters the Gorgons zone before the declare attack step reveal the Eagles wings to make the Gorgon an ineligible target for melee then ignore the (hopefully non-flying) creature and continue to ping other eligible targets with the Gorgon. Enjoy the tempo you receive by the opponent wasting actions on the Gorgon.

In an ideal situation this will cost the opponent at least 3 move actions and will give him many weak tokens he has to deal with. Though ranged attacks or fliers could kill the Gorgan they are not as heavy of a concern due to Regeneration and the rarity of those attacker types compared to melee combatants. This may not win a duel and will probably not work on the same opponent twice. But it will sure as heck be a distracting side strategy if it fires off. Any thoughts or corrections?

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