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Messages - MrSaucy

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31
Spellbook Design and Construction / Re: Necromancer - Zombie Swarm
« on: July 03, 2014, 05:51:06 PM »
A bat and an imp is not a lot of pressure, correct.  It is, however, a lot of pressure when said bat and imp are accompanied by a Warlock with demonhide armor, a fireshaper ring, a lash of hellfire, and an elemental wand with a fireball bound to it (Battleforges are nasty!!).   We are going to play again, and this time, he will build his spellbook to make sure he can hurt me.  He will try singling them out, as you said.

Never let your opponent have a wand for too long. Ever. I have learned this the hard way. People also seem to forget that "cowardly" tactics, such as retreating behind walls and creatures, are sometimes the best option.

32
Spellbook Design and Construction / Re: Necromancer - Zombie Swarm
« on: July 03, 2014, 05:46:16 PM »
Hey, is it just me, or does zombie frenzy seem to be a bit OP?

When you are playing against Druid your zombies are hindered by the Druid's vine markers, making Zombie Frenzy nearly useless as far as mobility is concerned. Zombie frenzy only seems OP if the opponent lets you get out too many zombies, but at that point the opponent is probably losing anyways. Zombie Frenzy has a steep cost for Necromancer, especially when you add in the fact that he can easily become mana starved if he is running two spawnpoints and/or the opponent puts down Obelisk or Suppression Orb.

So to answer your question I don't think zombie frenzy is OP. A card isn't OP just because it is very strong in certain scenarios. Kralathor is extremely powerful against Necromancer but that doesn't make him OP because he isn't as effective against the other mages.



33
Sersiryx can cast fire attack spells so I assume that any attack spell that has the "fire" damage type is fair game. Devil's Trident has the "fire" damage type based on the symbol to the left of the dice-roll-count.

34
Recently received my copy of FiF. I'm focusing on a build centered around having a large/strong army and taking advantage of Harshforge Monolith. I am trying something that is perhaps a little unorthodox: a warlord build with no enchantments and  no attack spells. Why no enchantments? So I don't get hurt by my own Harshforge Monolith. Why no attack spells? Because I don't really feel like I need them since I have access to plenty of soldiers with ranged attacks. I am, of course, using the Anvil Throne Warlord because his runesmithing ability is fantastic.

Conjurations: (11)
1 Barracks (3)
2 Garrison Post (2)
2 Wall of Pikes (2)
2 Wall of Earth (2)
1 Harshforge Monolith (2)

Equipment: (13)
1 Helm of Command (2)
1 Harshforge Plate (2)
1 Leather Gloves (1)
1 Ring of Command (1)
1 General Signet's Ring (1)
1 Morning Star (1)
1 Veteran's Belt (1)
1 Colossus Belt (1)
1 Regrowth Belt (2)
1 Leather Boots (1)

Creatures: (64... could be overkill but hey I like having variety)
4 Goblin Grunt (4)
4 Goblin Slinger ( 8 )
2 Goblin Alchemist (4)
4 Orc Butcher ( 8 )
1 Gurmash, Orc Sergeant (3)
1 Thorg, Chief Bodyguard (4)
2 Dwarf Kriegsbiel (6)
2 Dwarf Panzergarde (6)
2 Anvil Throne Crossbowman (6)
1 Ludwig Boltstorm (3)
1 Grimson Deadeye, Sniper (4)
1 Bloodcraig Minotaur (4)
1 Sir Corazin, Blademaster (4)

Enchantments: (0)

Incantations: (32)
4 Power Strike (4)
4 Defend (4)
2 Perfect Strike (2)
2 Piercing Strike (2)
2 Evade (2)
2 Flank Attack (2)
2 Charge (2)
2 Battle Fury (2)
2 Dispel (6)
1 Dissolve (2)
1 Heal (4)

Attacks: (0)

Turn 1: Barracks + Garrison Post
Turn 2: Garrison Post + General Signet's Ring
Turn 3: Harshforge Plate + Ring of Command
Turn 4: Gurmash + Goblin Grunt / Goblin Slinger / Goblin Alchemist / Orc Butcher

35
Rules Discussion / can "Conquer" target spawnpoints?
« on: July 03, 2014, 05:22:16 PM »
I checked the rules but I just want to be 100% positive that I can target corporeal spawnpoints with Conquer. As far as I can tell the answer is yes but I have been wrong about the rules before.

36
Spellbook Design and Construction / Re: Necromancer - Zombie Swarm
« on: June 30, 2014, 01:58:29 AM »
I'm thinking of changing my Necromancer build to be skeletons + Venomous Zombies.

I have tried skeletons+zombies necromancer where the only zombies I had were Venomous Zombies and Zombie Brutes. I have also tried a mix of mostly zombies supported by Grey Wraiths and Skeleton Archers. Both builds worked just as well as 100% zombies. With Necromancer you can easily just pick your favorite undead creatures (whether skeleton or zombie) and build a spellbook around them.

37
Spellbook Design and Construction / Re: Mortuorum Ambulantum
« on: June 28, 2014, 07:16:18 PM »
Aren't wizards a tough match for everybody?  I'll be fine, I'm playing mostly against the Warlock, and the wizard player is new.

Wizards are especially tough for Beastmaster swarm and Necromancer swarm to deal with. Mordok's Obelisk and Suppression Cloak are excellent ways of dealing with swarms - and the Wizard has easy access to both of these spells. Wizard also has some non-living creatures and/or incorporeal creatures that can be tough for Beastmaster and Necromancer to deal with. As long as you have ways to deal with incorporeal and nonliving threats you should be fine (I prefer Invisible Fist for Incorporeal threats), and if you are swarming and your opponent drops Mordok or Suppression Cloak I would say try to deal with those spells ASAP. Some people like to carry 1 or 2 Force Hammer just to deal with powerful conjurations like Mordko's Obelisk.

38
Spellbook Design and Construction / Re: Necromancer - Zombie Swarm
« on: June 28, 2014, 07:10:42 PM »
I use both the altar of skulls and libro in my swarm book. I also use a combination of skeletons and zombies.

A mix of skeletons and zombies can be very effective. Both Deathfang's speed and Skeleton Archer's range can make up for your slow zombies, and it is helpful to have skeletons to guard your mage while your zombies go on the offensive.

39
Spellbook Design and Construction / Re: Necromancer - Zombie Swarm
« on: June 28, 2014, 02:05:15 AM »
Recent change: 2 Animate Dead out, 3 Block in

40
Spellbook Design and Construction / Re: Mortuorum Ambulantum
« on: June 27, 2014, 02:57:45 PM »
Mostly curse-heavy Warlocks and Wizards, of what type and playstyle is yet to be determined.

Wizards a are a tough match for Necromancer. yuck.

41
Spellbook Design and Construction / Re: A Priest that works...
« on: June 27, 2014, 12:28:43 PM »
I have never been able to make a Priest build that works. I don't like his offensive focus given that the holy school seems to be 80% defensive spells. Plus the Priest's special abilities are marginally useful and not worth conceding 1 channeling for. I can never see a situation where I would choose Priest over Priestess.

42
Spellbook Design and Construction / Re: Necromancer - Zombie Swarm
« on: June 27, 2014, 12:18:00 PM »
I really like this spellbook, and I am definitely going to use it to make my necro spellbook better.  :)
 
Rise Again seems to be a good choice on account of the fact that the creatures rises in the zone it was killed in.  Combine this with the fact that all of those kinds of zombies are Slow, and maybe you should take out an animate or 2 for Rise Again.

For me Animate Dead > Rise Again because Necromancer can be very mana-starved, especially if you are using two spawnpoints. Another reason is that I think killing the enemy creatures faster is more important than killing them with the intention of reanimating them. Necromancer can be fragile so I tend to think of reanimation as more of a perk than a necessity. If anything the Necromancer is the last mage who needs reanimation since he practically has an infinite creature supply already.

If you want to fit in more curses and perhaps a block or two to keep your zombies alive then I would trim down to only 2 Unstable Zombie and 2 Plague Zombie. I just like having a lot of Plague Zombies because, like Venomous Zombies, they are very effective against mages that only use living creatures.

43
Spellbook Design and Construction / Re: Necromancer - Zombie Swarm
« on: June 26, 2014, 08:51:48 PM »
As far as tactics go I like harmonizing graveyard and using graveyard to summon all level 2 and level 3 zombies. I try to deploy from graveyard every round to keep the pressure on. Then I deploy zombie crawlers from libro every other round. Crawlers are more effective in your mages zone so it is sensible to deploy them from libro. From there you can either keep your crawlers around your mage to act as a buffer OR use a zombie frenzy to surge your crawlers forward.

44
Spellbook Design and Construction / Re: Mortuorum Ambulantum
« on: June 26, 2014, 07:18:45 PM »
Just out of curiosity, would any of you consider zombies better than skeletons overall, or vice versa?  Or are they about the same?

I prefer zombies a lot more over skeletons. Resilient is very helpful and the lumbering trait isn't that annoying once you learn how to play wall of bones, chains of agony, force push, and zombie frenzy to put your zombies in a good position and trap the opposing mage. In addition, Venomous Zombies and Plague Zombies can be devastating against living creatures and really make the most of the Necromancer's plague master ability. If they add more skeletons that inflict poison conditions then I may consider skeletons. Finally, I hate how fragile skeletons are. You have to invest in reassemble, acolyte of the bog queen, mort, and perhaps fortified position just to keep the darn skeletons alive. But I do find the skeleton archers handy and Mort to be pretty badass.

I play Necro a lot and I hardly use skeletons. Just not my thing. If you plan on running 100% zombies it might help to check out my zombie swarm spellbook. I don't want to call it "finalized" because, lets face it, are spellbooks EVER finalized?

45
Spellbook Design and Construction / Re: Mortuorum Ambulantum
« on: June 26, 2014, 07:14:15 PM »
One spell I commonly run in my dark mage spellbooks is invisible fist. It is a nice cheap spell to cut through any pesky non-living enemy creatures you come across (the attack is ethereal).

If you are going with two spawnpoints then don't count on playing any other conjurations than Wall of Bones. I prefer having both spawnpoints in my Necro spellbooks. You can decide on the fly which spawnpoint you want to use, which depends on which mage you are going up against. Sometimes I use both spawnpoints just for the fun of it.

As far as reanimation goes my go-to-spell is Animate Dead. I don't like Ziggurat because it gives your opponent time to react and I rarely have the mana to summon a dead creature mid-round with Rise Again. What I like about Animate Dead is that there isn't anything your opponent can do to prevent it other than possibly resurrect a dead living creature (this doesn't happen that much!)

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