April 27, 2024, 04:07:20 AM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Terrazas

Pages: 1 [2] 3 4 5
16
Creative / Miniatures
« on: September 01, 2017, 06:10:02 PM »
Has anyone replaced the mage cards with actual miniatures? I've been thinking about doing it and wanted to find out where people got there minis from and if it worked out for them.

17
General Discussion / Re: Terrain
« on: May 23, 2017, 03:47:59 PM »
I want to see terrain that slowly damages certain types of conjerations. Or something like mountains that act as wall for flying creatures as well. Or some kind of flaming plains then put a volcano on it that does a huge fire attack to the whole arena.

18
General Discussion / Terrain
« on: May 20, 2017, 04:30:46 PM »
So I like the terrain cards a lot and I was talking about how the zones should be able to change into different things soon after getting into magewars. There is one issue with the terrain that I have with and that is conjugations that are in a zone and then have the zone's landscape change and be unaffected. For example if I have a battle forge in a zone and then shallow sea gets played nothing happens to forge even though it has a hydro +3. There are other examples with this but I wanted to see what you guys thought and wither terrain should affect conjugations that are in the zone prior to a terrain card being played.

19
General Discussion / Re: No News is Good News?
« on: May 06, 2017, 10:08:21 AM »
I meant like another expansion or lost grimoire vol 2. Something specific to arena.

20
General Discussion / Re: No News is Good News?
« on: May 06, 2017, 09:21:27 AM »
Ok thanks. Have you heard anything about arena?

21
General Discussion / Re: No News is Good News?
« on: May 05, 2017, 07:56:33 PM »
So why don't they post it on their main website? On the news section.

22
General Discussion / No News is Good News?
« on: May 05, 2017, 05:10:22 PM »
I'm just wondering why there hasn't been anything posited in the news section in almost 6 months. Is there really no nothing going on? 

23
I made this today, I would like hear your guy's opinion.

I was thinking that mages start a channeling of 5, health of 15, SBP of 40 and chose a lv 1 school or element. One a mage hits lv 2 they would be able to add a attribute, things with + or - can stack. They can can only chose one and will be able to chose again from the same list at lv 4, 6, 8 and 10. Once a mage has hit lv 3 they can pick a abilitie but have to be at least a lv 3 in the school or element.

Experience points will be gathered by casting spells, defeating creatures or dispelling spells. The amount of experience is whatever the card lv is that is being cast and/or destroyed

One thing that I am having a hard time in is what happens when a mage were to die, do the spell points roll over to a new mage or do we say he didn't die.

24
Mage Wars Academy / Re: Buying Acadmey so I can use the cards in Arena
« on: March 04, 2017, 05:25:45 AM »
I didn't notice that to cast those spells it would cost a full action. that is a big difference and a game changer. Thanks for all the info guys.

25
Mage Wars Academy / Re: Buying Acadmey so I can use the cards in Arena
« on: March 03, 2017, 07:13:14 AM »
I see, I guess the only thing that I am worried about is wasting money. I'm not interested in playing academy, all I have played is arena and that's what made me fall in love with the game.

I just remember looking through the academy spells and seeing spells that were pretty much better then dissolve and dispel but a lot cheaper. Do you think that this is a way to fix older cards?

26
True, there are other games out there that can scratch that itch of a campaign in a board game format (i.e. decent, imperial assault and arkham horror LCG) The thing is I don't know of a miniatures game with powerful mages like mage wars. It would just be awesome to have you start from 0 and become this super powerful mage that you created. Mages Wars has a lot of this set up as well with the leveling system and the different kinds of schools. All in all you can think of it as a different mode to play the game and you would be able to think about that academy is the small light version and arena is in the middle and the campaign would be large muilti-day/week game.   

27
Mage Wars Academy / Buying Acadmey so I can use the cards in Arena
« on: February 26, 2017, 02:44:39 PM »
I have noticed that there are some cards that would be great to use in Mage Wars arena and was wondering if people have bought Academy just to use in Mage Wars Arena.

28
Alternative Play / Re: Trainee to Archmage - An epic extended game mode
« on: February 26, 2017, 02:23:18 PM »
I've looked into doing a RPG for mage wars and think it will be a great idea. My version had us collecting experience at the end of each match. You would start off as a level 1 mage and pick one school of magic or element. Everything else would be triple the cost since you just starting out and you would only be able to place cards into your spell book. You would gain experience from the spells you would cast and the creatures you would defeat; this was based of the level of the spell and creatures you defeated. After each match you would go and spend your experience however you wanted, increase health, SBP, level up your mage unique ability and so on. The issue I ran into was how much should the upgrades cost. Also, I didn't know what would happen if a mage would die, does that mean that player has to make a new character and start from zero and if they do how can they still be competitive. Another idea I had was that a mage could leave the arena if they could make it to one of the doors and then have another move action to move out of the arena.

I was thinking mages would start with 5 channeling, 15 health and 40 SBP. This way when your character get huge and powerful it feels like your guy really improved over time.

29
Creative / Re: Large Hex Board
« on: September 09, 2014, 09:33:09 AM »
The warlord was probably the mage that had the hardest time with the hex board if he was playing by himself, team games he was very useful due to thier being another mage to support him. But with the release of FIF and the change in ruling with the garrison post he no longer has any issues being by himself. Outposts have always been defended by walls and now it's very easy to have a dwarf panzer to be summoned to the garrison post by your barracks and then have your mage use the defend spell to put a guard token on him immediately, if you feel that your garrison post is in danger. I actually did just this on one of our games that we played allowed me to have enough time to have soldiers appear and have Talos summoned.

Here is a way to do walls on a hex map: put the wall on an intersection of three hexagons. it blocks two of those hexagons from the third hexagon, depending on how you orient it. When you extend a wall you have to check to make sure it touches the old one. the walls count as being in all 3 zones for attacks.

you could block off a middle zone with 3 to 6 walls, depending on the wall locations.

I believe Echephron explained walls perfectly. If you want more of a visual I can take picture and edit it for you just like they do in the core game rule book.

30
We were playing a three player game and it happened to be going pretty slow so I started out bringing out the seedling pod tree and continuously bringing out pods while planting mana flowers and summoning some creatures. Very slow build, but it ended up working out great.

Pages: 1 [2] 3 4 5