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Messages - drmambo23

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31
Spellbook Design and Construction / Unholy Orc
« on: February 11, 2019, 08:06:14 AM »
[spellbook]
[spellbookheader]
[spellbookname]Unholy Orc[/spellbookname]

[mage]A Warlord Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA04]1 x Hurl Boulder[/mwcard]
[mwcard=MWSTX2FFA02]2 x Hurl Rock[/mwcard]
[mwcard=FWA03]1 x Hail of Stones[/mwcard]
[mwcard=MWBG1A04]2 x Sandstorm[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MWBG1J02]1 x Gravikor[/mwcard]
[mwcard=MWSTX2FFW01]1 x Wall of Earth[/mwcard]
[mwcard=MWAELJ05]1 x Mana Shard[/mwcard]
[mwcard=MWSTX2FFJ04]1 x Armory[/mwcard]
[mwcard=LG01J02]1 x Ballista[/mwcard]
[mwcard=FWJ03]1 x Barracks[/mwcard]
[mwcard=FWJ04]2 x Garrison Post[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC13]1 x Skeletal Archer[/mwcard]
[mwcard=DNC14]2 x Skeletal Knight[/mwcard]
[mwcard=DNC07]1 x Mort[/mwcard]
[mwcard=DNC15]3 x Skeletal Minion[/mwcard]
[mwcard=FWC03]1 x Goblin Bomber[/mwcard]
[mwcard=MWAELC08]2 x Rock Golem[/mwcard]
[mwcard=MW1C32]2 x Skeletal Sentry[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE03]1 x Arcane Corruption[/mwcard]
[mwcard=MWAFME05]1 x Lesser Invisibility[/mwcard]
[mwcard=MWAWDE05]1 x Press the Attack[/mwcard]
[mwcard=MWAWDE06]2 x Promotion[/mwcard]
[mwcard=MWAWDE02]1 x Dig In[/mwcard]
[mwcard=MWSTX2FFE04]2 x Brace Yourself[/mwcard]
[mwcard=FWE09]1 x Standard Bearer[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q23]1 x Regrowth Belt[/mwcard]
[mwcard=MWAWDQ06]1 x Tempered Faulds[/mwcard]
[mwcard=MWSTX2FFQ04]1 x General's Signet Ring[/mwcard]
[mwcard=FWQ05]1 x Helm of Command[/mwcard]
[mwcard=MWAWDQ05]1 x Strategist's Helm[/mwcard]
[mwcard=MWAWDQ01]1 x Commander's Cape[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWAELI04]1 x Upheaval[/mwcard]
[mwcard=PSI03]1 x Lesser Teleport[/mwcard]
[mwcard=MW1I17]1 x Minor Heal[/mwcard]
[mwcard=DNI05]1 x Unholy Resurgence[/mwcard]
[mwcard=DNI03]3 x Reassemble[/mwcard]
[mwcard=PSI06]1 x Overextend[/mwcard]
[mwcard=MWAWDI05]2 x Sweeping Strike[/mwcard]
[mwcard=MWAWDI03]1 x Gear Up[/mwcard]
[mwcard=MWSTX2FFI04]1 x Flank Attack[/mwcard]
[mwcard=FWI10]1 x Whirling Strike[/mwcard]
[mwcard=MW1I02]2 x Battle Fury[/mwcard]
[mwcard=MWAWDI02]2 x Focused Strike[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]


Another book I have been working on for a while.  This one is a lot of fun to play!  It is pretty standard and straightforward.  Mana shard and barracks t1. go from there.  The garrison posts allow you to spread out your troops and get more mana on the barracks.  The commands and formations are really what make the skeletons shine; Vet Tokens are just icing on the cake.  Flank attack with press the attack in a zone, whirling strike followed by overextend, dig in with the battle order On Guard, the list goes on.
Lesser Invisibility on a skeletal sentry, who is in a zone with a formation is fantastic...but lesser invisibility on a goblin bomber is also a fun trick to pull off.
I know swarms are the rage currently, so hail stones, sandstorm, and the bomber are there to help, if i face those. 
A sentry can have 6 dice and 1 armor with just press the attack and armory out.  If it does become a vet then it will have 7 dice and 2 armor with 11 life.
A sentry with no vet and dig in can have armor 1 and roll 5 dice with on guard. If you promote it then it will have 2 armor and roll 6 dice with 11 health while guarding.
These are just a few of the possibilities of the book.
Arcane corruption is just my way of dispel for my warlords, however, it only works if they have a hyper enchant build.  2 rusts would, in theory, be just as good, especially with the creature choices I have.  The easier it is to kill the enemy the better.

Contemplated horn of gothos in the book for on guard command and to battle command but I never really found a good time to have the horn out.  The warlord is usually up front with the troops to help take the hate off the skeletons.  With the high life that he has, its not too much of a concern.  I view a mages life is a resource and as long as I can manage the threats, use on guard when needed, etc, then I should be in ok shape.

Any questions or recommendations let me know below, I am always eager to hear feedback and improve my books. If anyone has a version of the warlord similar to this I would love to see it played sometime!
Thanks for checking the book out!

32
I dont have the gale force ring in here because there are really no wind effects for me to utilize.  90% of the wind spells come out of the tower.  I like the idea of sandstorm, especially since it is range 0-2, I never payed attention to the range, just assumed it was 0-0.

Twister is nice in that it inactivates minor creatures and that is why it is in here.  I took the wyvern hide out of this book.  Having the wind -3 for twister wasnt that great because there is non effect to try and avoid and I would rather use my quick action to do something else then cast that armor. That being said, +2 armor is better than no armor, regardless, but I am ok without having it.


I will make some points for sandstorm, though.  The range 0-2 is pretty sweet.

33
Honestly, hawkeye didnt even come across my radar when building this book.  The earliest version of the book was 160sbos :/

This is about the 5th iteration or so. Hawkeye was probably in at one point but I just cut it for sbps.  Yes, zapping a lot. I realistically could cut the forge for hawkeye and another spell, since i only have 5 equipment items, 7 with doubles. 

Huginn is more of a late game, I usually want Huginn out after one or both elementals are out.  He dies pretty quickly against an unavoidable attack.

Overall, though, mana is a pretty tight, not siren mana tight but it gets a bit tricky here and there.  But, if the wizard stays in the zone with the shard then that is 12 mana a turn with the flexibility of using the shard mana elsewhere.  The new shard helps because I can put mana where I want it instead of trying to balance all of the spawnpoints/ familiars at once.  Add a mana to huginn if I need it, to my mage, to the tower, etc.  Its more about trying to assess each threat turn by turn.  The crystal pays for itself in 4 turns (if you used the ring), the shard in 4 as well but as long as it is in a zone with something else that channels you get a lot more bang for your buck in those first 4 turns.


Glagommon and the gremlins help out for mana preservation early in the game.  The elementals you want to try to drop them about a turn or two before they engage.  Melting is troublesome but their high health helps a lot.

34
Been a while since I posted anything on the forums.  Thought I would post a book I have been working on.  I really dig the Wizard and all of the new spells from Academy Elementalist and Druid make the mage even more fun to play!

Overall it is fairly simple.  Wizard does wizard things while wizard's tower shoots things.  But a few additions are:

Attacks:
Voltaric Discharge, Twister, Electrify - basically for any small creature swarm but especially for the new swarm creatures!  Pretty sure that a swarm creature's additional strikes will not be affected by the voltaric shield - attack 1 hits and triggers the shield, then attacks 2-X hit and you have no shield....so that is going to be a pain.
Every other attack is pretty self explanatory.  Wanted to have some new freeze attacks in here, because freeze, but also the level 1 spells are lvl 1 air and the freeze conditions can stack up to make creatures lumbering so it is harder to get to the tower, my mage, and the gremlins can rush in and strike!


Conjurations:
typically I like to T1: mana shard and battle forge (in the same zone) this gives me the flexibility of having extra channeling depending on the match up or to give the battle forge extra mana if I am going to be rushed and need gear , T2: use extra mana from shard on the forge, deploy the arcane ring for free, play mana crystal and whatever else. What is nice is that mana shard and wizards tower are not zone exclusive so you can have tower, shard, and forge all in the same zone and put the mana where you need it most (attacks or equipment or even incantations if you have Huginn in that zone too!) I have 3 thunderstorms so that I can thunderstorm and double siphon energy with my mage and Huginn on the same round, this means that the last dissipate is removed during the next upkeep and for a total of 8 mana I get a 9 dice attack, multiple stagger chances, and can do it again next turn If i want too.

Creatures:
Everything here is pretty standard except for Galgommon and the 2 frost elementals (yes, they are 6 sbps each) but they are really fun to play.  Galgommon is a cheap incorporeal, which are typically hard to get rid of anyways, unless you are prepared for it.  The elementals are only 15 mana each and roll 5 dice each and can stack 2 freeze conditions each attack.  They are corporeal so focus strike, sweeping strike, and battle fury all work on them! Huginn can even cast those if you need! 

Enchantment:
Summoning Circle is used to move the threats around the board easier since I am not using the Gate to Voltari.  3 deep freeze for the frost elementals and then arcane ward the deep freeze card to help avoid dispel.  I also have an extra deep freeze if one does get dispelled or if I need to put it on an enemy so they do not loose the freeze conditions. 2 Reverse Magic because I am a wizard and that is what wizards do!

Equipment:
2 mage and 2 elemental wands...pretty standard for a wizard.  The towers take a lot of hate so I have 2 wands.  2 towers and 2 elemental wands may be overkill...eh.  Elemental cloak for all of the new fire, frost, and lightning spells.  Mordock's Tome is a fun card! I know I can have both wands out with the tome.  But an easy set up to get is have a tower and have 1 wand and the tome equipped.  With this set up you can have 6 threats for your opponent to ponder over and 6 options for your turn.
Tower is 1 attack, Arcane Zap is 1 attack, Wand is attack or incantation, and three spell options for the turn. And not to mention you can voltaric shield if you want to during the upkeep. 
The tome gives you plenty of options to deal with what is on the board but also makes your opponent feel more pressure!

Incantations:

Knockdown is the bomb! Battle fury, focus strike, and sweeping strike are for the elementals. Steal enchantment can be useful in times *cough, poisoned blood, cough*. Upheaval is a nice card to have to get through a wall or some other annoying lvl 1 conjuration that you need gone, hand of bim, etc.  Siphon energy is used for the thunderstorms but if a song is on one of my creatures and is mucking up my plan I will use it on that too to get rid of the spell faster. Banish because banish can make or break a game!

So those are my thoughts on this book and why I made it.  The sole purpose was to have a wizard that used thunderstorm and frost elementals.  The rest of the book was made after that concept.   Let me know what you think and I am interested to see what you guys can do with this book concept; everyone has their own style and its fun seeing what everyone makes!


[spellbook]
[spellbookheader]
[spellbookname]Freezing Wind[/spellbookname]
[mage]A Wizard Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]

[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWAELA03]1 x Gale Burst[/mwcard]
[mwcard=MW1A07]1 x Lightning Bolt[/mwcard]
[mwcard=MW1A09]5 x Jet Stream[/mwcard]
[mwcard=MWAELA01]1 x Beam of Frost[/mwcard]
[mwcard=MW1A03]1 x Electrify[/mwcard]
[mwcard=MWA01A05]1 x Voltaic Discharge[/mwcard]
[mwcard=FWA01]2 x Arc Lightning[/mwcard]
[mwcard=MWA01A03]2 x Lightning Jolt[/mwcard]
[mwcard=MWAEA04]1 x Twister[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MWAELJ05]1 x Mana Shard[/mwcard]
[mwcard=MW1J12]1 x Mana Crystal[/mwcard]
[mwcard=MWAELJ06]3 x Thunderstorm[/mwcard]
[mwcard=MWSTX1CKJ02]2 x Wizard's Tower[/mwcard]
[mwcard=MW1W01]1 x Fog Bank[/mwcard]
[mwcard=MW1J04]1 x Battle Forge[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MW1C21]1 x Huginn, Raven Familiar[/mwcard]
[mwcard=MW1C05]2 x Blue Gremlin[/mwcard]
[mwcard=DNC03]1 x Devouring Jelly[/mwcard]
[mwcard=MWAELC04]1 x Galgommon[/mwcard]
[mwcard=MWAELC03]2 x Frost Elemental[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWA01E02]2 x Arcane Ward[/mwcard]
[mwcard=MW1E29]2 x Nullify[/mwcard]
[mwcard=LG01E05]1 x Summoning Circle[/mwcard]
[mwcard=MWAELE01]3 x Deep Freeze[/mwcard]
[mwcard=MW1E35]2 x Reverse Magic[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q19]2 x Mage Wand[/mwcard]
[mwcard=MW1Q08]2 x Elemental Wand[/mwcard]
[mwcard=LG01Q04]1 x Mordok's Tome[/mwcard]
[mwcard=MW1Q07]1 x Elemental Cloak[/mwcard]
[mwcard=MW1Q01]1 x Arcane Ring[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MW1I15]1 x Knockdown[/mwcard]
[mwcard=MW1I02]1 x Battle Fury[/mwcard]
[mwcard=FWI12]1 x Minor Heal[/mwcard]
[mwcard=MWAWDI02]1 x Focused Strike[/mwcard]
[mwcard=MW1I28]2 x Teleport[/mwcard]
[mwcard=MW1I27]1 x Steal Enchantment[/mwcard]
[mwcard=PSI03]1 x Lesser Teleport[/mwcard]
[mwcard=MW1I06]3 x Dispel[/mwcard]
[mwcard=MWAELI04]1 x Upheaval[/mwcard]
[mwcard=MWAFMI02]4 x Siphon Energy[/mwcard]
[mwcard=MW1I01]1 x Banish[/mwcard]
[mwcard=MWAWDI05]1 x Sweeping Strike[/mwcard]
[mwcard=MW1I12]1 x Force Push[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

35
General Discussion / Re: trying something else...
« on: November 14, 2018, 08:41:31 PM »
I only have zombicide black plague core but there are enough expansions for variety and the new orc core set works with it too

36
Off topic / Re: Storage for mage wars markers
« on: September 04, 2018, 07:02:42 AM »
Pretty awesome! How heavy is that with everything in it?

37
Rules Discussion / Re: Gerard Matrange
« on: February 02, 2018, 01:11:20 PM »
Spawnpoints only get a discount if a card specifically states that you can, death ring, soldier ring i think is one, etc.

Like ring applies to both but cape only applies to mage.

Like puddin said, they is a neutral plural for english so its an easier way of say he or she

38
Yeah, the only thing about arcane ward, if i remember correctly, is that it is a nullify for your cards too, if its on a creature. If thats the case just be mindful of what you need to play before the ward.

39
Mages / Re: favorite mage
« on: February 01, 2018, 01:01:56 PM »
Necromancer, hands down! Dark training only (dark school is such a boss school!), commanding undead..what more can you ask for!?

Lady warlock and siren hold a place high up on my fav mage list just because of their abilities! To me, they are some of the most thematic and fun mechanics to play with.

40
I would say decoy is good in a siren, songs, and a fm, forcefield and spells like charm, etc.

I ran one in my siren for a long time and it woukd immediately get seeking dispelled. Not sure how many people run 2 so that worked out well!

But since tele bombs release, as a fm i would much rather stick one on instead of decoy. If its nullified or seeking dispelled, you spen 1 sbp and they most likely spent 2. If it sticks then you have a useful spell instead of a decoy laying around.

41
Rules Discussion / Re: Chant of Rage movement
« on: January 27, 2018, 09:24:38 PM »
Good to know

42
Rules Discussion / Re: Chant of Rage movement
« on: January 27, 2018, 03:42:47 PM »
Yes

43
Rules Discussion / Re: Chant of Rage movement
« on: January 27, 2018, 01:43:15 PM »
If you are not hindered you run around the wall until you get to the target. You choose which direction if the distace is the same around it on both sides

44
General Discussion / Re: Arcane Duels - Community Spotlight!
« on: January 21, 2018, 01:11:05 PM »
I'll work on it :)

45
Strategy and Tactics / Re: How can the Paladin beat the Forcemaster?
« on: January 18, 2018, 06:22:16 AM »
I would say
Firaylt, play against a bunch of forcemaster builds and adjust from there. Before you play you can ask your opponent if they will play a fm. And say younwant to test openings. Play about 5 rounds if you want then stop and restart if they agree.

Second, if fm goves you that much trouble then it may not be a bad option to take a small break from the paladin and delve into the fm. This will give you a better understanding of the way their books are made, the way they think, plan, etc. That knowledelge will help you counter play a fm build and become more aware in your match ups against them. They are also fun to play so thats a plus!

Its also very nice to play other mages as the game is called mage wars, not paladin vs everyone else :b
I came to that realization after 2 years of necro play. I love the necro but in the long run i hurt myself as a player bc i never played other mages and truly understood them, just how to beat them after playing them for sooo long....ergo, i wasnt truly playing mage wars, i was playing "necro vs everyone wars"

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