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Messages - Arlemus

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46
Spellbook Design and Construction / Re: Adramelech Warlock Swarm Book
« on: July 12, 2014, 06:38:06 PM »
I also need to give the new Warlock a try, she seems pretty fun from what I've seen so far.

The build looks relatively solid.  If I were you I might bump up the # of infernian scourgers and maybe add some flame imps.  Maybe cut a fireball, sectarus, and the explodes.

I see you have access to both battleforge & pentagram, which I like.  Maybe the Adramalech Warlock can pull off having both in one book; I've tried it with the Warlord and I just can't justify the space for battleforge.

47
Spells / Re: Gurmash, Orc Sergeant
« on: July 10, 2014, 08:58:46 PM »
I can immediately see uses for the Imp Familiar, and Ring of Curses works fantastically with him. That gives you nice control options and reasonable damage options.

The Orc Sergeant seems harder to use effectively because there isn't a discount ring that works with him on a ton of spells you would want him to cast, and the range of attractive options is more limited. The main options that seem decent are Defend, Standard Bearer, and Fortified Position (and I don't really like Standard Bearer or Fortified Position in many lines of play). Well, and maybe Battle Orders. The thing is that you don't really want to cast Battle Fury or Flank Attack on a creature until right before it attacks. Same with Charge, Perfect Strike, Piercing Strike, Power Strike... Running into a Tanglevine or other control spell after already casting a command on a creature is just horrible. So while I think Gurmash can be useful, it will take a lot more thought to get him to pull his weight. You can basically cast whatever curse enchantment you want with Sesyrix, and it works great.

Brace yourself seems pretty good too.  I pretty much agree with all of this, though.  I've seen sersyrix be played well, even by a novice player.  I've been playing for more than 2 years now and I'm struggling to get Gurmash to fit into a strat.  My point isn't that I'm "omg so gud" but I think it's pretty obvious one has more immediate strategic value than the other.




48
Spellbook Design and Construction / Re: New FIF warlord
« on: July 10, 2014, 02:54:15 AM »
@Arlemus,

I find that these just delay things as you will get Sleep out and now the flyer is on the gerund and gets woken up real quick. Block and Fumble delay but you are spending actions and mana that have no long term benefit. He will just start up banging on you afterwards. A buffed Mage Staff whacking LoF on the head along with a crossbowman will help a lot. Now Reverse Attack OTOH is very useful in this situation as it adds an extra attack action on your side.

I have played against this opening many times and taking the LoF out quickly typically leaves a big hole in the Warlocks strategy.

The best answer to overbuffed creatures is controlling them.  The whole point of a buffed LoF is that it can't be killed quickly, so the only reasonable option is to mess with it in an efficient way.  Sleep, block, fumble, agony, etc, all work.

I'm gonna have to respectively disagree on this one.  I don't think sticking your neck out with a weapon that costs 3x sb points and summoning a creature that will get 1 shotted by LoF attacks is ok.

49
Spellbook Design and Construction / Re: New FIF warlord
« on: July 09, 2014, 07:22:06 PM »
Sleep, block, fumble.


50
Spells / Re: Gurmash, Orc Sergeant
« on: July 09, 2014, 03:49:52 PM »
Gurmash is good to buff ranged units and to defend them. With the bowmen, they make a fantastic combo.

Yeah I want to try using more ranged; I usually only end up a 1-2 slingers and a bowman on average.  The only problem with range heavy focus is if someone goes heavy on the melee early..

When do you usually get him out?  after 2+ ranged?

51
Spells / Re: Gurmash, Orc Sergeant
« on: July 09, 2014, 03:43:00 PM »
I found during play testing that he is more of a mid-game play. You get Construction Yard out and some mana built up on it then, you can bring him out. My problem was I always had a hard time using him in a support role vs. using his attack. My goals were to use him to buff Talos but never managed to make that happen.

This is kindof what I'm thinking, that he's mid game.  He doesn't seem to fit in early, but I feel compelled to try to play him early because of his channeling...

52
Spells / Gurmash, Orc Sergeant
« on: July 08, 2014, 08:20:39 PM »
Subject:


I've been trying to work in him in to my build since I got my hands on FiF, but I can't seem to get it down in a way I like, so I'm wondering what your guy's experience with him is.  I'm looking for a more concrete way to fit him in, or if it's not a good idea that kind of advice too.  I'm really only looking for opinions based on experience.

My opening is usually:

Turn 1: rax + construction yard
Turn 2: deploy butcher/slinger + general's ring
Turn 3: deploy butcher/slinger + command ring

I'm thinking I could get Gurmash in on turn 3 instead of deploying something else + the 2nd ring (same cost).  Sortof don't need the 2nd ring that early if Gurmash is out anyway.

Post your Gurmash experiences below, plz  :P

53
Strategy and Tactics / Re: On: Openings
« on: July 08, 2014, 03:59:26 PM »
@ Toxziq - Really glad you enjoyed it, thanks for the feedback.

@ Arlemus - I don't think that is what Boomfrog is suggesting (feel free to correct me if I'm wrong here Boom).  I think he is referencing adopting an aggressive posture to bait out the opponent and see how they react so that you can devise your own plan. 

I borrowed the term "vision" from League of Legends to speak about this.  If we assume that the effective range on 90% of spells we will be casting or attacks we will be making is 0-2, then anything within 2 zones and LOS is effectively within range or within our "vision".  That what makes the sprint to center play so aggressive, I have vision over 10 zones leaving my opponent only their 2 corners out of range.  That means if they move, they are susceptible to attack unless they sprint up to the opposite corner, which is extremely inefficient.  So we are effectively limiting them to their own starting zone without us able to interact with them without yet another double move action. 

In Boom's example our opponent may have already played out their economy/passive opening so coming out as the aggressor can potentially change their follow up play for turn 2.  We would then have the option of retreating back to develop our economy (thus the feint) or continue to press the gas and go all out aggro based on what we see.   You need mobility for this to work so a turn 1 [mwcard=MW1E05]Cheetah Speed[/mwcard] could certainly be an option if you aren't one of the Beastmasters.

Makes more sense now.  The problem with doing that is you give up a turn of action/mana generation, effectively setting yourself behind 1 turn.  Doing that against a spawnpoint/mana generator/etc opening already puts you into a losing position (their economy is ahead of yours) and the only thing you might've made them do is play armor or w/e earlier. 

Maybe if it causes them to overreact and be inefficient "feinting" could be ok, but I think at best it would only make up for the ineffeciency of starting your economy late.

I'd like to see this thread be more about concrete openings, aka Turn 1= blah, Turn 2=blah, etc.  We already have way too many theory craft threads and this thread could have the potential to give newer players solid openers to try. 

54
Strategy and Tactics / Re: On: Openings
« on: July 08, 2014, 02:40:14 PM »
Back to the original topic. Engaging your opponent early is only advantageous if your opponent has already played cards that are sub par for immediate engagement. (Mana crystal, spawn points). Getting close is a threat because you might engage at any time. Threatening to engage as a feint and then actually retreating to continue investing in economy is an interesting strategy that I haven't seen explored much.

It probably hasn't been explored because that sounds like a terrible idea.  It sounds like a complete waste of dice. :-\

For example, a couple days ago I had to walk my [mwcard=FWC11]Butcher[/mwcard] into a [mwcard=mw1e22]Hellfire Trap[/mwcard] to get at the enemy Warlock.  That trap could've been armor, block, etc, instead, but I wasn't just going to waste dice by not attacking, even if that dice is reduced.  I really don't see any reason to "fake out" your opponent with dice threat.

55
Strategy and Tactics / Re: On: Openings
« on: July 07, 2014, 08:47:25 PM »
given the way she talked about it, I think he may have meant pentagram but got it mixed up with Gate to Voltari. He was talking about it like it with the spawn point but it's not so I think he meant pentagram.

hm?

56
Strategy and Tactics / Re: On: Openings
« on: July 07, 2014, 06:31:35 PM »
The topic of openings can be simplified pretty easily, imo.  It's all about generation of actions (and mana), really.

Whatever opening you do sits on a spectrum of "Aggro" to "control."  Aggro openings favor less investment in action and mana generation, and control, or "passive," favor more action/mana generation. 

4 Things generate actions/mana: Spawnpoints, Familiars, mana generators, and just creatures in general.

The more you have of those 4, chances are, the less aggro you are and the more "control" or "passive" you are. 

It's not a coincidence that many people consider sprinting into a [mwcard=mw1c01]Lord of Fire[/mwcard] turn 2 the most aggressive play in MW and it happens to generate only 1 additional action a turn and generates no additional  mana for you.  Also, aggro is about getting the most dice as soon as possible, and [mwcard=mw1c01]Lord of Fire[/mwcard] helps with that  :P

Contrast that with a wizard that brings out mana crystal and a [mwcard=mw1j07]Gate to Voltari[/mwcard].  That wizard is getting an additional full action every turn (or every other turn, depending) and an additional 1 mana a turn.  I don't think anyone would consider that "aggressive;" no early dice, and heavy investment in mana/action generation an aggro opening does not make.

I disagree with a good bit of the specific strategy you talked about, but I'll spare you most of it. 

Summoning a Knight in your opening turn as a Priestess doesn't say passive; bringing out her spawnpoint and a cleric says passive.  Also, Gate to Hell to open is just not good, I don't think anyone will agree with doing that.  The Gate is pretty much only a flavor card, though I could see it functioning like an Armory for the Adramelech Warlock with a Pentagram after she gets a bunch of demons out.

57
Strategy and Tactics / Re: My thought on Seedling Pods
« on: July 06, 2014, 10:28:31 PM »

while this is true, I still think mana flower is a reasonable fallback option for a seedling pod that has been left behind. Mana flowers do best when they're away from the action. So if you have a seedling pod with 5 mana on it and the action has moved elsewhere you might as well convert it into a mana flower.

QFT

58
I've never been a big fan of Standard Bearer. It makes the Standard Bearer a target, and makes you want to group up. Sometimes that's fine, but sometimes it will be a waste as you need to move your creatures around constantly. If you plan to use Standard Bearer, I would probably put it on a Bloodcraig Minotaur so that it's reasonably expensive to focus him down. The issue being that a Bloodcraig Minotaur with Standard Bearer is pretty expensive, and you could have played 3 Orc Butchers for similar cost.

Similar concerns apply to Fortified Position. If you stay in that zone, it can be good, but for more mobile battles, it often does very little.

Yeah, if you spend the mana to bring out a Minotaur and put Standard Bearer on it you're not going to have enough mana to deploy/summon enough other creatures to make SB worth it anyway.

I didn't used to like Standard Bearer much, but I like it more now after the FiF release.  Armory is to thank for that, they layer really nicely.

I think the issues you have with SB and Fortified Position are pretty standard concerns with zone effects as a whole.  Against mages that don't summon more than 2+ creatures, there's no reason to really have them




59

Veteran's Belt with 4 armor can still be pretty annoying for an opponent to deal with.

Right, but I think my point was that it takes too many actions to get there in your current build.  You also have to overpay not only in actions but also in mana to get that armor.  Obviously harshforge plate is great, but if you only need the armor part you're paying 3 mana over what you need to (5 for rhino hide).  You also have no way to remove corrode so once the inevitable acid ball(s) come the vet belt might not end up doing very much anyway  :-\.  I mean, I wouldn't set my armor up that way but I guess it's only a few points...soo...

I think people underestimate goblins and orchs. Gurmash is a must-include for this and if you mix in goblins and orchs with your dwarves they aren't as awful as they appear. Sure 1 Goblin Grunt or Slinger isn't great but I am using other creatures.  Keep in mind that this build emphasizes using lots of command incantations. You wouldn't enchant a Goblin Grunt since they are so squishy but as long as you are sure a Grunt will survive to attack then you can't go wrong pumping them up with temporary buffs.

I'll be the last person to say that slingers or goblins suck, believe me.  I've had slingers be the MVP's of several games, especially with the new errata to garrison post.  Grunts are what they are, never had a problem with them.  Butchers are my favorite creature in the game so you couldn't really get me to like them more. :P

I know your build utilizes a lot of commands, that's kindof par for the course with the Warlord.  My point was that goblins and orcs need help outside of commands to make them viable all game, while just about everything dwarves lack can be made up for with incantations (I said this above  :P). 

This is because dwarves, being heavily armored naturally, scale much better than orcs and goblins.  They also have innate access to additional dice (sweeping), piercing (with the ATC), and strong defenses (Panzer).

Orcs and goblins don't, so to scale against more powerful creatures, higher armor, etc, they need buffs and they need to be more numerous (for the WAHH  :P).  Buffs you don't currently have, which is why it concerns me  :-\.  Buffs in the form of Standard Bearer (dice + armor), Fortified Position (armor), and Armory (piercing + armor).  I don't think it's a coincidence that the designers made Armory give piercing and armor, considering those are exactly what goblins and orcs needed to be more viable for longer.

I disagree about Dwarves not needing buffing. The whole point of buffing your dwarves is that you make them stronger. Defend on Dwarf Panzergarde and Power Strike on Dwarf Kriegsbiel before he uses his sweeping can be pretty effective imo.

Yeah, if you look up I said they don't need buffing "outside of incantations."  In other words, they do need commands...that's why I made it a point to add that clause at the end  :P.  Also, the point about the Kriegbiel with power strike sortof implies you think he gets the melee +2 for each swing, which isn't the case.  I mean, it's good but it's not really any better because it's sweeping.
I may swap out 1 heal for group heal. Have to see which will be more effective. I didn't think to include it because I tend to spread my creatures out, especially now since Garrison Post works with Barracks and not just your mage.

Up to you I guess.  At 9 mana even hitting 2-3 creatures with it is pretty great (10-15 dice of healing), and I wouldn't really consider 2-3 creatures in a zone grouping up really.  Also saves kills 2 actions with 1 stone, lol.

If I ran more enchants then Monolith would be less desirable. I don't want to be starving myself of any mana if possible. 1 or 2 mana can really make a difference in the end. I realize Standard Bearer and Fortified Position are great spells but if I included then I would have to take Monolith out, especially since Warlords only have 9 channeling.

Monolith is really only an answer to enchantment stacking, and even if you're paying 1 or 2 a turn to keep your enchants up you're enchantment crazy opponent should be paying double that easily to justify playing the Monolith in the first place...

I don't feel like I need attacks outside of having to deal with flyers. I have got Goblin Slingers and Anvil Throne Crossbowman to deal with fliers. Wand + Hurl Rock is there for backup, and if I am not going to use Rune of Power on Helm of Command or Horn of Gothos I would like to at least have SOME way to use the rune. Attacks aren't really that necessary if you have enough creatures. Creatures are better in the long run.

Creatures are definitely a better investment than attacks, totally agree (usually).  My point was that certain attacks provide good utility for low cost.  Going in without a way to extinguish now that Adramalech Warlock is out and all your conjurations have +2 flame just doesn't seem like a good idea.

If you like to space out your creatures like you say, though, the Horn would probably be a nice thing to have.  You could also drop a few of those commands for space for a Helm.  Do you really need 4 power strikes and 4 defends?  ???

In fact, I'd say the only thing I wouldn't want to bind the Rune of Power to for your build would be an elemental wand for the exact reason you said (creatures>attacks).

60

When in doubt, Orc Butcher seems to be the go-to-creature. I just wish they had more armor.

Standard Bearer, Fortified Position, and Armory help with that  :P.  I've only been able to play 2 games with the new additions from FiF and so far it's pretty easy to get butchers to 3 armor, 4 with vet (which is also easier to get now).

On to the concerns:


1).  I don't really see the point of a vet belt if your max armor can only ever get to 4 (plate + leathers), and that's if you spend 3 actions to make that happen.  Pretty meh.

2).  I love creatures, but you have way too many, I think.  A good move with your book, since it doesn't run any zone/arena buffs that goblins/orcs rely on, is to just go Dwarves and drop all the goblins and orcs (except the alchemists). 

Dwarves don't really need buffing outside of incantations and you already have plenty of those :P(maybe too many considering you have the helm).  It would also make more sense to use them since you don't have any higher cost conjurations and would have more mana to spend on individual creatures, but I guess that's just my view on it.

3).  If you decide not to dump all the orcs/goblins, you should probably swap out that heal for a group heal.  There will undoubtedly be times where most of your guys have damage and you need a action/cost efficient way to heal them all.  It's caused huge swings for me, pretty awesome to have.

4).  Just because you have the monolith doesn't mean you shouldn't include enchants.  You give up so much that it doesn't make any sense in the majority of games I would think.  I won't list all the great enchants you give up, but not at least including standard bearer seems pretty suboptimal to me; especially with all those creatures.

5).  More attacks? At least something to extinguish with, an acid ball, etc.  Seems ill-advised to run an elemental wand when the only thing you can bind to it is hurl rock, which you have multiple copies of anyway  :-\...and besides, you run so many creatures I'd imagine it that 99% of the time it would be better just to power strike, etc, one of your troops instead...

My over feel with the build is that it gives up too much utility in certain areas (enchants/attacks) for excessiveness in others (creatures/incantations).  If you're going to stay with such a creature heavy build I think I'd recommend switching over to the Bloodwave Warlord for Veterans; The AT Warlord seems much better with a battleforge.


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