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Messages - IndyPendant

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1
General Discussion / Re: Academy misplay.
« on: September 25, 2015, 02:43:03 AM »
Works for me!  Thanks, Halewijn.  Original post edited out, as promised.

Relieved AW and Mage Wars fan here, now going to bed.  G'night! : )

2
I hope so!  I love Mage Wars, and it would seem weird to me that this would pass playtesting when AW seems to do such a great job otherwise. ; )

I'll wait for someone to quote the specific rule, and if I get that confirmation, then I'll edit my original post accordingly.  (Just in case; wouldn't want someone debating picking it up turned off by a chicken-little post.  --I hope it's chicken-little anyway!)

3
General Discussion / Academy misplay.
« on: September 25, 2015, 01:46:29 AM »
Hi all.

I love Mage Wars.  I currently own 3 Cores, 5-ish Spell Tomes, a half dozen extra spellbooks, and every expansion put out so far.  I've kind of drifted away from Mage Wars over the last year and a half, due primarily to an *insane* difficulty in finding sufficient opponents where I live (Vancouver, Canada).  Tonight though, I happened to meet one of the few (read: two) other people I know that play it here, and he busted out the copy of Academy he purchased at Gencon.

Edit: The rest of this post can be ignored now, thanks to Halewijn.  Turns out my query was a misplay: Stagger seemed to be a permanent condition!  Needless to say, that skewed the game radically.  It's not, so editing my post appropriately.  Nothing to see here, move along, and thanks Halewijn! ; )

--IndyPendant.

4
General Discussion / Re: New Promos!
« on: January 24, 2015, 01:49:10 AM »
Can't see them any more on the kickstarter site for some reason (may just be me), so:

[mwcard=MWPROMO70]Bind Spirit[/mwcard].
[mwcard=MWPROMO71]Dwarf Kriegshammer[/mwcard].
[mwcard=MWPROMO72]Hidden Tunnels[/mwcard].
[mwcard=MWPROMO73]Life Link[/mwcard].
[mwcard=MWPROMO74]Magma Golem[/mwcard].
[mwcard=MWPROMO75]Messenger of Bim-Shalla[/mwcard].
[mwcard=MWPROMO76]Reinforce[/mwcard].
[mwcard=MWPROMO77]Unstable Fire Imp[/mwcard].

Edit: Well, bah! Not currently showing up as images, either... : )

5
General Discussion / Is anyone else a little concerned...
« on: January 03, 2015, 03:48:34 PM »
...by the idea that we won't be getting another new-mage expansion for roughly one full year?

Please note: this assumes that what I've read on various forums is correct: that Battlegrounds and Academy will be released before Paladin vs Siren.  Assumption #2: AW is only working on perfecting one expansion at a time.  Assumption #3: AW takes its time to playtest and perfect expansions before release--something I wholeheartedly approve of, but does mean at least 4 months, and usually closer to 6 months, between releases.

We're getting some new cards in each of the other expansions, and presumably Battlegrounds at least would introduce a new style of gameplay.  But is there enough variety with the current state of the game to maintain interest for one full year without any new mages?

Or am I just posting sky-is-falling silly worries? : )

6
This...has been gone over before, btw.  But the gist of it is: Invisible Stalker is a bad creature.  It's not a *horrible* creature, such as the Psylocke, but it is bad.  I provide a summary of the reasons below.  Each individual reason can be countered with a yeah-but; it's all of them together that add up to why I will currently never, ever play a Stalker.

1) The Stalker costs 15 mana to cast, and 5 spellbook points.

2) It has an upkeep cost of 1 mana per turn.

3) It is both nonliving and incorporeal, so almost all buffs are useless to it, it cannot be healed, and it has the zero armour and low health typical of Ethereal creatures.

4) There are multiple reasonably convenient sources of ethereal damage that are perfectly viable for non-incorporeal uses (such as Mage Staff and various attack spells).

5) Invisible can be gotten around via ethereal and zone-attack spells.

6) While Invisible, it does not Hinder--but it is still Hindered by Druid Vine tokens.

7) You can just ignore the Stalker; since it is so expensive for the benefits it provides, concentrate on winning the damage race instead.

Now, to repeat: each and every one of these points have their counter-arguments.  The problem is that when taken altogether, they add up to a rather poorly designed, overcosted creature.

However.  It is also worth noting that the Invisible Stalker was a part of AW's very first expansion for Mage Wars.  In my opinion, AW has vastly improved the quality of their expansions since CoK, and FM vs WL was still pretty good overall.

My point is, don't lose track of the fact that inherently weak cards like the Stalker are by far the exception, rather than the rule.

7
General Discussion / Re: organizing your MW Components.
« on: December 22, 2014, 12:56:39 PM »
Wait, what?  Small coloured dice?  Why haven't I heard of this before?!? : )  Where can I get some of those?

8
General Discussion / Re: Miniatures Survey
« on: December 06, 2014, 12:00:20 AM »
I would never buy them if they are not painted, either.  One point of note--and this is an honest question, my total skills and experience with painting minis would rattle in a thimble ; )--couldn't painters just whitecoat a painted mini, then paint over that if they *really* wanted a custom job?

Point being: unpainted minis are a deal-breaker for people like me, while I suspect painted minis wouldn't be a deal-breaker for those that would prefer to be able to paint their own.

Edit: Adding the key word "not" in my first sentence...; )

9
Mages / Re: Why the Beastmaster isn't very good
« on: October 29, 2014, 08:40:47 PM »
Well, I made most of my points about the Priest in my original thread, and for the most part that hasn't changed.  (Except maybe casually insulting the Warlord, looks like now it's going to be the Johktari Beastmaster that gets all the scorn. ; )

Actually, I think it's great that we can have such differing, yet logically supported opinions on this.  Helps demonstrate that Mage Wars is a complex and fun game, with no single winning strategy.

My opinion is still the correct one, though!  *ducks and runs*

10
Mages / Re: Why the Beastmaster isn't very good
« on: October 28, 2014, 08:13:23 PM »
I can't tell if this thread is serious or facetious...

Heh.  Actually, sIKE is being facetious, yes.  It was his tongue-in-cheek response to my post about the Malakai Priest:
http://forum.arcanewonders.com/index.php?topic=13586

My post was serious though.  And I still think he (Priest) isn't a very good mage. ; )

11
Rules Discussion / Re: Bleed, undamaged, Hand of Bim-Shalla.
« on: October 21, 2014, 10:18:53 PM »
Hmm, okay thanks guys.  Makes sense, and agreed.

I didn't want to rule in my own favour when I wasn't sure, particularly since I was the experienced player in our bout. ; )

12
Rules Discussion / Bleed, undamaged, Hand of Bim-Shalla.
« on: October 20, 2014, 07:54:04 PM »
Hi all.

Here's an odd situation that came up in a game I played recently:

My mage gets a Bleed token from moving through a Bloodspine Wall.  Did not have any damage on him (the Wall's attack dealt no damage either).  I went to use Hand of Bim-Shalla to remove the Bleed, and my opponent asked if I could do that, since I had no damage to heal in the first place.

After looking through the FAQ and coming up with nothing, I read through the various RAW sections and finally decided that I couldn't use the Hand.  Now I come to the rules gurus here seeking clarification:

What happens if a creature with a Bleed token on it, but no damage yet, tries to use a healing effect to remove the token?

--IndyPendant.

13
I just noticed that you have Talos, but no Altar of Domination. ; )  --Which probably means this spellbook is probably in effect 122 points, btw...

14
Spellbook Design and Construction / Re: Help with finishing FM build
« on: September 30, 2014, 09:08:35 PM »
My suggestions:

--With all of your upkeep cards, consider adding a Psi-Orb.

--Drop the Defense Ring, it's not worth it.  Instead, add a Force Ring.

--If you're not going to wear armour, definitely include some copies of Brace Yourself.

--Might be worth including extra Dispel and/or Dissolve (or even Steal Equipment); Falcon Precision could *really* ruin your day.

--You might want some more equipment.  Some options: a Collossus or Regrowth Belt; a Sunfire Amulet; a Dispel Wand; a Healing Wand; an Elemental Cloak; and maybe even an Elemental Wand + Invisible Fist (or Acid Ball, or Jet Stream, or...).

--Beware getting pushed through your own Wall of Thorns; it's worth adding one piece of torso armour just in case.  Alternatively, and less ideally, you could go with Eagleclaw Boots.

--A second Wall of Thorns to extend in a single casting could prove useful.

--I like including a Reverse Attack and a Fumble, to be used at an opportune time.

--You...already have a Mordok's Obelisk in there.  I wouldn't include a second.

--I would double up on Mongoose Agility; Elusive is *required* to keep the heat on the mage.

That's about all I can think of off the top of my head.  Have fun with it!

15
Minor detail, but against a druid I would think Acid Ball + Force Hammer is a terrible idea, even with Akiro's Favour.  You're trying to take out a conjuration with (minimum) 2 armour and 12 life.  Acid Ball will on average deal 1 damage and remove 1-2 armour.  Let's say for the sake of argument it removes 2.  You still have to deal 11 damage on 8 dice, which has somewhere around a guesstimated 1 in 3 chance of happening.  Even if you haven't used up the Akiro's Favour by the time the Hammer falls, that's still a (guesstimated again) less than 50-50 chance of succeeding--and we're already assuming a 2-in-3 chance of 2 armour getting stripped by the Acid Ball for this scenario.

That whole combination has a considerably less than 50-50 chance of succeeding.  If it fails, you're down a lot of actions and mana, with no allies or protection, within easy reach of the druid's low-cost powerful creatures, and whatever damage you did manage to deal to the tree is getting regenerated/lifebonded down by 4 points a round.  If it succeeds...you're still down a lot of actions and mana, with no allies or protection, within easy reach of the druid's low-cost powerful creatures.  The druid may have lost the tree, but he's still got all the other things he was doing for two full rounds, while you've got...Akiro's Favour. ; )

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