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Messages - cymyn

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1
Mages / Girl v Boy (Beastmaster edition)
« on: December 13, 2013, 04:58:25 AM »
Apologies if this has been hashed out previously, but I just got Kumanjaro and tried the new(ish) Jokhtari Beastmistress.

Her swarm of woodland creatures handily munched a necromancer in a bare few turns, due in part to awesome rolling & a few minor tactical errors on the Necromancer's part.

I did not get a chance to use her "wounded prey" ability because her enemies were undead.

Question 1:  What is the thinking behind giving her "fast" and +1 ranged? +1 ranged attack ability contradicts her "fast" ability -- one which is geared toward distnce combat and the other toward face to face battle.

Question 2:  Why would I ever use her over the OG beastmaster, who is better at pumping out a swarm?

Your thoughts?

2
Spellbook Design and Construction / Re: Ichthelid Necromancer
« on: December 11, 2013, 04:40:50 AM »
One minor addition you might consider is swapping one of the Hurl Boulders for a zone-attack spell like Firestorm. It costs more in the book, of course, but it punishes an enemy who defends themselves by clumping their creatures. (Plus I always seem to find myself mid-game *wishing* I had an area attack spell, whatever the spell book I'm playing.)

Also, is it pronounced "Ick-the-lid" or "Itch-the-lid"? Anyone know?

3
General Discussion / Re: Duplicate Mage-Only, Epic DvN cards: why?
« on: December 08, 2013, 09:45:41 PM »
Both sides have good points here. I personally feel that the $60 invested in the starter set gives much more 'bang for the buck' than a comparable amount of Magic Cards, and is equal to Netrunner's awsome LCG starter box in playability (but is a third more expensive). I don't see why the initial set 'needs' expanding -- one could play it for years and never see the same game twice.

I also see why UK players would wince at dropping $$ on the game if it costs so much over there.

Perhaps as an intro pack, AW could take a page from Summoner Wars. Sell a cheaper 'intro' product with the rules, a paper (or vinyl) mat board, and only enough cards for 2 mages. It would get new players into the game and expand their market share in Europe. (I'm guessing, although they've probably considered that idea and rejected it for some good reason or other.)


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Strategy and Tactics / Re: Let's talk about the Druid!
« on: December 08, 2013, 09:26:24 PM »
My necromancer just got paddled by the druid. I built up an army of skeletons while he summoned vine raptors and spread vines across the board. A few well placed walls by him and my army was at a standstill. His plants ate it piecemeal. When I lit his mage on fire he extinguished it with purifying (cleansing?) rain. Deathlock scared him for a turn or two but vine raptors ate it. Malacoda gave him a brief scare but he took out M's armor and killed it with a full court press.

I made a few errors with the Necromancer, but the Druid was flexible, unpredictable, and resilient.

5
General Discussion / Re: Mage Wars notation
« on: December 08, 2013, 11:59:29 AM »
Zuberi,

I think your last lengthy post with the different explanations for what (and when) we should use notation is well conceived. When I get a few minutes (hours?) I'll try to record and notate a game, see how it goes.

6
General Discussion / Re: Here's to you.
« on: December 08, 2013, 11:57:35 AM »
This is not Nam. This is Mage Wars, and there are rules.

Your apology (if one was necessary -- I didn't read the offending post) is accepted. If I had a nickel for every time I lashed out at strangers on the internet, I'd have a few bucks in my pocket with which to purchase Mage Wars accessories.

7
General Discussion / Re: Mage Wars notation
« on: December 07, 2013, 09:19:07 AM »
I just noticed the card ID numbers. That seems like the most appropriate (i.e. shortest) way to write the cards and keep them straight. Obviously, anyone reading the notation would need a card-list with the reference numbers, but that is an easy list to keep on hand.

I'm curious as to why the grid-system of numbering seems to be favored over a single-digit lettered system such as I originally proposed. Is it more clear because it is easier to visualize where on the board the zone is without having to mentally visualize where, for example, zone "e" is?

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General Discussion / Mage Wars notation
« on: December 06, 2013, 05:08:04 PM »
I posted a similar thread on BGG, but this seems like a more appropriate venue.

I'm interested in knowing if anyone has invented MW shorthand that can succinctly summarize the action in a game.

I'm imagining something analogous to chess notation which enables famous and interesting games to be saved and studied.

If no one has anything, maybe this is a place to brainstorm such an undertaking. I'm not sure if Mage Wars lends itself to shorthand, given the variables, but it might be worth some thought.

I've got a few ideas, but our collective hive-mind can probably produced a smarter result.

Here are a few thoughts:

The board should be lettered to facilitate precise tactical positioning as opposed to 'near center' etc. I think this makes sense:

abcd
efgh
ijkl
mnop

Mages start at A and P.
(A grid is another idea but having single letters as opposed to a grid numbering system uses 1 less character.)

-- the mages need shorthand 'names' for easy description, but 3 start with the letter W so...
WZ is wizard
FM is forcemaster
PT is Priest
PS is priestess
WK is warlock
WD is warlord
BM is beastmaster
BK is kumanjaro beastmaster
NM is necromancer
DR is Druid

If more than of the same mage they get a number so FM1, FM2 etc.

***

Movement could be something as simple as a carrot symbol so

FM>a,e means the forcemaster moves from a to e

*******

Thats all I have at the moment. Comments/critiques and (especially) additions and suggestions welcome

9
Strategy and Tactics / Re: Elemental Cloak or Cloak of Shadows?
« on: December 05, 2013, 08:23:25 PM »
I'm a big fan of the elemental cloak, but I'm going to run cloak of shadows in my Nec deck because I want the enemy mage to have to get in close so I can overrun him with bony bad guys.  I see it as subtly offensive as opposed to the EC which is pure D. Haven't actually used it yet, though, so just speculationing.

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Strategy and Tactics / Re: Too big to kill
« on: December 05, 2013, 08:18:15 PM »


That's because a large portion of the forcemaster's mental faculties are spent on FORCE, so there's not enough left over for common sense.

This is true. The Sensemaster was unavailable for duty. She fled the arena entirely and devoted her power to the culinary arts.

11
I play Octgn and it is great. However, if anyone could get it to work on IOS or Mac, I'd be able to pull in some friends who don't currently plsy. Preferably Arcane Wonders would handle the port so it can be fully, officially supported.

12
Spellbook Design and Construction / Re: Zombies vs Skeleton builds?
« on: November 30, 2013, 10:35:01 PM »
Yes -- I revise my hasty opinion about the Libro Mortuos. I used it to pump out a vast quantity of skeletons quickly. So powerful...!

13
Spellbook Design and Construction / Re: Necromancer - Zombie Swarm
« on: November 30, 2013, 07:28:13 AM »
I definitely like the poison gas cloud "barrier". PGC is one of my favorite cards.

Question: do you cast the Zig in the corner or move your mage to a middle square to minimize their slowness?

14
Spellbook Design and Construction / Re: Zombies vs Skeleton builds?
« on: November 30, 2013, 07:18:04 AM »
Mr. Saucy -- we definitely need an after action report of the necromancer duel.

I managed to get in a partial game last night, Necromancer v Wizard.

A few quick observations:

The Wizard uses a lot of poison effects (Gorgon, Basilisk, mine uses poison gas cloud) which are useless against the Necromancer.

A Deathfang with Eternal servant is an early, potent threat. Mine got on the board early & ate the Gate to Voltari, dying once in the middle of the feast. Fortunately the reanimate ability allowed it to keep the pressure on until the 3 round meal was over (*buuuuurp*)

Eternal Servant is a nice mage ability because it is free.

I'm not sold on the Libro Mortuis. If it channeled faster it might justify its 10 mana but it took 5 turns so spit out a minion. (10 mana + 5 turns to get a 5 casting cost creature is not a good rate, IMO)

While my skeleton dog was rampaging through enemy territory, the wizard was turtling up and I got out an idol of Pestilence, a brace of evil Clerics and Altar of Skulls. We had to end the game before the Altar got going but the prospect of dishing 3 damage to each enemy creature while I was bringing out hordes of cheap baddies warmed my necromancer's cold, rotten heart.

I give Bryan Pope & the folks at Arcane Wonders three thumbs up for this expansion.

15
Spellbook Design and Construction / Zombies vs Skeleton builds?
« on: November 29, 2013, 05:24:24 PM »
I have the Druid v Necromancer set but haven't yet had a chance to try it out. I'm wondering how zombies play vs skeletons...?

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