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Messages - wulfen777

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1
Rules Discussion / Re: Multiple stuck?
« on: February 19, 2014, 02:24:53 AM »
Thanks for the answers.  :)

2
Rules Discussion / Multiple stuck?
« on: February 18, 2014, 05:53:33 PM »
Hiho there

One quick question about the condition "stuck".

Can I have the condition marker "stuck" several times on a creature and if so, do I have to roll for each "stuck" separately to get rid of it?
Or one die roll to get rid of all "stuck" markers in one go?

I would say I can have multiple "stuck" on a creature and have to roll for each separately - what do you think?

3
Rules Discussion / Re: Weak and multiple attacks
« on: February 18, 2014, 05:48:02 PM »
Thanks for the answers.  :)

4
Rules Discussion / Weak and multiple attacks
« on: February 17, 2014, 05:47:44 PM »
hiho there

A question about weak in combination with multiple attacks.

The diagramm on page 5 of the "Mage Wars Official Rules And Codex Supplement" shows the rules for modifying the attack dice of the various traits and if all attacks are modified or just the first attack.

A Darkfenne Hydra enchanted with Bear Strength for example will only have its first attack of the Triplestrike modified to 5 attack dice, the other two attacks will be with the unmodified three dice.

What about the condition "Weak" in this regard? Will a Hydra with 2 Weak counters on it only have its first attack modified to just one die to roll, or will all three attacks of the Triplestrike be affected?

Thanks.

5
Rules Discussion / Re: Invisible question
« on: January 17, 2014, 05:49:56 AM »
Yep, from what I can think of at the moment Decoy seems to be the only enchantment a Forcemaster might want to cast on her Invisible Stalker.
And beeing that as it is there is not that much sense in doing so, as a least a competent opponent will surely know this and not try to dispel the hidden Decoy.
The only sense would be mana storage, but then again that would be obvious to said competent opponent, too...  ;D
I think it is quite ok that beneficial enchantments can not be put on the stalker, with his invisible trait he might else become too powerful.


6
Rules Discussion / Re: Walls affect own creatures?
« on: January 16, 2014, 05:20:04 PM »
@silverclawgrizzly: Expensive but nice to have against fatties like bear strengthened pet grizzly for example...^^

@Mrmt: What Aylin said nails it.  ;)

7
Rules Discussion / Re: Walls affect own creatures?
« on: January 16, 2014, 08:28:53 AM »
Would not bet there will be one, as that could be VERY powerful.
Maybe that powerful that it would unsettle the game.

8
Rules Discussion / Re: Questions about dancing scimitar and autonomous
« on: January 16, 2014, 08:24:58 AM »
First time using this card tonight. It does appear to be a remarkably powerful effect for the cost - an extra 3 attack dice for the mage... and a potential get our of jail (defence) for a mere 5 mana. well, and upkeep, of course, but with a psi-orb that is dealt with.

Yep, but keep in mind that Psi-Orb is "Mind Mage only", so the Psi-Orb + Dancing Scimitar combo is not for everyone and as the Forcemaster is very limited in creature casting because of the high deck building costs for all "Non-Mind" creatures she depends on other useful cards like said combo.
Also the scimitar's defense is only working against melee, so not overly powerful in my eyes.
But yes, still a good card...  8)

9
Rules Discussion / Re: Invisible question
« on: January 16, 2014, 08:13:20 AM »
Or you cast him early on and have him attack your mage or something with regenearte for example, while he is still in your corner.

That way you can influence your opponent's play in an early stage. Just threaten to attack, and even if you don't it just might have an effect on the spells your opponent chooses, and maybe chooses for naught if you do not attack with the stalker round after round.

10
Rules Discussion / Re: Guarding walls?
« on: January 16, 2014, 08:06:45 AM »
Ok, so no wall guarding. Thanks for sorting that out.

11
Rules Discussion / Re: Teleport Trap + Hindering
« on: January 01, 2014, 08:43:06 AM »
So the conclusion is:
the enemy will be hindered and cannot take a second move action because he entered a zone and got hindered before teleport trap kicks in.

Or am i wrong?

I think that you got it absolutely right.

The mage moved into a zone containing an enemy creature, thus got hindered, had to stop his movement and lost all of his "normal" movement options. Then he gets teleported by the triggering trap, but his movement was ended before, so he won't have further movement options, even if the teleport transports him into a zone unoccupied by enemy creatures.

12
Rules Discussion / Re: Guarding walls?
« on: January 01, 2014, 08:21:30 AM »

The November 28, 2013 Supplement has clarified this section of the rules. It now reads:
"If there is an enemy Guard (a creature with a guard marker) in a zone, then you cannot melee attack any object in that zone other than enemy Guards. This condition is checked when the attack is declared."

That, and also in the german rules it says (translated): "If a creature is in a zone with one or more enemy creatures that are guarding, it may not make a melee attack against a creature without a guard marker. Exceptions are guards it can ignore, see sidebar."

I am part of the german Mage Wars realisation team (I am lector) and I know that our responsible persons do confer with the US team before the rules are printed, thus I take this as a hint how the rule might have been meant in the first place.


Im pretty sure the reason why this is in the FAQ is to solve the problems with guards not protecting conjurations from flying creatures.
There are a few badly worded clarifications in the FAQ that and this could be one of them.

I put my money on guards will protect walls still. (obviously only if the attack occurs in the zone that the guard is in.)

Because of what I have posted above I would gladly accept the bet and say guards do only guard creatures in their own zone but I think we will have to wait till we get an "official" answer by someone of the US Mage Wars team.

13
Each additional strike in an attack will require it's own roll for daze. Now, where their may have been confusion is that a Zone attack only rolls once for daze. Hopefully you find this useful. If you guys need an help or information feel free to email me. I'd be happy to help.

Thanks for the quick answer, it is definitely useful.
We will have to correct the appropriate passage in the rules accordingly. I will forward this to Mr. Henning Kröpke, who is responsible for the realisation of the german version of Mage Wars.

Also thanks for the offer to contact you in case of rule questions, I will gladly come back to that should the need arise.

Cheers.  :)




14
Hi

My first post here, so greetings to all.  :D

This has already been discussed but the system advised to start a new topic since the old thread is more than 60 days old, so there.  ;D

History:
I am the new chap in the lector team (doing the proofreading) for the german realisation of Mage Wars.
The core set has already been published and at the moment we are working on the Forcemaster vs. Warlord expansion.
Nevertheless we also strive to make the german version of the core set even better and seek to eliminate any mistakes that slipped in for the printing of a possible second edition.
This leads me to my questions:

In the codex of the german core set rules it explicitly states that in case of Sweeping, Doublestrike and Triplestrike you only roll the "Daze die" once for all attacks of the attack action. Either all attacks of that attack action fail, or not.

But the US errata (perhaps :-\) says otherwise:

Daze
The chance to miss is always rolled for at the end the Declare Attack Step, or when the attack starts (if there is no Declare Attack Step).

This is necessary, because some attacks do not have a Declare Attack Step, like the second and third
strikes of a Triplestrike attack. A Dazed creature must roll for each attack it makes, including all 3 strikes
of a Triplestrike attack, or both attacks of a Sweeping attack.


I am not a native english speaker, so I am not sure if I get the whole meaning of this.
I understand that for example in case of Triplestrike all three attacks are affected by Daze, not just the first attack.

But:

Does it mean I roll once and that die roll counts for each of the three attacks (which would confirm the german rules),

or:

does it it mean I roll three times, once for each of the three attacks seperately (which would contradict the german rules)?


A plea to those who answer:
Anyone here is welcomed to share his opinion on this matter but please understand that it would be best for me to also have an answer by someone "official" of the US Mage Wars Developing Team.

So please also state in your answer if you are a private person giving a private opinion, or if you are someone  of the "official" Mage Wars Team giving a valid official rules clarification that I can use as a basis for a change of the german rule book.

Thanks in advance and not to forget:

A happy New Year!  :)


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