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Messages - Donovan

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16
Spells / Re: Packleader's Cowl
« on: September 13, 2016, 09:36:34 AM »
An entry in the Codex may be warranted. In the mean time, to point you towards support in the existing documentation:

Page 9 of the Academy book clearly defines an Activation as when a Creature takes an Action.

Arena cards and rules don't tend to reference Activation, preferring instead to use Action Phase as you're familiar with. Page 11 of the Arena rules though does describe an Activation as "First, choose a creature and activate it: Flip over its action marker to the inactive side, and remove its guard marker (if any). Now you are ready to act with it! Choose one of the 3 options below. Your creature can either:" Take a move + quick action, take a full action, or do nothing.

It is a bit more ambiguous in its wording, but you should interpret all of that, i.e. the entire Action Phase, as the Activation. The description doesn't completely exclude interpretation as just meaning Activating the creature, but such an interpretation wouldn't make sense as that doesn't provide any opportunity to do anything else. As soon as you're done flipping the Action Marker, you've activated the creature. There's just no time during that to do anything else as it starts and ends with the Action Marker being flipped. The only interpretation that makes sense is that the entirety of the text, including acting with the creature, is describing an Activation, which also aligns much better with it's more obvious meaning within Academy.

I understand your point. I'm just saying that I think it might be an understandable mistake if players believe activation and activating are the same thing. That would be a logical and intuitive way of thinking I think.

But as you outlined, in Arena Activation means the entire Creature Action Phase, while Activate is the act of choosing the creature, flipping its action marker and removing its guard token.

Something like this:

Begin Action Stage
   First Quickcast Phase

   Begin Creature Action Phase
      Quickcast Action

      Begin Activation
         Activating (uninterruptible)
            Choose creature
            Flip Action Marker
            Remove Guard token (if any)
         Action(s)
      End Activation

      Quickcast Action
   End Creature Action Phase

   Next Creature Action Phase
   Next Creature Action Phase
   ...
   Last Creature Action Phase
   Final Quickcast Phase
End Action Stage

17
Spells / Re: Packleader's Cowl
« on: September 13, 2016, 04:15:02 AM »
Thanks for the clarification.

I suggest this finds its place into the Codex 3.1, because I think to some players the word Activation could intuitively mean "the act of making your creature active" - or flipping its action marker.

The Codex describes the verb Activate. This has been clearly described as the act of choosing a creature, flipping its action marker and removing the guard token. This is in line with what you said above. It does not include the actual action, but describes the beginning of a Creature Action Phase.

But according to the ruling above, the noun Activation is not the thing that happens while Activating. Instead, the Activation is synonymous with the complete Creature Action Phase. The noun is not in the codex, although I think it plays at least the same important role as the verb Activate - if not more important.

Because I think in terms of semantics this might be counter-intuitive to some players, my suggestion is to include the noun Activation in the Codex as well, describing it as a synonym for the entire Creature Action Phase and indicating the Activation is started by Activating your creature.

18
Spells / Re: Packleader's Cowl
« on: September 12, 2016, 08:15:58 PM »
Well that is the discussion here.

I agree with your interpretation, but others in this thread believe you can cast a creature and still be in your activation and therefore they believe you can put a guard token on that creature with the Packleader's Cowl.

If they are right, then I suggest that the Codex definition of Activation is changed to clearly state that the action is part of the activation and hence the Activation and Creature Action Phase are really one and the same thing.

If you and I are right, the codex could perhaps avoid questions like the one from the OP by adding a sentence that a Creature Action Phase consists of an activation and an action.

Looking at this thread somehow there appears to be confusion.

19
Spells / Re: Packleader's Cowl
« on: September 12, 2016, 07:51:32 PM »

Activation
During the Action Phase, players take turns acting
with their creatures. When you choose a creature
to act with, you activate it. When a creature takes
its turn to act, it is called an activation.

I find that is a rather fuzzy definition it could still mean that an action is preceded by an activation instead of an activation containing the action.

Why not just say that a Creature Action Phase and Activation are the same thing?

Or even better: why not avoid using a fuzzy definition of Activation (how long does that last?) and just use Creature Action Phase instead?

20
Spells / Re: Packleader's Cowl
« on: September 12, 2016, 07:21:55 PM »
If it is the case that activation basically consists of flipping the action marker, removing the guard token and performing an action - as I understand your reply above - shouldn't we clarify that in the Codex?

Quote
Activate
When you choose to take an Action Phase with a creature you activate it. Flip its action marker over, and remove any guard marker on it.

Doesn't this definition make it look like activation merely covers the act of choosing the next creature, flipping its action marker and removing the guard token? Excluding the action? The word "Activation" is not in the Codex?

Also: does this mean that "creature action phase" and "activation" are basically synonyms? So could the card have said: "During this mage's action phase" and would that be the same as "During this mage's activation"?.

Would that perhaps even be clearer?

21
Strategy and Tactics / Re: Earth Elemental
« on: September 09, 2016, 06:41:31 PM »
So what is the solution? Jinx, Block, Reverse Magic, Walls, do the same thing?

22
Fan Fiction / Re: An Arena match written in story format
« on: September 09, 2016, 11:31:15 AM »
And even more appreciation because English is not your mother tongue!

23
Spellbook Design and Construction / Re: Anvil Throne Warlord - allround
« on: September 09, 2016, 11:29:26 AM »
Well, Reveal Magic is only 1 sbp ( novice )

You're right of course. Missed that novice trait.

I think Puddnhead put it right:

I think both spells have their place and will actually come down to spellbook costs and playstyle.

24
Spells / Re: Reveal Magic
« on: September 09, 2016, 10:26:23 AM »
That leaves the part : " it is not destroyed if it would be forced to be revealed this round"
Can someone give me an example of that situation where you force a mandatory enchantment to be revealed after it's been hit by a reveal Magic and where it is not destroyed ?

I think that sentence was added to avoid people saying:

"Hey, now I play Dissolve, so your Nullify has to be revealed. But because of my Reveal Magic, you are not able to counter the Dissolve. But because you revealed it, it has to be destroyed."

So this just means: You peak at the enchantment (say Nullify) and then the enchantment cannot-become-active / cannot-be-revealed in that round any more - even if something would happen that would force it to reveal itself.

25
Strategy and Tactics / Re: Earth Elemental
« on: September 09, 2016, 10:19:11 AM »
I play against my son who is 10 years old. He did manage to build a valid book with 120 points containing 40 points worth of Earth Elementals!

The thing was: I was so surprised! I was getting ready for a 2 hour game, slowly building up my new Warlord (first time I played him) and then that happened! We kind of have a rule that we do not aggressively charge towards each other in the first rounds. We saw that once on OCTGN with a Forcemaster build. We were in awe, but decided that is not the kind of game we are after. Also: I don't want to lose my young sparring partner! =;-)

It took me some time to figure out that you cannot fight those EE. They are like 140 damage points. And it will likely cost you more mana and more rounds than he used to cast them.

But I also figured out: While 1 EE may be ignored, 2, 3 or even 4 cannot be ignored. They close in on you. Hinder you. Crush your conjurations with 1 or 2 blows of 7 dice each. The Goblin Soldiers are not the strongest in terms of life and armor.

So it took me some time to to figure out that what he was really doing was investing huge amounts of mana in long term damage. If I can spend the same amount of mana in short term damage, I can counter.

So this required me changing to a strategy I was actually always trying to avoid: Full blown mage to mage combat, spending all mana on attack spells (hurl boulder/rock).

Still I'm sure that you can surprise many players who are new to the game with such a build - even if 4 Earth Elementals take 40 of your spell points! It might be an interesting build for a Warlord against an inexperienced other mage as well. For a Warlord this is "only" 20 points. But he must cast a Mana Flower first, other wise he cannot cast one every 2 turns.

If you are new to the game: Try it out I would say. Both of you will learn.

26
Rules Discussion / Re: Akiros Favor VS Temple of the Dawnbreaker
« on: September 09, 2016, 09:57:06 AM »
The difference between these cases is that the attack is continuing... from declaration to applying damage and effects... so in the case of AF, you are still in the process of making that same Melee or Ranged attack.

With AT, the only action is the roll for the burn. Once the roll has been made, there is no continuation of the same action, so no time to reveal after the roll that could let you use AT for that same roll.

Ahh! That makes sense. Thanks!

27
Spellbook Design and Construction / Re: Anvil Throne Warlord - allround
« on: September 09, 2016, 09:54:22 AM »
Yeah Reveal Magic will have its place I'm sure. Downside is it costs 2 spell points and does only prevent the nullify 1 round.

So you'd need 2 actions to cast Reveal Magic followed by a Dissolve for example. Same things does Crumble. for less points.

Or you cast Reveal Magic and then your enchantment for no extra mana, but spending an extra action. With ignite, you have a versatile card, that you can also use in other circumstances, spend only little mana to do either a burn or get completely rid of nullify.

I think there will be cases for both.

Here is another try for the Warlord spellbook.

Idea is to have the Minotaurs raging around with charge +4 (8 dice each) jumping away and back to enemies without being hindered, while the goblins spam corrodes, burns and rot and the Warlord is fortifying their positions. Hopefully the other mage gets through his dispels so that Force Crush can be used to finish him.

I know it now contains more of the standard cards one should always carry, but to be honest, I'm a bit sad this build is not more Warlord like, with Outposts, Altars, Talos, Spiked Pits, Pike Walls, Akiro's Warhammer and more soldiers...

[spellbook]
[spellbookheader]
[spellbookname]Anvil Army[/spellbookname]
[mage]A Anvil Throne Warlord Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]1 x Acid Ball[/mwcard]
[mwcard=FWA04]1 x Hurl Boulder[/mwcard]
[mwcard=MWSTX2FFA02]1 x Hurl Rock[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E02]2 x Block[/mwcard]
[mwcard=MW1E29]2 x Nullify[/mwcard]
[mwcard=MWSTX1CKE01]2 x Armor Ward[/mwcard]
[mwcard=FWE04]1 x Force Crush[/mwcard]
[mwcard=FWE06]4 x Fortified Position[/mwcard]
[mwcard=FWE09]1 x Standard Bearer[/mwcard]
[mwcard=MWSTX2FFE06]3 x Lion Savagery[/mwcard]
[mwcard=MW1E28]3 x Mongoose Agility[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=DNQ09]2 x Wand of Healing[/mwcard]
[mwcard=MW1Q08]1 x Elemental Wand[/mwcard]
[mwcard=FWQ05]2 x Helm of Command[/mwcard]
[mwcard=FWQ06]1 x Horn of Gothos[/mwcard]
[mwcard=MWSTX2FFQ03]1 x Eisenach's Forge Hammer[/mwcard]
[mwcard=MWSTX2FFQ05]1 x Harshforge Plate[/mwcard]
[mwcard=MW1J13]1 x Mana Flower[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWSTX2FFI05]2 x Ignite[/mwcard]
[mwcard=MW1I06]3 x Dispel[/mwcard]
[mwcard=MW1I20]2 x Purify[/mwcard]
[mwcard=MW1I07]1 x Dissolve[/mwcard]
[mwcard=MWA01I01]1 x Crumble[/mwcard]
[mwcard=FWI12]2 x Minor Heal[/mwcard]
[mwcard=MW1I12]1 x Force Push[/mwcard]
[mwcard=MWSTX2FFI06]1 x Defend[/mwcard]
[mwcard=MWSTX2FFI04]1 x Flank Attack[/mwcard]
[mwcard=FWI06]1 x Power Strike[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J13]1 x Mana Flower[/mwcard]
[mwcard=MWSTX2FFJ04]1 x Armory[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWSTX2FFC03]3 x Bloodcrag Minotaur[/mwcard]
[mwcard=MWSTX2FFC06]3 x Goblin Alchemist[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

28
Spellbook Design and Construction / Re: Anvil Throne Warlord - allround
« on: September 08, 2016, 05:24:48 PM »
Thx for the feedback.

2x Mana Flower: 4 points
1x Battle Forge: 3 points
2x Dissolve (4 total): 4 points
2x Dispel (4 total): 6 points
2x Seeking Dispel (2 total): 6 points
-----------------------------------
23 points to free up. Back to the drawing board...   :-\

How many Dispels/Dissolves are sensible for a Warlord in your view?

If you look at a starting point for a soldiers based warlord, before adding creatues/conjurations etc, are we looking at this?

[spellbook]
[spellbookheader]
[spellbookname]Anvil Warlord base[/spellbookname]
[mage]A Anvil Throne Warlord Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]1 x Acid Ball[/mwcard]
[mwcard=FWA04]2 x Hurl Boulder[/mwcard]
[mwcard=MWSTX2FFA02]2 x Hurl Rock[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E02]2 x Block[/mwcard]
[mwcard=MW1E29]3 x Nullify[/mwcard]
[mwcard=FWE04]1 x Force Crush[/mwcard]
[mwcard=FWE06]4 x Fortified Position[/mwcard]
[mwcard=FWE09]1 x Standard Bearer[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q08]2 x Elemental Wand[/mwcard]
[mwcard=FWQ05]2 x Helm of Command[/mwcard]
[mwcard=FWQ06]2 x Horn of Gothos[/mwcard]
[mwcard=MWSTX2FFQ03]1 x Eisenach's Forge Hammer[/mwcard]
[mwcard=MWSTX2FFQ05]2 x Harshforge Plate[/mwcard]
[mwcard=MW1J13]2 x Mana Flower[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=FWI13]1 x Seeking Dispel[/mwcard]
[mwcard=MW1I06]2 x Dispel[/mwcard]
[mwcard=MW1I20]2 x Purify[/mwcard]
[mwcard=MW1I07]2 x Dissolve[/mwcard]
[mwcard=MWA01I01]2 x Crumble[/mwcard]
[mwcard=FWI12]2 x Minor Heal[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[mwcard=MW1I12]1 x Force Push[/mwcard]
[mwcard=MWSTX2FFI06]1 x Defend[/mwcard]
[mwcard=MWSTX2FFI04]1 x Flank Attack[/mwcard]
[mwcard=FWI06]1 x Power Strike[/mwcard]
[spellclass]Conjuration[/spellclass]
[spellclass]Creature[/spellclass]
[/spells]
[cost]Total cost: 95 pts[/cost]
[/spellbook]

That leaves 25 points for conjurations/creatures and additional enchantments/incantations. Now the bargaining begins. Do I take only 1 equipment of each with the danger of losing it? No teleport and getting into tanglevine? No Force Crush, but what then as possible finisher? Less Fortified Position, but those enchantments are really great for a soldiers based warlord, which was the aim?

Somehow I find this more difficult than with the other mages.

29
Rules Discussion / Re: Akiros Favor VS Temple of the Dawnbreaker
« on: September 08, 2016, 04:35:10 PM »
Ah see what you mean. When you said "you can roll 0 damage" I thought you meant 0 damage on the burn.

Misunderstanding.

Also, I thought you said "sloppy wording", because the card texts of Akiro's Favor and Adramelech's Touch were sloppy.

Misunderstanding.

My point was, you can't reveal AT to correct a 0 on burn, because the card text says "rolls" not "has rolled". "Rolls" indicates a future roll. Although I think "the next time this creature rolls" would have been clearer.

But if you use that argument, AF should not say "makes a Melee or Ranged attack", because "makes" would indicate a future attack. Better would be "has just rolled damage for a Melee or Ranged attack".

Sometimes I think the wording could be changed a little to make the rules clear in the text.

On the other hand we just witnessed how difficult it is to write a text so there is just 1 interpretation.  8)

30
Spells / Re: Reveal Magic
« on: September 08, 2016, 04:11:37 PM »
Also if you have no mana to reveal the mandatory reveal, the card is destroyed.

With Reveal Magic, that card is not destroyed when it would need to be revealed, but may not be revealed due to RM.

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