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Messages - Puddnhead

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31
I will speak with the confidence of an official.

Paladin pays 3 spellbook points for oboko, and Forcemaster pays 4.

A spell is considered to be a particular school if it has at least one level of that school. Therefore:
1) Oboko is a holy creature. Paladin is trained in holy creatures and pays 3 points.
2) Oboko is a mind creature and Forcemaster does not pay triple. Therefore she pays 4 (trained in mind, untrained in holy).

I hope that clears it up.
Thanks for clearing this up.

I will have to rewire my logic. I thought the Priestess/Priest was trained in all Holy spells including Holy Creatures. This ruling changes that training interpretation. It makes training in a specific spell type more powerful than training in a specific spell school at least in terms of building a spellbook.

A slight, but very important, distinction is that Priestess and Priest are trained in the Holy school and not in Holy spells. So, correct that the Paladin gets multi-school creatures (as long as one of the schools involved is Holy) more cheaply. However, he is not trained in the Holy school past level 3 which means if he wants to take Resurrection (lvl 4) he must pay 8 spellbook points for it.  Additionally, and perhaps more relevantly, he is not trained in the War school beyond level 2 which means he pays 2 points for a Wychwood Ranger, but 6 points for a Dwarf Panzerguard.

32
I will speak with the confidence of an official.

Paladin pays 3 spellbook points for oboko, and Forcemaster pays 4.

A spell is considered to be a particular school if it has at least one level of that school. Therefore:
1) Oboko is a holy creature. Paladin is trained in holy creatures and pays 3 points.
2) Oboko is a mind creature and Forcemaster does not pay triple. Therefore she pays 4 (trained in mind, untrained in holy).

I hope that clears it up.

33
Rules Discussion / Re: Priest of Abenek
« on: May 29, 2019, 11:39:53 AM »
I believe Arkdeniz is correct that you may still deal the damage even if there's no damaged mummy.  However, If you do the damage, I don't believe you can opt out of removing a damage from a damaged mummy, that seems to be required if possible.

34
Alternative Play / Re: Mage Wars Academy: Necromancer now on OCTGN
« on: April 23, 2019, 01:04:00 PM »
WOOO! SHARKBAIT!!

35
Spellbook Design and Construction / Re: The Brutemaster
« on: April 16, 2019, 11:24:41 AM »
I find it kind of funny that you chose Brutes because "they don't need a lot of support" (which is true), and then you choose to spend a lot of actions supporting them.  ::)  Using Force Pull to get a nice hit in with them is a very good plan. I think you'll have more success if you eliminate the Redistributed Power from your book because they are a waste of actions if you're plan is to engage fast and furious.  It's a good spell for a more slow and calculating book.

You ask about my similar Forcemaster opening, here's an iteration of the book in action on Tuesdays with Puddnhead 34: TWP 34

I also suffer greatly from split focus during spellbook construction. I've been trying to get better at focusing, but, as with anything, it just takes practice. So, when it comes to generating actions as the Forcemaster in particular, I think you need to have a vision for what you want to have when you start engaging with the opponent. This should be different depending on which mage is your opponent, by the way.  If you plan to have 4+ equipment items and engage as quickly as possible, then you'd better seriously consider Battleforge. If the bane of your strategy is a bunch of poison conditions, you will want to have a Purify Thoughtspore around and keep it as safe as you can.  It's always tricky to balance set-up actions (buffs you need to achieve your goals) with objective actions (that which actually fulfills the objective of killing the other mage).

I've tended to steer away from Battleforge recently, but I've been running Mind's Eye books and keeping my FM far away from the action until it finally catches up to me and then...surprise! Galvitar + Doublestrike.

Hope that helps!

36
Spellbook Design and Construction / Re: The Brutemaster
« on: April 15, 2019, 08:37:05 AM »
Hey Puddnhead

Just wanted to say that I don’t as a rule work well with Forcemasters, but there is some good advice here for most mages in general. Thanks!

Glad to help!

37
Spellbook Design and Construction / Re: The Brutemaster
« on: April 14, 2019, 10:20:21 PM »
Hi Freeborn!
Love that you're experimenting with the best mage!

This book looks like it might suffer a little bit from lack of focus. Your opening is very similar to one that I run. In that book the purpose is to keep cycling the kinds of damage the enemy is facing so that they just can't keep up with them all.  It looks like it might be tough to keep the pressure up when you're buffing your own creatures using inefficient actions.  A better buff to 2 brutes might be a single marked for death.

With Forcemaster you need to prioritize action efficiency. You have plenty of mana to use once the fight engages. A single Steal Equipment is better than an Elemental Wand and a Dissolve (or 2 vs a War Mage). Often times people will run the resist armor that's in school for them.  This is excellent, because it will resist the damage they are capable of inflicting. For one action you can strip their defense and enhance your own.  These are the efficiencies you seek.  Another excellent example of action efficiency is Mind Control. For one quick action you have eliminated a threat for at least one round (two if they didn't prepare a dispel on the turn you reveal mind control)...and you've used up a precious dispel that they won't have to get rid of Force Crush or Forcefield (not to mention additional copies of any of these spells!) Best case scenario, you've spent fewer spellbook points than they have and curbed their offensive capabilities and added to yours! If only you could utilize Drain Life! Alas.  By the logic of action efficiency it might be better to make space for an Explode spore instead of a Dissolve one.  Blow up that leather for 8 mana and get some damage to boot.

By your play logs it looks as though you are both trying to keep your brutes alive long enough to benefit from buffs AND trying to use them to soak up attacks via Chant of Rage.  Zombie Brute is good, but far from invincible. It might be better to interpose some Force, Construct creatures to guard your brutes from retaliation. Replacing a gremlin and a Redistributed Power with a Tomb Guardian can provide a couple turns of "block" for your Brutes to do work. A Force Golem would be able to Stagger, reducing dice amounts from the enemy mage or his creatures.

The important thing is that you are on a clock and you will succumb to longer game mages if you don't play your actions more efficiently.  It doesn't matter how many spells you have left in your book at the end if the opponent is dead.  You should be looking to play about 60-90% of your book by the end of the game. Your greatest asset is that you have unparalleled prowess in the positioning game. You should be able to hit what you want to hit when you want to hit it and anything that prevents you from doing so is wasted book space. For that reason, I question Zombie Brute. Yes, 6 dice on a 10 health, resilient, under-costed creature is good, but you MUST attack a damaged target and that can be manipulated. Other contenders for good buddies are out there and they all have their drawbacks as well. Just make sure you are fully aware of what your chosen damage sources drawbacks are and mitigate them.

I'm interested to see how you tweak and experiment. I've got a lot of versions of FM and there are tons I haven't tried yet. Keep growing!

38
Events / Re: Mage Wars at Origins 2019
« on: March 28, 2019, 08:18:35 AM »
I am expecting to be there and I know that at least Sharkey will be there. We will probably throw together an impromptu tournament. I'll see if I can drum up some prizes, but the main point will be to just have a great time playing against everyone. Last time I went, Arcane Duels ran the tournament and it was so informal that we all played as well.  It was a great time!

39
General Discussion / Re: New Arena Player - Introduction
« on: February 06, 2019, 03:21:17 PM »
1) Know the rules! Maybe start with Core Set only? You'll have to judge whether your pupils can handle a full on Arena duel.
2) Have great patience. There is an overwhelming amount of choices in a 120 point spellbook. Maybe explain a few opening options.
3) If possible, walk spectators through an ongoing game so that the strategy, tactics (and consequences!) are observable rather than just theoretical.
4) Play a theme/casual book rather than a tournament book and instruct them on how to beat you.

P.S. Don't thorn-push the newbies.

40
Spells / Re: Buffs and Counters to Killer Bees
« on: January 29, 2019, 09:10:51 AM »
SANDSTORM is now META!

41
Events / Re: ADMW 2-2 Mage Wars Tournament
« on: January 22, 2019, 08:21:13 PM »
shoopuff, that's a holdover from the original tournament rules. Copy error. There are no restrictions on mages you can play in this tournament.

42
Looks pretty fun, Mambo!

Do you find you have any mana issues? With Huginn, Forge AND Tower, I assume you're just zapping all day
If you zap a lot, why not Hawkeye?
I like battlefury + Frost Elementals.  Sounds super fun!

43
Events / Re: Winter Mage War 2
« on: January 17, 2019, 02:56:56 PM »
iNano78 is correct. Under the "discard" system you could attempt to cast Adramelech on the first turn and "oops, I don't have enough mana". Next turn Animate Dead for half cost.

As for Steep Hill, it was pointed out that the rules only have it block line of sight through edges and not corners. Therefore anything that could target through opposite corners of Steep Hill's zone was technically not blocked by Steep Hill's rules.  Minor quibble, hardly ever comes up, but just in case...we clarified.

44
Events / Re: Winter Mage War 2
« on: January 17, 2019, 08:25:00 AM »
Can someone elaborate on what ADMW rules are? The only thing I saw mentioned was about Disciple of Radiance.

Disciple of Radiance Text Change
  • Once per round, whenever your Mage casts or reveals a healing spell, Disciple of Radiance may deal 1 direct light damage to a target creature in her zone
Casting a Spell - Change to the end of the Pay Costs Step
  • Previous wording - If you cannot pay all of the costs, the spell is cancelled and discarded, and you have lost the action.
    New wording -If you cannot pay all of the costs, the spell is cancelled and obliterated, and you have lost the action.
    Everything else remains unchanged about the step
Steep Hill
  • Steep hill will block Line of Sight if you cast a spell and it goes through two diagonal sections of the zone.
Force Pull
  • Once per round, the Forcemaster may cast this quick Force spell. Target creature is Pushed 1 zone towards the source of this spell. Will not Push a creature through a wall with the Passage Attacks trait.
Trample
  • - If a Flying creature attacks a non-Flying object, it loses Flying until the end of the attack.
    - Elusive Creatures can ignore guards when making a Trample Attack
    - Defenses that do not work against Melee attacks cannot be used during the Avoid Attack step, however all other types may be (choosing one during the step following normal rules).

In my horrible Forum abilities, I give you a quote from the ADMW2 Open page. Hope it helps!

45
Rules Discussion / Re: Acid Blast (academy, not promo)
« on: January 11, 2019, 08:56:35 AM »
If the attack is not avoided, there's an automatic Corrode. Therefore, on a 9+, the target would receive a total of 2 Corrodes.

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