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Messages - Schwenkgott

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Rules Discussion / Re: Charm and Guard
« on: May 10, 2014, 06:17:20 AM »
Thats not an answer to my question :)

btw. i totally disagree. Plants should be water immun and metal objects should be vulnerable to lightning or acid.

Upon starting to play MageWars, i did read the rulebook, that says like "Rules are not complicated, its all logical", so my questions remains with the charm/guard-problem.

Rules Discussion / Charm and Guard
« on: May 10, 2014, 04:51:49 AM »
Imagine this situation.

A forcemaster fights a priestress. The holy one has summoned a knight for protection. The forcemaster answers with a charm on the knight, so she can't be attacked. The knight, unable to attack, guards the zone with the priestress. The forcemasters goal is to attack the priestress.

Here is my problem concerning charm:
The knight guards the zone and therefore the priestress against enemy melee attacks, right? But the knight is charmed, so in his eyes the forcemaster, that attacks the priestress, is not his enemy. Why would he step in and place his body between them?

If charm is working as it should in my opinion, he could not step in, the forcemaster could execute his attack on the priestress.
If charm isn't working that way, guarding would be the easiest way to get rid of this amazing enchantment.

Sike for President!
Awesome Patch. I like the new Emotes in Chat very much! Should prove very useful. The new dicetower cards will bring me sleepless night, because i have to upgrade every spellbook i got. The new background gameboards open up so much more options in the game, for 1on1, 2on2 or ffa.
Thats for your work!

Alternative Play / Re: 4-zone Mage Wars (for text-based games)
« on: May 02, 2014, 11:21:24 AM »
Why trying to balance the game for a 2x2 Arena? I dont know if it's worth the time. Play on a 2x3 apprentice Arena and the game is over very soon when every mage has 40 Points to build a spellbook :)

Alternative Play / Re: 4-zone Mage Wars (for text-based games)
« on: May 02, 2014, 01:12:12 AM »
Reducing the life by 12 hits mages like Druid, Necromancer or Forcemaster much harder than the Warlock. You should consider to reduce by percentage.

Aditionally it seems to me that who ever first initiative has a big advantage because there is no defense against his first spell.

Alternative Play / Re: Team Play
« on: April 28, 2014, 05:37:10 AM »
Thanks for your feedback.

Here is annother update: Murphy showed me some other gameboards, that can be found online. They can provide new experience of the game, not only in 1on1 matchups, but especially in 2on2 matchups. We played yesterday on one of these new gameboards and it was very funny.

Packed in a nice little rar-file, you can now download these gameboards here

The readme in the rar-file should explain, what to do to get them working in octgn. Its absolutly not complicated.

The file contains the following maps:

Forest 4x5
Inferno 3x4
Slimy Rocks 4x4
Arena Standard 3x4
Arena Huge 4x6

Alternative Play / Re: Team Play
« on: April 15, 2014, 11:17:13 AM »
I created a double sized gameboard with irfanview. Every player who attends the 2vs2 game simply has to change the gameboard.png and annother file and it works. For the future i hope Sike will manage to add the option to change the gameboard in 2vs2 matches. But i dont know if this is possible. Changing the background seems to be an option only for subscribers.

Here you can see the bigger gameboard, we've played on.

Alternative Play / Re: Team Play
« on: April 12, 2014, 04:14:46 PM »
We did some 2on2 games on octgn these last days and i want to share with you our feedback.

First of all, we tried two different gameboards. The first one is the standard gameboard 4x3. It has provided good action from the start with not too many zones to spawn conjurations.

The second board we used is the double sized board 6x4. Here players had lots of time to build up and we had to wait some rounds for the action to start.

We used the rules proposed in this thread:

1) Shared life
2) Team initiative
3) Players of a Team may not cast 2 Quickcasts at a time without the other Team has the possibility to cast inbetween

The biggest problem on all games was the teleport spell. This problem is more crucial with the bigger board, but also with the standard board. One team always teleported one enemy mage to the horde of creatures to focus him down. Thats in fact very effective, but boring. That way the game does not resemble the original mage wars experience.
So we are thinking of adding annother rule to our ruleset.

4) No offensive use of Teleport on enemy Mages (creatures are allowed to teleport)

The fifth rule is not that crucial but can increase the fun in the game.

5) Teamplayers should not chose the same mage twice.

What do you think of these rules?
What is your experience with 2on2 matches?
Do you use additional/other rules?
What rules would you change?

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