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Messages - Arlemus

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Strategy and Tactics / Re: How to play the Pally
« on: February 25, 2017, 03:59:38 PM »
Yea agree with you Arlemus on a few of your points. 

Cassiel is necessary for Paladin to help out with support. 

Yea I never run with only the Paladin.  I usually have a 3-4 creatures along with him to take things down.  I love knights of the red helm, they fit perfectly with trying to take down the biggest threats.  I prefer the smaller level one and two creatures verse some of the big ones for mana efficiency, but I look forward to dropping a couple of the bigger ones just to see the differences.  Lower level creatures also help with being able to have enough mana for their support and casting equipment.  Most of the Auras also work better the more creatures you have out.   

here is where I differ on some points

Sword of Radiance is awesome and is always good.  I like to buff it up and make it better with malakai's basiclica.  the extra light attack die for the sword will receive for the intended target.  This combos really well with temple of light, and light of dawns which is the second type of creature I love to use.  If it does 5 or more damage I gain the valor I spent using the bonus to the effect die.  Also adding dazes and burns are pretty useful in taking down targets.
If you run in with Paladin or use him for attacking verse hard casting creatures every turn, I think the battle forge is a necessary tool to help get the right equipment he needs.  With that being said if you don't have a large amount of equipment, battle forge is not a good option.   I like your point on all of his equipment is not necessary.  I would say I have it there in my book and have the option to throw certain equipment on is better for the flexibility I want to take down certain baddies.  Breast plate is great for attacking with him and I am spending the mana every time to throw a guard marker to defend my friendlies and swing back a second time.

I do like your points on temple of meraveran and look forward in trying it out.   Also have not tried the griffins out yet.  they look pretty sweet, and I am tempted to make room for them in my book.

Thanks for the reply Farkas.  Again, totally agree about Cassiel, she's amazing :)

In terms of bigger creatures, definitely would recommend you trying out Griffins if you haven't, they're really impressive.  5 dice from a creature you can easily support (flying + 2armor) with martyr's resto and auras (6 dice and 2 pierce with retribution  8) isn't anything to scoff at.

My main issue is with sword + basilica combo.  I tried it multiple times and realized it just wasn't paying off as much as it should.  The valor gain is nice, obviously, but I find that you can easily gain enough valor via his ring and ability card.  More importantly, you're essentially paying 13 mana (8 + 5) to gain 2 dice and a relatively poor effect die, unless you spend valor to buff it. 

Of course, like you said you can get more use out of the temple if you play Light of Dawns, which are good, but then that's even more investment and all still assuming you're getting hits on the target you pick.  Being Disarmed after investing so much into your mage's attack is also pretty demoralizing.

I just think Malakai's temple makes much more sense with the Priest since his basic attack is light.  Your opponent can't interfere as much.  As the Pally I've just found I'd much rather pay 13 for a Griffin that gives 5 dice (instead of 2*) on a body with good evasion and armor.  That's just my opinion, though  :P

I'll have to try to work in using his armor more, but I can rly only see it being most effective when you want to guard after summing a creature.

But yeah, you should absolutely try out Temple of Mereveran.  The condition to get valor tokens on it is so lenient and the effect is strong, especially when you have 3+ creatures. 

Strategy and Tactics / Re: How to play the Pally
« on: February 24, 2017, 01:44:08 PM »
I just suck with him atm. I never sure when to be agressive or to play armor. What are some things to do/ to not do with him. What are some example opners? Or just any tips at all.

I sucked with him initially too, so I know your pain. 

What I learned from my experiences so far:

1).  His equipment is situational, he should not go "solo;" should not use battleforge IMO. 

Obviously, you'll want the Signet of the Dawnbreaker every game for mana/valor.  I tried to go solo-ish multiple times but even with Cassiel and Radient Breastplate, you simply fall behind in actions and lose slowly.  In my opinion, while his equipment is flashy, it is not generically good and requires the right situation (i.e. sword vs undead, shield vs range, etc).

2).  Play enough creatures with him.  I had trouble with this because I like to play creatures off spawnpoints (had gotten used to it) rather than FC with mage, but with the Pally I think it's necessary to be FCing them.

I'll start with a couple Dawnbreaker's Initiates because they're cheap and allow you to position without having to move.  They're especially nice if they die after you deploy and can teleport your new creatures to the most relevant zone(s).  Then, transition into Knight of the Red Helms, they're very strong for their cost (8hp, 3armor, potential 5 dice  :o) while thinking about what you'll need to deploy from the banner.  If you can spare the mana Crusader Griffs are also super strong.

3)  In terms of openers, I've tried a few but found that Banner + Mana Flower/Crystal turn 1, Temple of Meraveran + Cassiel Turn 2, is a sweet spot, at least for me.

Cassiel is far too useful to avoid using, IMO.  Her access to spells, along with her survivability, is too much to pass up.  She can FC mending wave for you, healing madrigal, consecrated ground, martyr's resto on your mage  :P, etc.

Temple of Meraveran puts a lot of pressure on your opponent, punishes them for attacking your creatures.  There's a good chance you'll be able to give all your holy creatures +1 melee almost every turn, which is pretty insane, pays off quickly.  Definitely can't recommend enough.

Mana Flower fixes that annoying 9 channeling.  Banner is cheap, provides more actions.  Honestly haven't tried the other holy spawnpoint with him so don't know how it would fit in.

4).  Choose Challenge target carefully.  More of a tactical issue, but obviously you don't want to pick something you'll never end up killing.

5).  Card specific notes:  Eye for an Eye is great vs a solo-ish mage, Helm of Justice is nice early flex (inexpensive, great ability), crusader griffins hit hard and easy to support  8)

Anyway, those are the most important things I've learned so far.  Hope it helps a bit.

General Discussion / Re: Community Card Construction: Concept Decision
« on: September 21, 2015, 11:09:37 PM »
Is this even a contest?

Brain in a jar, obviously.

General Discussion / Re: about waiting...
« on: September 21, 2015, 11:06:59 PM »
If it blocks the opponents strategy better than not waiting?

Generally waiting time is spent investing in defenses first and then a economic engine that will create offensive advantage in the mid and late game. If your mage has more defensive abilities, then it might play to a strength.

i see that... what i don't see is with which book against which book should use it....
have you got any concrete example?

I think you just have to check the match-up, see which mage has the best potential to win late game, and then adapt according to what your opponent actually plays.

Generally, the more your opponent's mage can/does invest into later game advantage (via mana generating, etc), the sooner you need to stop them.  Or, if you have the investment advantage, the longer you should try to drag the game out.

Rough generalities, but I think most would agree.

I'm also working on an A. Warlock build.  For whatever it's worth, so far I've played her ~10 times and seen her played ~5 times additionally.

Addressing your questions:

1).  To me this is the most difficult question, I'm still figuring this out as well.  Right now I generally have 1 copy of most high cost situational curses (deathlink, enfeeble, arcane corruption, etc), and multiples of low cost curses (agony, marked for death, rust, adramelech's touch, etc). 

In terms of fire attack spells I have 1 Firestorm, 2 Fireball, 1 Devil's trident, and 2 flameblast.  Again, still working on the amounts.

2).  Right now, I have a relatively even amount of low/medium/high cost demons.  Specifically, 3 Firebrand Imps, 3 Wildfire Imps, 4 Infernian Scourgers, 2 Flaming Hellions, 1 Blood Demon, Cereberus, Adramalech, and Sersiryx.

Similar to Dougla and yourself, I initially tried to go heavier on imps, but after a couple games of them getting slaughtered I had to rethink.  With her ability card + her helm, the imps can do more damage than most lvl 1's, but like most lvl 1's they have no staying power.

Right now I guess my "go-to" creature is the infernian scourger.  They're not my favorite thematically, but they have a decent body, do decent damage, and they trigger pentagram easily with their counterstrike.  Triggering pentagram easily is important because it lets you transition into Flaming Hellions, which is her best creature, IMO.

3).  I definitely prefer demons with flame attacks; they trigger her ability card.  However, I think it's important to include both types because they function differently.  I think it would be a mistake to include one group and not the other.

General Discussion / Re: organizing your MW Components.
« on: December 22, 2014, 03:08:31 AM »
Looks good.  I also recently bought an organizing tray and it's fairly similar; a bit less compact, though.  I want to pick up some of those small dice too.

Interesting stuff! This is pretty much exactly what I was looking for.

Some quick discussion points:

1).  COMMANDS: It seems like we already have a relatively solid consensus on command incantations as whole.  That is, they require too much investment (actions, mana, etc) to be worth including.  Probably the most notable exception is Defend, which is interesting because it is the only command that is arguably action neutral, or even action positive, depending on your perspective.

I'm definitely inclined to agree.  I can't remember the last time I used sniper shot, and while I was initially excited for Flank Attack, I rarely use it either :-\.  I think I'm now convinced these two should go.

The main issue I'm running into now is, Defend is SO strong relative to the other commands that I'm finding it hard to justify preparing a different command instead.  This is aggravated for commands like Power Strike, where Battle Orders (especially Bloodwave's) function similarly, but require no prep slot.

PS: I agree about Batte Fury.  I removed all mine for that exact reason.

2).  CREATURES: Creatures also seem to have a consensus, though some notable differences.  Orc Butchers are definitely the meat of our builds.  However, it's interesting to see the first post by Zorro promoting/praising Goblin Grunts, then the following post by sdougla dismiss them entirely.

At least in terms of Goblin Grunts, I feel like I fall in the middle of both of your experiences.  I've had iterations of this book with 5 Grunts, and iterations with 0.  I feel, as you mentioned Zorro, that they do have a place in "the Horde," being generally annoying via guarding, etc.  However, I definitely feel at times that they are almost a waste of mana that would be better saved.  I think I will drop down to just 1.

I completely agree on Panzerguarde as a solid/go-to target for the Standard.  For his cost, his stats are really strong, and the Warlord has many ways to increase his dice.  Sticking the Standard on a Butcher is essentially begging your opponent to bury him with an attack spell.

I find it interesting that you have 2 Bloodcrag Minotaurs, sdougla.  I've been looking to try to include them for a while, but in the past I've had mixed results with them.  I also find myself preferring zone/arena buffs over larger individual creatures.  I guess my question here would be, how do you handle buffing your army vs deploying a larger creature?  (Leading into the next topic...) Also, do you feel that Altar of Carnage is a key component in ramping into larger creatures?

3).  CONJURATIONS:  Here we have no consensus.  Indeed, Earth Walls seem to be the only shared ground.  In my build I have both Altar of Carnage and Altar of Domination, sDougla has Altar of Carnage, and Zorro has neither (or will have neither).

Admittedly, I have little experience with Altar of Domination, though after some recent games against very economy heavy builds I decided to include it (and Talos 8)).  Obviously, the Warlord doesn't have any issues with developing a powerful economy of his own, but I believe AoD could possibly be a very solid play against mages such as the Priestess or Necromancer.

A couple questions here: What are your experiences with these Altars? Specifically, what makes you dismiss them(Zorro)?  Also, similar to the above question (sDougla), how does Altar of Carnage typically fit into your turn structure, do you always place the mana on Barracks? etc.

That's it from me for now  :D.  I know I missed some stuff (Equipment, etc) so feel free to bring up your own discussion points.  I look forward to the continued discussion.

[spellbookname]Horde Mentality[/spellbookname]
[mwcard=DNA01]1 x  Acid Ball[/mwcard]
[mwcard=FWA04]1 x  Hurl Boulder[/mwcard]
[mwcard=MWSTX2FFA02]1 x  Hurl Rock[/mwcard]
[mwcard=MWSTX2FFJ04]1 x  Armory[/mwcard]
[mwcard=mw1j22]1 x  Tanglevine[/mwcard]
[mwcard=FWJ07]1 x  Quicksand[/mwcard]
[mwcard=MXSTX2FFJ02]1 x  Altar of Carnage[/mwcard]
[mwcard=FWW01]1 x  Wall of Pikes[/mwcard]
[mwcard=FWJ03]1 x  Barracks[/mwcard]
[mwcard=MWSTX2FFJ05]1 x  Construction Yard[/mwcard]
[mwcard=MWSTX2FFW01]1 x  Wall of Earth[/mwcard]
[mwcard=MWSTX2FFJ03]1 x  Altar of Domination[/mwcard]
[mwcard=FWJ04]2 x  Garrison Post[/mwcard]
[mwcard=FWC11]4 x  Orc Butcher[/mwcard]
[mwcard=MWSTX2FFC06]2 x  Goblin Alchemist[/mwcard]
[mwcard=MWSTX2FFC07]1 x  Gurmash, Orc Seargeant[/mwcard]
[mwcard=FWC05]2 x  Goblin Grunt[/mwcard]
[mwcard=MWSTX2FFC09]1 x  Otto Kronig, Master Engineer[/mwcard]
[mwcard=FWC04]1 x  Goblin Builder[/mwcard]
[mwcard=FWC01]1 x  Dwarf Kriegsbiel[/mwcard]
[mwcard=MWSTX1CKC07]1 x  Dwarf Panzergarde[/mwcard]
[mwcard=FWC06]3 x  Goblin Slinger[/mwcard]
[mwcard=FWE06]2 x  Fortified Position[/mwcard]
[mwcard=FWE09]1 x  Standard Bearer[/mwcard]
[mwcard=MWSTX2FFE04]3 x  Brace Yourself[/mwcard]
[mwcard=FWQ06]1 x  Horn of Gothos[/mwcard]
[mwcard=mw1q23]1 x  Regrowth Belt[/mwcard]
[mwcard=DNQ09]1 x  Wand of Healing[/mwcard]
[mwcard=MWSTX1CKQ06]1 x  Eagleclaw Boots[/mwcard]
[mwcard=FWQ08]1 x  Ring of Command[/mwcard]
[mwcard=MWSTX2FFQ04]1 x  General's Signet Ring[/mwcard]
[mwcard=FWQ05]1 x  Helm of Command[/mwcard]
[mwcard=FWQ11]1 x  War Sledge[/mwcard]
[mwcard=DNQ07]1 x  Veteran's Belt[/mwcard]
[mwcard=MWSTX2FFI04]1 x  Flank Attack[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=MWSTX2FFI03]1 x  Disarm[/mwcard]
[mwcard=mw1i13]1 x  Group Heal[/mwcard]
[mwcard=mw1i17]2 x  Minor Heal[/mwcard]
[mwcard=mw1i04]1 x  Charge[/mwcard]
[mwcard=MWSTX2FFI02]1 x  Conquer[/mwcard]
[mwcard=MWSTX2FFI06]3 x  Defend[/mwcard]
[mwcard=FWI06]1 x  Power Strike[/mwcard]
[mwcard=FWI08]1 x  Sniper Shot[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[mwcard=mw1i12]1 x  Force Push[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[cost]Total cost: 120 pts[/cost]

Here's the latest iteration of my Bloodwave deck.  I'm sure you all know how this type of book works by now, so let's skip straight to the discussion, If I may  ;D

I'd like this thread to be more about your thoughts and experiences than my own.   I'm very interested in what has been working well for you all as Warlord (BW or AT), what hasn't, and your thoughts.  This can be general, or card specific.  For example, I've learned new respect for [mwcard=MWSTX2FFE04]Brace Yourself[/mwcard] recently as a cheap way to give my mage lots of armor that is acid resistant (though action heavy), but have had trouble justifying continued inclusion of [mwcard=FWQ06]Horn of Gothos[/mwcard]. 

If you don't play Warlord, but have been having recent success against, or trouble with, the Warlord, be sure to share.

Also, I'm interested in the amount of copies of cards you include, and why.  I feel like one of the biggest challenges as a Warlord is deciding exactly how many of each command, etc, to include in your book, and the variance between how many of a card I choose, and how many you choose, could represent interesting differences in our respective meta.

Be sure to include a list of your own book, if interested, so we can compare.  All discussion, comments, and criticisms welcome.

Spells / Re: Lev 1 outposts lose Zone Exclusive thought
« on: December 17, 2014, 12:50:21 AM »
...lets you place outposts on top of enemy zone exclusives too.

I think this is probably why it might make them too strong.  You could final QC a garrison post in the same zone as an enemy conjuration, then deploy a soldier and first QC to conquer it with not too much worry of reaction.  That seems a little wrong to me.

General Discussion / Forcemaster vs Warlord: No longer printed?
« on: December 07, 2014, 05:13:51 PM »
Does anyone know if FMvW is no longer having print runs?  I was thinking about picking up a 2nd copy but it's out of stock in my usual stores...

Best episode so far, IMO.  You guys should make Alex a regular on the show.

General Discussion / Re: The Promo Debate
« on: September 25, 2014, 01:49:59 PM »

At the end, it's a matter of the purpose of the event. Is it meant to just be casual fun? then allow them. Is this meant to be serious competition? then don't.

In my opinion, they shouldn't be allowed in any type of event, tournament or casual. 

There is nothing stopping someone from going to a casual event with an entire strategy based around an overpowered promo card, AND THEY EXIST (i.e. ballista), and completely ruining the play experience of all his/her opponents.  When a card isn't part of legal play it extends the card pool to a place where most players, and definitely not casual players, can't respond to it properly and will undoubtedly be frustrated losing to it in the end.

That said, if both players in a casual match agree to use promos I think they're fair game. 

In the future I would very much like to see not only "promo packs" but some other kind of "booster" type pack that is balanced to fit into the current card pool.  I'm sure this would take some work, but it could almost be like what Fantasy Flight does with Netrunner or CoC, etc.  They could fill the gaps between expansions, keep interest high, and I would pay high margins on them.  Just an idea; I'm sure you guys have already thought of it.

Spellbook Design and Construction / Re: Anvil Throne Warlord
« on: September 12, 2014, 07:52:57 PM »
You guys should battle the two swarm decks on OCTGN and post the results. Would be interesting to see play out.

That doesn't sound like a half bad idea, I've just had (and heard of) less than positive experiences with players on OCTGN so I don't really log on anymore and MUCH prefer play IRL.  They just tend to be very click-y and take liberty with the fact that it's online communication (interpret as you wish).  Not that I don't think playing with Boomfrog wouldn't be a great time, it probably would, I might just be slow on the controls (haven't logged on in like 2 months).

Spellbook Design and Construction / Re: Anvil Throne Warlord
« on: September 12, 2014, 07:41:55 PM »
And two birds can kill one slinger. Guess who summons faster? Lair cost 1 less mana then barracks+outpost and Beastmaster can summon as a quick action and birds cost 1 less mana and most importantly the pet gets is amazingly efficient.  On round 3 Beastmaster, a pet falcon and a regular bird are attacking. Warlord can have two slingers or a slinger, a grunt and a ring or enchantment. By the end of round 4 someone has lost more of their creatures and is going to fall behind if they are not lucky (barring play mistakes).

When you are engaged in melee on turn 3 a ring is not worth your QC. Hurl rock to try and kill a bird or magestaff and melee a bird are far more worthwhile. Either way though the Beastmaster is still more efficient.

You're going to have to break down what exactly your saying because there's a lot of ambiguity in when and where things are happening on the board.  You make a lot of claims and don't really back them up with strong evidence.  Case in point, you claim you'll never get Vet tokens vs Aviary because "goblins get 1 shot by birds" but statistically you're wrong and the grunts (or butchers) have a better than average chance to swing back.  You seem like you're absolutely sure in your logic but I see no substantive basis for it, so until you better explain I guess I'll just say I disagree.

Hurl rock and/or magestaff definitely don't seem like good ideas (in most cases) and are unneeded.  You're effectively spending just as much as the cost of the bird and an action to -try- and kill it.  You roll any less than 5 and you just degraded your action to crap tier and have to do it again.

It doesn't even seem like a healthy debate at this point, it just feels like I'm offering legitimate advice to someone who's not willing to listen, or even consider. I tend to be that way in MW too; get crushed by a book and then get frustated...I'm definitely part of that club.  In any case, I've offered really all I can at this point.

Spellbook Design and Construction / Re: Anvil Throne Warlord
« on: September 12, 2014, 05:22:58 PM »
Beastmaster doesn't play tree against another swarm. You don't get any vet tokens because your guys can't get any melee kills, an injured bird won't be the one to attack a guard so your have to get very lucky for a grunt to survive and kill a fresh bird in a counter attack. Playing ring of command isn't worth the action, whichever swarm achieves dominance will win and that will happen before round 4 of the game. Swarm vs swarm is very swingy.

The biggest problem I had is making my mage melee attack valuable. I was defending which got me pushed through a wall of thorns effectually losing 3 actions for his 2 since the guard is now irrelevant and I have to walk back to the action. I think a reach weapon is needed, which sadly means mage staff for the warlord as a meta play against aviary. Either that or Torak the sky hunter (who can get a very token too...)


Ring of command is absolutely worth the action.  With all the command based support your mage should be dishing out it definitely pays off. 

Dominance on one side or the other before round 4?? Id like to know what happens in your games to make that happen, it sounds a bit ridiculous to me.

Maybe I shouldve made this point sooner but yoy dont always guard them with grunts.  As soon as you have your economy down butchers become your main melee troop most of the time, or like 50/50 grunts/butcher.  Even so,  birds are statistically unlikely to kill grunts in 1 hit (3 dmg vs 4 health) so barring any other kind of buff to their attack grunts will get the counterstrike.  It doesnt matter if grunts/butchers get vet off injured birds, theyll die to slingers if theyre too afraid to attack anyway.

You dont need to utilize your mages melee just because he has melee buff.  Running many creatures means you need to stay as far away from combat as possible because your mana is sunk into creatures and not your mage.  Good thing Warlord has the horn to perfectly support this.

Done right swarm vs swarm isnt swingy imo.  Sure if you onlt play lvl ones and then dont really support them that could be more true, but imo that isnt "swarm".  Swarm is lvl 1-3 creatures and support from a mostly unbuffed mage. At this point I feel you dont really care for my logic so I dont really have much else to say.  Ive literally been playing creature heavy Warlord since FvW release and ive never felt ring of command as not worth casting (except as AT Warlord) along with other sentiments of yours.

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