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Messages - Quibleon

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1
Mages / Re: Is there any love for warlord?
« on: November 29, 2013, 05:01:51 PM »
Hello, again, guys.

This thread might not be the perfect one for this kind of question or subject, but what do you guys think about the Warlord in team battles [2x2]? My friends and I have a copy of the game, and we are just waiting for the last 2 expansions to arrive [we live in Brazil]. Howerver, we play solely for fun, not competitively, specially because there is no competitive scene here [yet] adn everything must be imported [at very expensive mailing cost, I add]. So we play using the suggested spellbooks. However, my team seems to be in some bad disadvantage because I keep on using the Warlord, and his lack of utility spells, low channeling combined with either costly or mediocre spells and simply not very usefull enchantments makes it very hard to beat the other team [specially because I always get targeted by that hateful Mana Siphon, crippling even further my already depleted mana]. I realize spawn points are not so usefull as I had thought when first seing them, specially the Barracs, but still, the beastmaster can quickly swarm the field, summoning up to 3 creatures each round and make our lives [mine and my partner's] a living hell, specially with the mocking after their win! However, I do NOT want to stop playing the Warlord, so I would like some advice in strategy, rather than in spellbook construction, as we do not personalize them.

Thank you all in advance for your help.

2
Mages / Re: Is there any love for warlord?
« on: November 25, 2013, 07:05:10 PM »
I realize the outpost limitation is simply thematic, but it is a handcap nevertheless. They just need to release some cards that benefit from it, so it will even up things, or that minimize its effects.

Regarding arcane school cards, I think war or novice cards with lessened effects, small versions of the big ones, would be enough. This way the weakness of the school training would still remain, but not in such a horribly weakening way.

Also, I expect a Garrison Post errata, just to make it viable, but that i my very own foolish dream, unless you think its more viable to release an improved version.

3
Mages / Re: Is there any love for warlord?
« on: November 24, 2013, 10:59:39 PM »
Depends on your answer to a long running debate among fantasy geeks: Do dwarven women have beards?

If you believe that dwarf women do have beards, then there is nothing in the new Warlord art

Perhaps you could he nice enough to link me to that new art?
XD
Thank you.

4
Mages / Re: Is there any love for warlord?
« on: November 23, 2013, 12:21:17 PM »
I might be raising the dead in this thread, and I am not very 'on' the changes that are on the way, but the Warlord really seemed to me as the weakest mage from the current 6 [DvN in the way].  The outpost zone limitation is just the worst part for me, but it comes with more. First, Barracs is the only Spawn point that makes your mage cast other conjurations to be minimally usefull, which means you are already behind the others. This conjurations do NOT receive any bonus from outpost, and are actually very mediocre themselves. Horn can't be used with Sledge, wut? But what really puts me down is the goblin grunt. Just, really. Its just like the Bitterwood fox and the Bobcat, except weaker for no reason. Fox has fast, Bobcat has charge, Goblin has...uselessness [if that is a word].
I also disagree a bit with what was said: the fact that AW is fixing mistakes on upcoming expansions is awesome, but it also just makes it even more clear that the Warlord is underpowered, and it seems like he is not a favorite, since he is not receiving any buff. I do not think its needed to change the mage card, but the spells are very subpar and in need of some love. I hope next expansion brings some better options for him, or even DvN [as I did not see all cards spoilers, but that does not seem the case].

Anyway, I do not get tired of saying this, but the game is awesome. AW, I love you guys, but please, give some love to Warlord as well.

XD

5
Rules Discussion / Mana Siphoon and Divine Intervention
« on: November 20, 2013, 12:26:21 PM »
Hello.
I have looked up for clarifications on this, but did not find a specific topic on the matter, sorry if this has already been answered or is implied in the standard rules. What happens if I reveal my divine intervention the moment my oponent casts his mana siphon? If he is the only mage in range, will he target himself, or will it have already targeted me?

Thank you for your cooperation, this game is getting better and better, my friends and I are just waiting for the DvN and CoK expansion packs to arrive, as we already have the FvW expansion and Basic set.

XD

6
Rules Discussion / Enchantments and Counter Spell
« on: September 21, 2013, 01:55:01 PM »
Hello.

First of all, this is my first post in the forums and I would like to thank you all for this incredible game. My friends and I are completely drawn into it, spending many hours a day in very fun moments. We are from Brazil and play with a game set my friend brought from Canada.

However, there is a doubt that I have. Enchantments are countered when Cast [from hand] or when revealed? We were playing it as countering when revealed, until we came up with Jinx card text, which says to counter a quickcast, and revealing is not one of those. But for other cards, such as nulify, the targeting occurs when casting or revealing?

Thank you all in advance.

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