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Alternative Play / Re: 4 Person Team battle, pics.
« on: May 03, 2013, 09:54:46 AM »
Out of interest, how long did it take? Guess you have to account for 2 new players etc but roughly?
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Like I said, I'm not saying randomness in a game is bad, far from it - but I like to be able to mitigate randmoness where possible...
Yes, I have seen things just level out. My last game the dice gods were in my favor. The previous game were in his. We also played a game of Eclipse last Wednesday. On the last round of the game we ended up fighting for a zone with a single Interceptor each and each had to roll d6 with a result of 6 for him to win and I have to roll 6 two times to win the battle. I have to tell you after 6-7 rolls the thrill of rolling to see who would win that little battle, kept increasing he eventually won but man let me tell you have much fun those roles were and it was one of the highlights of that game day. Just who would win, when that six would appear! Pure randomness, pure joy!
Luck certainly plays a role in MW, but skill plays a much larger role. When we're sitting around dissecting our moves in a post-game analysis, we usually find that positioning and spell selection count for much more than any lucky or unlucky roll. Luck plays a much smaller factor in winning games compared to a typical "CCG" where your hand is randomly drawn.
Wow - I find myself agreeing with sIKE so much I even used the 'hardly ever used' Thank You button....
The game is great, it really is, but sometimes the randomness is SO apparent it makes me want to pull my hair out. The infamous game where I layered 5 armour, and my opponent scored only critical hits from then on - through about 30 attack dice, and many other stories where the rolls played a MASSIVE roll in things.
In fact, if there was one change I could make to this game, it would be to change the dice to D8s, and adding another blank and another 1 damage. It doesn't sit well with me that you're just as likely to crit as you are to do normal damage....
But I digress Lots of randomness here is my feeling. Not necessarily a bad thing, but sometimes, it will make you think that a deity is actively picking on you
I find the randomness of the game to in the right location. I do not like most of the LCG because of the random nature from the draw of the cards. Here it feels very much like the randomness of battle. Yes even an arrow to the heel of the mighty Achilles has a good bit of randomness to it. Which I feel the game implements quite well.
Unlike Piousflea, I feel that the randomness of the dice smooth out over games not during (one game I am hot the other my opponent is, many times I cannot roll that damn 6+ to get the stun etc). Within the game the dice can really determine the outcome quickly.
I think at one point I posted about in one game I was hit by a reverse attack with 9 dice which cause 14 points of damage and then the LOH hit me for 8 dice of damage for 10 points of damage. In one round 24 points of damage after armor 18 points of damage were applied! Oh yeah and two burns and a stun. Very very unhappy camper.
With all of that said, the randomness can be a bit frustrating but I think mechanically it is in the right place within the game itself.
Out of the many, many games of MW I've played, I have not had a single game where at the end of the game, the losing player said "If only I rolled better I would have won." Instead, I say (and hear other players say) things like "If only I had placed that spawnpoint in a less vulnerable position I would have won," or "If only I hadn't attacked into a Reverse Attack I would have won," or "If only I'd killed your creatures before trying to focus-fire your Mage, I would have won."
A gentleman over on BGG was asking about Mage Wars and was worried about these three areas. I shared my experience so far (limited) and thought I might post it over here too...
steep learning curve
My 11 year old son wandered in whilst I was doing a solo match. He is more into rugby and PC games than boardgames, but he immediately had a good grasp of Mage Wars by simply looking at the board, cards and spell book.
'Ok, so the Beastmaster has brought out loads of animals to kill the Priestess.'
'The Priestess has a couple of good guys there - are they defending her from the foxes?'
He watched me playing solo for about five minutes and quickly understood the game flow. To the extent that he joined in, playing together, taking best options for each mage. He called the spells for each round and made sensible choices. He was also able to figure out the best creatures to cast spells on and so on.
It's not a complex game. In fact it feels very intuitive.
analysis paralysis
Definitely possible for this to happen. Early games are all about figuring out what spells do, and access to all spells means that AP can happen. Apprentice (half size) spell books help, but definitely a concern. My son had no trouble with this, and chose within a few minutes each turn, and he is a bit of a thinker.
Choice and randomness
There is a HECK of a lot of choice given all the options for your spellbook then all the options during play. BUT it doesn't feel random at all. Quite the reverse. Access to all spells means you are actively choosing tactics ecah turn, not randomly drawing cards. There IS randomness in the dice rolls, but the combat mechanisms seem to give 'average' results most of the time. i.e. it's a high peaked bell curve and even the outliers are not usually significant enough to 'kill' the game. The one bit of randomness that does feel pretty binary and significant is the DEFENCE mechanic which gives a straight % chance to completely avoid an entire attack. Even that can be ameliorated by multiple attackers and so on.
It's a great game to me, and your specific concerns may be addressed. There is an excellent series of gamelapy videos on BGG by Tox. Watch those and see what you think.
Whereabouts are the UK players? I just received the game and have tried a couple of apprentice solo matches. Great, but need live opponents, or Vassal.
Herts / Essex. / Cambs for me.
Hello isel,
Unfortunately there is no such rule at this time.
However, you inspired us! We are looking for abilities for our new alternate Wizard, and I will add this to the her list of abilities we are testing. It will allow her to transport her owl or raven familiair with her when she teleports.
I've been meaning to try Gorgon Archer with Eagle Wings, but my current Wizard build doesn't use Gorgon Archers, so I'm waiting until I have enough cards to build an Air Wizard in addition to my Earth Wizard.
I use a few temples in my Forcemaster build, I really like it.
Temple of Dawnbringer for example is really handy with the Forcemaster since she has a passive defense chance. Temple of Light works great even with just itself and 1-2 other temples, extra ranged etherial damage and stun/daze checks that require no further cost or action on your part is a no brainer. Its extra damage vs non living also helps when dealing with pesky Iron Golems (who are immune to practically everything in her build) Also her natural Pull ability lets you keep someone from getting too close or too far from it.
With just two Bim-Shallas and Temple of Light your attack chain gets really heavy:
6 dice galvatar, 3 dice dancing scimitar, 3 dice+stun temple beam without counting any other boosts.
1. The FM doesn't have proper creatures to defend those conjurations, unlike the Priestess, and won't get the full value from them as they will thus die much more quickly. I'd much rather have a Mana Crystal than a Hand anyway, since it pays for Deflect (or other initial upkeep things) over the course of the game whereas Hand doesn't do anything for the first couple turns.
2. Seems more feasible conceptually, but based on the forming metagame I'm not really convinced. The Beastmaster has such a good early game (second only to the Warlock, by a small margin) that I wouldn't usually try for a longer game in which most other mages have the advantage. There are also in-school options that while less "flexible," are most powerful and less expensive, especially with the Enchanter's Ring.
The problem with your choices is that both of those mages are pretty aggressive, and I don't think that's where these conjurations shine. I think they're much better with their intended mage, the Priestess, who already has the most mana-efficient dazing/stunning spells in the game with which to really cut down on an opposing mage's early action advantage. An exception could be the Wizard, who has the defensive creatures, powerful late-game, and action-sapping spells to really see a cumulative effect from those conjurations.