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Topics - Nitz

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Strategy and Tactics / Warlord vs. Flying
« on: March 25, 2013, 02:48:08 PM »
Hey guys,

Got my first game with the warlord yesterday.  Had a rough time fighting the Warlock.  Admittedly, it was my first game with the Warlord, which presented 2 problems.  The first being the obvious problem of not having any experience with him, the second being that my "starter" spell book didn't have a lot of spells I was accustom to having at my disposal.

That being said, I felt very underwhelmed with the warlord.  I have no doubt this is 99.9% user error, an this is not a post to suggest the warlord is underpowered nor broken.  I just thought I'd relay my thughts and see if you guys had some tips on how to fix my strategy and tactics.  

I felt very mana starved.  Again, a big issue was no harmonize in my deck.  My firs turn i put out a barracks and a archer's tower.  After that, i went for a slinger and a enchantment, but I felt very strapped from that point on.  It didn't help that the warlock used fire to smoke my archer's tower earlier, and thus hurt my mana draw.  So fire was tough on my structures, and perhaps might make me change that strategy against the warlock or a fire wizard.  Another tough issue for me was once my opponent deployed the big beastie demon.  Other than Hurl Boulder, i didn't have many answers for him.  My warlord was powerless against him.  I did make a huge mistake and move out of the zone with my goblin slingers.  he then did a sweeping attack and smoked them.  I'm not sure if fortified position would have helped, but leaving them alone was a mistake.  at that point, he had a big beasty, a fully kitted warlock, and I had a warlord and barracks, and low levels of mana.  From there, he just ground me down.  

In the future, I think tweeking the deck will help for sure, as will expeirence to avoid my mistakes.  A harmonize, teleport, and bow would help I think.  I also wonder if bringing a couple flying troops might help the warlord.  I know they aren't soliders, but the ability to get over his stone walls, pikes, and caltrops seems to be decent, as well as providing some anti flying tech.  I also know the sniper can help, but he's a lot of mana.

Any ideas from you guys on what works, or how  you'd tweek the spellbook?  I know there are other threads, so let me be more specific

does a fire build from your oppoent change your structure strategy?
Is flying a problem for your warlord?  How do you deal with it?
Which of the special charaters are worth taking? Surely all four is too many for a deck right?
any new discoveries on playing a better warlord?

I have no doubt he's pretty good.  I just think his win conitions are not as obvious, which I like.  I'd like to poke around with my old Nintendo Ice Hockey strategy of only taking skinny (cheap) and Fat (expensive) guys and leave all the medium (orcs, dwarves) at home.

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General Discussion / Online
« on: March 20, 2013, 02:19:59 PM »
Am I correct in my assumption that this currently no way to play Mage Wars Online?

If not, I know there are a myriad of reasons why this would be tough for the company and not a priority.  I just wanted to make it known that were this to become a reality, I would gladly pay for it.  Nothing fancy, just a way to play the game as is.  My main opponent, my brother, is a missionary Priest in Russia, and if we had a way to play this game together, it'd be amazing.

I'm not suggesting that it's worth it so I can battle my brother, but I am curious if the community as a whole feels they would play this game online or if it they wouldn't be that keen to play it that way.  Don't get me wrong, I'd rather play it in person, but...

3
Strategy and Tactics / Warlord
« on: March 08, 2013, 03:59:29 PM »
Have seen some posts on the Forcemaster, but nothing really on the Warlord.

Anybody have any insight or tactics they've liked with this guy so far?  I know it's early days, but I'm hoping to live vicariously through some of you.

4
General Discussion / Lower Starting Life: Tried it?
« on: October 06, 2012, 04:28:01 PM »
I know on some other boards there has been some discussion of the game length and shorting it up.  As a general rule I don't think this is necessary as I believe 2 things to be true.  

1) As people play the game more, it will speed up because the fact is that it's a rich and complex (in a good way) game that will reward and encourage replay.  

2) Many people's assumptions on how long the game should take are based on limited plays and preconceived ideas of how long this game should take because it uses cards.  If a game takes 2 hours and you expected it to take 1 hour having never played it, that doesn't mean it took too long.  It might mean your playing a Mage Wars and not another game.

Still, I can see a desire to occasionally play a shorter game.  Sometimes I might only have an hour, and I want to get a game in and feel like it will finish.  As a Warmachine player, a normal game will take 2-2 1/2 hours.  If I only have an hour, but have a hunkering to play Warmachine, I can simply adjust the points level down from 35 to 25 or even 15.  To translate this to Mage Wars I see adjusting life totals as a better solution that adjust deck point totals.  Have any of you tried lowring both mage's life totals by X?  If so, how did it go and how much did you adjust it?  Does the lower starting total break some parts of the game?  Maybe no one has experimented with this yet since the game is so new, but I thought I'd ask.

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