April 19, 2024, 07:20:32 PM

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 - Biblofilter

Pages: 1 ... 54 55 [56]
826
Spellbook Design and Construction / Re: The Warrior of the Light Priest
« on: September 18, 2014, 03:25:31 AM »
I like this build a lot, so much im going to give it a try myself , sadly i only play a few games/month but..

Im an inexperienced player, so you should regard the following more as my thoughts/questions, than me trying to come up with advice.

With all the creatures you have, it seems you need
1) a spawnpoint, if you want a decent chance of bringing more of them out or

2) you could cut down on creatures, and try to include more enchantments and incantations instead.

If we are going to include more enchanments the following is what i came up with
[mwcard=MWSTX1CKJ01]Enchanter's Wardstone[/mwcard]

I almost never see this in spellbooks posted. Here it seems called for. Theres a lot of stuff you really want your opponent not to remove:
[mwcard=MWSTX2FFE02]Akiro's Favor[/mwcard]

[mwcard=MWSTX1CKE01]Armor Ward[/mwcard] (especially because of the [mwcard=MW1Q08]Elemental Wand[/mwcard]?)
[mwcard=MW1E01]Bear Strength[/mwcard]

and you could use more enchantments:
[mwcard=MWSTX2FFE04]Brace Yourself[/mwcard](as you already mentioned instead of defend)
[mwcard=MWSTX1CKE03]Healing Charm[/mwcard] ( i see this as a banked healing action)
[mwcard=MW1E36]Rhino Hide[/mwcard]

[mwcard=MW1E33]Retaliate[/mwcard]

[mwcard=MW1E32]Regrowth[/mwcard]

[mwcard=MW1E06]Circle of Lightning[/mwcard] (expensive spellbookwise but you are trying to daze/stun your opponent a lot)
and with the [mwcard=MW1J04]Battle Forge[/mwcard] and all those enchantments
[mwcard=MW1Q09]Enchanter's Ring[/mwcard]becomes natural.

The Holy Avenger plan seems a little odd (even as you said it worked fine, as your opponent spent more mana than you) but id think id prefer to use it on the [mwcard=MW1C20]Highland Unicorn[/mwcard] instead?
Might include the Crown of Protection but again you probably don´t have the time to give your Unicorn a little extra armor. An [mwcard=MWSTX2FFE04]Brace Yourself[/mwcard] is probably a much better idea for armor.
The Unicorn seems to be a really good companion for this mage, if the try to flee from your mage, they have to worry about that 14 hp charging Unicorn.

Other than that, against a curseheavy opponent there might be a problem. Maybe a [mwcard=MWSTX1CKQ05]Dispel Wand[/mwcard] or more [mwcard=MW1I06]Dispel[/mwcard]?


827
Strategy and Tactics / Re: How to do Dice and Damage calculations?
« on: September 05, 2014, 08:30:06 AM »
Txs all

828
Strategy and Tactics / How to do Dice and Damage calculations?
« on: September 03, 2014, 08:34:52 AM »
Mage Wars damage dice:
2 blanks
1 normal hits
1 critical hits
2 normal hits
2 critical hits

So if we roll 4 dice we will roll 4 damage on average (2 normal and 2 critical?)

But if i want to know how big is the chance of rolling 5+ damage.

And how do you make calculations when armor is envolved: like to take down a Mana Crystal (2 armor 6hp)
How likely am i to take it Down in how many rounds with
3 dice attack
4 dice attack
5 dice attack
6 dice attack

Most importantly i want to be able to do rough estimates at the table. Any advice/recomendations?

829
With a wizard vs a Beastmaster "the lairblocking play" (putting a cheap configuration in your NC) seems like a good counterstrategy with the goal of keeping the lair three moves away, thereby somewhat counteriing the fast falcons, summoned from the lair in Alexanders deck. That should make the swarm somewhat slower.


Lets say the Wizard moves to B1 and cast a Mana Crystal in B2 and follow up with a Battle Forge in B1. (18+1 mana for round 2)
In turn 2 the Wizard could move 1 out of direct range from the lair, cast 1 equipment, 1 enchanment and a Wizard Tower. If the Beastmaster summon something flying, bind a Jet Stream, which is a serious treat to small flyers.
The Wizard could force push himself out of range and then summon with the full action but the Wizard Tower seems like a better choise.

830
Tx. for the fast reply.

We did play it like that.

So after being hit by her own arrows , and weakened - twice - to the point of exhaustion, she finally managed to weaken that evil Warlock  :P

831
We had a game with an [mwcard=MW1C18]Gorgon Archer[/mwcard] with 4 weak on her, and therefore only rolling one die.

So do you need to score hits for the weak effect to get through or..?

(and where can i find it in the codex?)


832
Well a more simple plan for a Wizard vs a Beastmaster is to cast a Mana Crystal (or another zone exclusive conjuration) in the NC. That is if the Wizard wins the initiative.

Now a swarm beastmaster strategy is going to be a lot slower.

833
Spellbook Design and Construction / Re: Tool Shed Air Wizard
« on: August 26, 2014, 10:01:33 AM »
Thx for this! Much appreciated from an apprentice mage. (and keep the videos comming)

I have a ton of questions:

Whats [mwcard=MW1J16]Mordok's Obelisk[/mwcard] doing in your build? You have quite a few creature yourself, and you have [mwcard=MW1J24]Temple of Light[/mwcard], [mwcard=MW1A02]Chain Lightning[/mwcard], [mwcard=MW1C18]Gorgon Archer[/mwcard] and an [mwcard=MW1Q13]Ivarium Longbow[/mwcard] which should take care of swarms?

[mwcard=DNJ10]Stranglevine[/mwcard] - whats that for?

[mwcard=MW1E13]Eagle Wings[/mwcard] - what that for? thats one pretty expensive for you.

[mwcard=MW1E20]Harmonize[/mwcard] - why 2?

On equipment: If you use the bow you can´t use [mwcard=DNQ10]Meditation Amulet[/mwcard] or [mwcard=MW1Q08]Elemental Wand[/mwcard], and you only have 1 [mwcard=MWSTX1CKJ02]Wizard's Tower[/mwcard], so if you want to be able to throw a lot of attack spell this might be worth looking into?

Why the [mwcard=FWQ10]Storm Drake Hide[/mwcard]? Thematic(one spell point save)? or you just not afraid of fire?

[mwcard=MW1I23]Rouse the Beast[/mwcard]. Do you ever use it?

and finally [mwcard=MW1I21]Purge Magic[/mwcard]. Thougts?

On openings: What good would a Blue Gremlin in turn one do, if you expect a Lord of Fire (or similar) would´nt fx Temple of Light be more usefull (and if ToL is in your deck, why not add Hand of Bim Shalla to your build?)

Thats it for now :)

ps: How do i make does codes for spell-pop-up? (thx i tried to edit them all in)



834
Well i only own five Thunder Falcons so that makes bats an obvious choice  :)
I was thinking about making the bat pet instead?
Summoning it early would be nice, but thats probably to slow?

835
@Alexander first a big congrats on the win! and then a big thank you for posting this and the tourney report.

In another tread you discussed Akiro´s Favor:
and the roll of the dice...

Mage Wars is actually great as far as dice variance goes.  I love that they made cards like Akiro's Favor, which are essentially insurance on dice outcomes.  Additionally, as a player you get to choose whether you play a high variance strategy or a low variance strategy.  Some kinds of books are *much* more dependent on a few die rolls than others, whether because the latter book uses fewer die-based mechanics, or rolls *so many* dice that any specific die roll isn't a big deal.

Creatures like Emerald Tegu, Sosusko and Darkfenne Bat becomes a lot better with Akiro´s.

I think Emerald Tegu goes from 33% to ~50% to make a rot,
Sosusko goes from 50% to ~75% to taunt,
and Darkfenne Bat goes from 25% to ~37%.

I think Emerald Tegu now is a stronger candidate to replace yours/anybodys Timber Wolfs.
As you cannot have 8 Thunder Falcons - 1 or 2 Darkfenne Bats might be an option?

And i think Sosusko is a big actiontreat?

The downside on Akiro´s favor is probably the action/time you take to cast it..

836
Rules Discussion / Pushing into the arena ground floor
« on: August 20, 2014, 10:13:16 AM »
Hi!

Im new to the forum and pretty new to Mage Wars in general. I still love to push people through and into walls  :)

If a flying creature with push, smashed someone down into the arena floor, would that give the extra 3 dice attack? (for bashing some into a wall with the passage blocked trait)

And can a non-flying creature or conjuration, pick a flying creature in the same zone, from the sky and do the same? (with f.x Jet Stream)

Pages: 1 ... 54 55 [56]