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Messages - baronzaltor

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61
I was just pointing out that she has the ability to cast it pretty much anywhere the fastest, for whatever purposes that may be.

62
Oh for a Wizard it's still a good card, but it's not earthshattering.

Johktari BM is actually the mage who can make most aggressive use of it, she can get it into the opponents starting square on the first round.

63
It seems like the stronger counter to the book is actually just in promo form, that being Gravikor.  Having everything in a 2 zone radius lose flying seems like a heavy knee capping.. suddenly everything is hindered and openly attackable.

I think Gravikor is epic though, so if you can burn it down fast enough it might not be as hard a hit.


64
I actually stopped using Bear Strength that much in my beatdowns, I only drop it on Vampiress so that she heals more on her attacks due to higher damage. 

Something Id recommend is Moloch's Torment.. you dont have a neck slot equipment, and once you have an opponent cursed it creates a "game clock" of decaying health.  Its especially good with Ghoul Rot, Mage Bane, or Arcane Corruption.  Its also useful for dealing with lower health creatures passively, like Zombies or Fellelia because you can Curseweave the curse on them back after they die.

A useful card for this style build, though not in forged or core set is Eagle Claw boots... just a note to keep in mind down the road.  I typically use Leather Gloves for extra cheap armor and Eagleclaw on my boot slot.

65
Id agree, the damage is more the big physical stinger poking you, and the poison effect is the "icing" on top from his venoms.

66
As a Holy Avenger he has 20 health... assuming you have the twenty someodd mana to do so.

67
Rules Discussion / Re: Guardian Angel and Defend
« on: August 06, 2014, 05:35:24 PM »
Gargoyle Sentry and Dwarf Panzy however would gain their perks from using Defend, as they only specify it as far as "while guarding".

68
Strategy and Tactics / Re: How to beat zombie necromancer?
« on: August 06, 2014, 04:52:50 PM »
Damage Barriers too.

69
Strategy and Tactics / Re: How to beat zombie necromancer?
« on: August 06, 2014, 03:39:40 PM »
Blinding Flash stands a good chance of doing good damage to a zone of zombies cheaply due to the +2 vs non living.   Even if it doesnt it stands a great chance of daze/stunning them for the same reason.

Temple of Light is good against them too, even with no other temples on the table  its an action-less, long ranged 3 dice of damage with a decent daze/stun chance.   Supporting it and yourself with a Hand of Bim Shalla should be an obvious piece as well.

Stranglevine, Force Crush, Demonhide Armor and Corrode are sources of direct damage that can help.

Quicksand can usually mess with zombies too... since they have Bloodthirsty +0 they HAVE to try to attack a wounded creature in the zone, which means they cannot choose to attempt the escape roll and will eventually drown.

70
Spells / Re: Mage school and type modifiers
« on: August 03, 2014, 05:40:03 PM »
Training does not effect type.

71
Spellbook Design and Construction / Re: Army of Darkness
« on: July 29, 2014, 12:13:07 PM »
If you are running mostly Skeletons (and thus soldiers) Id use Flank Attack over Power Strike.

When most of your troops are soldiers, Flank Attack is one of the most efficient Command spells in the game.  It also rolls your Piercing Strikes and Power Strikes into one spell.  +2 Pierce and +2 Melee for 3 mana is solid, and its setup can be triggered by any solider's attack, even ranged ones.

I had a skeleton build I tinkered with Flank Attacks, would do something like:

Archer shoots target, 4 dice
Cast Flank Attack on Skeletal Knight (or Mort)
Activate Knight (or mort)
-quick cast a second Flank Attack on the same Knight (or Mort)
-bonus points- Sacrifice a Plague Zombie or Skeleton Sentry on Sacrifical Altar to boost same Knight or Mort

Knight attacks for 11 dice and 6 Pierce,  or 10 dice + Taint chance and 6 Pierce if Mort.  (plus Rot if Plauge Zombie was sacrificed).   
You can just as easily cast them on different skeletons.. thats just the flashy version.   


Also, while Hawkeye is Living Only, you can simulate the effect by using Marked for Death instead.   You will then get +1 for every attack on said target, which means if you have enough skeletons you'll actually generate more damage than a Hawkeye.  Not only that, as a Dark Mage MfD is also cheaper spell point wise.

72
Strategy and Tactics / Re: Double Spawnpoint Warlord
« on: July 28, 2014, 01:33:14 PM »
Thorg is good against a big guy like that.  His taunt forces Addy to move towards him and attack which can deny his full attack sweep, and Thorg has a 5 dice counter strike.

Thorg has 4 armor naturally, which will stand up well to attacks and he works well when supported.  If he gets a vet token he us practically an iron golem with a taunt.

73
Strategy and Tactics / Re: Skeleton necro plus Armory.
« on: July 22, 2014, 09:05:45 AM »
Archers Watchtower+Skeletal Archer to shoot over your Wall of Bone is good too

74
Spellbook Design and Construction / Re: Army of Darkness
« on: July 21, 2014, 02:25:03 PM »
Remember, Skeletons are soldiers.

Armory, Flank Attack, Archers Watchtower and other Warlord-ish toys can be fun to dabble into a Skeleton focused build just to take advantage of the synergy.

75
Strategy and Tactics / Re: Gremlin Power
« on: July 20, 2014, 01:39:25 PM »
I'm kind of tempted to try putting Lion's Savagery on a Pet Thunderdrift Falcon despite it's frailty (Note: don't try this against a Wizard).

This works pretty well.

Also, Enchantment Transfusions can let you get a lot of mileage out of one Lion Savagery as you slide it from Falcon to Falcon to Falcon multiple times in one round

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