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Messages - Halewijn

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1
General Discussion / Re: My thoughts on mage wars wrap up
« on: November 18, 2020, 06:33:20 AM »
Looks pretty neat! I like many of the cards and the new mages. Seams like a nice final expansion to add in my closet.

I suppose chances are small it can be added, but I keep my opinion that a card allowing more force spells to be played while attacking with galvitar would really make the forcemaster shine how it was designed.  ;)

Keep up the good work.

2
General Discussion / Re: My thoughts on mage wars wrap up
« on: November 09, 2020, 06:44:44 AM »
Hey,

I haven't really played in more than a year, but as a previously very active player, I want to add that I agree 100% with the 2 points below:

- I miss the alternative forcemaster & wizard. With forcemaster, every time I played with her, I really miss some sort of action generator that allowed me to use her force spells without feeling it like a waste, and at the same time  use her to hit stuff. Back in the day for the academy playtesting, I suggested some belt that allowed her to quick cast a force spell for free. How it stands, she needs a forge to generate actions, which didn't really feel as fitting.

- Ethereal was balanced in the core box, with it being rare, but after all expansions, it made incorporeal utterly useless. This was discussed endlessly in the forums in the past, but as far as I know, nothing happened.


3
Mages / Re: Why does no one use the divine auras ability?
« on: December 21, 2017, 01:45:21 PM »
I'm agreeing with Puddnhead here although I think I use them slightly more than the people in this thread suggest. I think I have 1 aura activated in general.

The main problem is indeed that it costs an action. I find that most often, I want the paladin to melee attack and use the valor to boost the sword or use it for smite. So, if you want to try a tweak, I'd suggest allowing aura's to be activated during upkeep.

4
Rules Discussion / Re: formation
« on: October 16, 2017, 09:06:47 AM »
It's not written explicitly because these cards are already packed with text.  All formation effects only apply to creatures in their zone. Writing "in this zone" again is pretty redundant because of the rules related to formations (1 per zone) and since it's written at the first effect too.

But, you are correct, it isn't specified again for the second ability, but it's also not specified that this ability would work in the entire arena.


5
Player Feedback and Suggestions / Re: spellbind
« on: October 16, 2017, 03:57:45 AM »
What is interesting is I don't mind Elemental Wand as much compared to Mage Wand. At least with Ele wand there is a tendency to get closer to ending the game. Sometimes I see players just pull out a teleport wand just to live longer in a losing game. There is a lot to analyze here, but in general I have always thought Dispel Wand should be 1 sbp.

Agreed 100%

6
Rules Discussion / Re: formation
« on: October 16, 2017, 03:56:25 AM »
No, both only apply to soldiers in their zone.

7
Player Feedback and Suggestions / Re: spellbind
« on: October 15, 2017, 04:08:26 AM »
My biggest issue with the mage wand is that  they can bind any incantation. Basically, you can wait and see what you need in the game and then go for infinite dissolves, dispels, teleports, ...

I dont have any issue with helm of command for example. Its always the same subtype.

8
Mages / Re: Araxian Crown Warlock
« on: October 09, 2017, 10:59:25 AM »
I'm one of those idealistic fools who think this mage has just gotten a bad rep lately and is still pretty viable.

I've actually never heard anyone say that he's not viable. Why would you ever think that??  ???

About the equipment, I think Sectarus is highly underrated. You know because it gets dissolved a lot. ;) Like you say yourself, the warlock is meant to attack with his battle skill. Attacking and getting out curses is very nice. You can always get the curses back with curseweaving. For me, sectarus has taken over the lash unless the opponent is vulnerable to fire.

Squads and DOT are his strengths. For a flame rush, I'd go with the adramelech warlock. The main differences are the choice of fellow squad members and the action generators. (Sectarus, Serseryx and battle forge)  :)


9
Spells / Re: favorite spell
« on: October 09, 2017, 04:46:56 AM »
I think my top two have to be mage wand and dissolve/dispel.
Mage wand bc I play a lot of late game books and it helps me win the undoing game.
Dissolve/dispel bc their so vital to most books. They work really well with wands as well.

I consider these 3 spells as necessary evil.  :P

10
How would you counter your own book? How would that change depending on different opponents?

Edit: Only thing I can think of now is some kind of mirror strategy. Armor up and attack spell Aurora down. Most of my books wouldnt be able to do this.

Swarms can be ignored by you. Trickery is warded against, big guys get shrunk. Very hard to counter this... Especially when dont react from turn 2 on.

11
Spells / Re: favorite spell
« on: October 07, 2017, 03:01:06 AM »
Hard to pin down, but some of my all time favorite creatures are blood demon and kumanjaran leopard.

Blood demon has amazing art. His tail, face and wings embody fear. Unless the opponent uses multiple attack spells to kill him, he is really difficult to kill with the flying and vampiric. Ever since hid release I have almost never seen or used different bloodreapers.

Kumanjaran leopard is also a ton of fun. Especially when you have some tooth and claws on the board, they really are worth the cost.

12
Spellbook Design and Construction / Re: Deptonne Queen
« on: September 22, 2017, 07:16:13 AM »
I had these in for a long time until I realised I never used them. This mage is advancing herself and wants to get in the face of the opponents.

I have another Siren build that stays much more in the back drawing the opponents to her with songs, calls and snatchers. Killing everything with the Corals & Urchins. ;)

13
Spellbook Design and Construction / Re: Deptonne Queen
« on: September 21, 2017, 03:53:33 PM »
Yeah, but like I said, Naiya is still being debated wether I should cast her or not. It will depend on the opponent for sure.

I have never cast every creature, but each of them is pretty important.

- The Thrashers is the creature that comes out nearly every round. They are very good but sometimes too frail. Bloodthirsty means they can almost never guard which is a huge downside. Altar of the iron guard can help in that respect.
- Tidecaller is just all round perfect for the Siren and affordable. I actually really want another one. Also great if the echo is dissolved. He's also much better against undead since he doesn't care about bleeds and bloodthirsty.
- Berserkers & bloodshamans are mostly for long games or if my echo is dissolved. I think I'm going to trade 1 shaman for a tidecaller though. I added 2 to help my trashers, but they only seem to work properly in combination with berserkers.
- Croc is for when I need a big gun. I like to have a really big guy in most of my books and he helps to get out bleeds. He also comes out against undead because he's not bloodthirsty.  But he might be changed for a crab because it is better against zombies..

14
Rules Discussion / Re: Gurmash Battle orders
« on: September 21, 2017, 03:29:18 AM »
I can see the second interpretation but it would be very strange.

I agree with Beldin & Puddnhead. It can be cast twice and Gurmash has to pay for it.

15
Spellbook Design and Construction / Deptonne Queen
« on: September 18, 2017, 01:39:38 PM »
I thought it would be nice to add some Siren books on this forum. I haven't seen many.

[spellbook]
[spellbookheader]
[spellbookname]Deptonne queen[/spellbookname]
[mage]A Siren Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=PSA02]3 x Swell[/mwcard]
[mwcard=MWSTX1CKA01]3 x Surging Wave[/mwcard]
[mwcard=DNA01]2 x Acid Ball[/mwcard]
[mwcard=MW1A08]1 x Geyser[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=PSJ11]1 x Whirlpool[/mwcard]
[mwcard=PSJ07]4 x Shallow Sea[/mwcard]
[mwcard=MWBG1J02]1 x Gravikor[/mwcard]
[mwcard=FWJ05]1 x Mana Prism[/mwcard]
[mwcard=MWBG1J01]1 x Altar of the Iron Guard[/mwcard]
[mwcard=MWSTX2FFW01]1 x Wall of Earth[/mwcard]
[mwcard=MW1J19]1 x Deathlock[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=PSC08]2 x Deptonne Berserker[/mwcard]
[mwcard=PSC09]2 x Deptonne Bloodshaman[/mwcard]
[mwcard=PSC22]6 x Shoalsdeep Thrasher[/mwcard]
[mwcard=PSC23]1 x Shoalsdeep Tidecaller[/mwcard]
[mwcard=PSC19]1 x Naiya[/mwcard]
[mwcard=PSC21]1 x Shoalsdeep Crocodile[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=PSE06]1 x Healing Madrigal[/mwcard]
[mwcard=PSE01]2 x Ballad of Courage[/mwcard]
[mwcard=PSE10]3 x Lullaby[/mwcard]
[mwcard=PSE03]2 x Chant of Rage[/mwcard]
[mwcard=MWSTX2FFE07]3 x Rust[/mwcard]
[mwcard=MW1E17]1 x Force Orb[/mwcard]
[mwcard=MW1E31]2 x Poisoned Blood[/mwcard]
[mwcard=MWSTX1CKE02]1 x Divine Might[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=PSQ05]2 x Leviathan Scale Armor[/mwcard]
[mwcard=PSQ09]1 x Ring of Tides[/mwcard]
[mwcard=LG01Q07]1 x Waterfall Cloak[/mwcard]
[mwcard=PSQ03]1 x Echo of the Depths[/mwcard]
[mwcard=PSQ10]2 x Shoalsdeep Trident[/mwcard]
[mwcard=MW1Q16]1 x Leather Gloves[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=MWAWDQ06]1 x Tempered Faulds[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=PSI03]2 x Lesser Teleport[/mwcard]
[mwcard=PSI01]4 x Dissolve[/mwcard]
[mwcard=MW1I06]2 x Dispel[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[mwcard=MW1I12]1 x Force Push[/mwcard]
[mwcard=MW1I02]1 x Battle Fury[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=FWI12]1 x Minor Heal[/mwcard]
[mwcard=MW1I23]1 x Rouse the Beast[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

The strongest part of this book is that it's a swarm rush. Which is a pretty rare combination. The biggest downside of the Siren is that she is very frail. Originally, this book did not use Naiya and depended entirely on the Siren herself to cast armor and other defences. However, I was often action drained so I decided to add Naiya. I don't intend to cast her every game. Some games it might be much better to simply cast creatures early on. Naiya could be cut again at one point.

Ideal opening with Naiya:
T1 19 Echo (12) + Leather (2) 5 (move 1)
14+1 Naiya (12) + Leather/enchantment (2) 1 (move 2)
10+1+1 (move 1 and attack)

The plan is to be melee attacking from turn 3 on. Naiya will mainly be used to cast songs or even attack. The siren can than be used to attack and cast armor on herself.

Some spells:

- Whirlpool can be used when battling zombies for example. It's overall a very nice spell but expensive. Only is cast once every 5 games, but the times it is cast it can really make a difference.
- Gravikor as main defence against flyers
- Mana prism to protect the swarm against Mordok's obelisk and things like that. Since the deptonnes have bloodthirsty and the Siren uses water, she is pretty weak against conjurations. I prefer neglecting the effect with this spell.
- Altar of the iron guard: I haven't really used this one, but I plan on trying this out with echo. Casting an instant guard in your zone can really help.
- Deathlock & Poisoned blood (x2): In order to keep the bleeds working, I want to make sure they can't heal. I traded my third poisoned blood for deathlock for the druid (infinite regen), the necro (immune to PB) and holy mages.
- Crocodile: I wanted a non-bloodthirsty (aquatic) big guy to support. Kraken/Leviathan/water elemental are too expensive. I also like that he gives bleeds. He could be swapped out for collosal crab at one point.
- Tidecaller: Never leave the house without a tidecaller. These guys are especially good to pressure at the start in combination with Ballad of courage. I originally had 2 but had to take one out for sbp.
- Tidecallers and Trashers are meant to be cast early/mid game while the berserkers and shamans are there for long games.
- Leather & force orb are very important. Lacking actions to cast enough armor is the main reason to add Naiya.

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