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Topics - Arkdeniz

Pages: 1 [2]
16
Strategy and Tactics / Feed me, Seymour!- growing the plant
« on: January 18, 2018, 08:14:38 PM »
I have been tossing this potentail buddy build around, but I am not sure if it is cost effective. Appreciate any thoughts.

Nature mage (any type)

Turn 1:
Kralathor (16)

Turn 2:
Sweeping Strike on Kralathor (4)
Goblin Legionnaire x 2 (7)
Kralathor Eats the Legionnaires and gets 2 Growth markers.

So on turn 3 the mage has 10 mana in the bank, and a buddy that now has stats of 1 Arm, 19 life and melee 6, (8 melee against undead), with reach.

My gut is that this looks cool, but probably isn’t efficient except against Necromancers.

17
Spellbook Design and Construction / The Creepy Crawly Forest Druid
« on: December 08, 2017, 04:36:46 PM »
Snakes and Spiders and area control.

Basic idea is to use lots of restrained effects to catch the opponent's creatures and take advantage of the spiders' taint and eggs.

A couple of straywood scouts because they should frankly be in every deck as a re-directable Marked for Death.

Kralathor is there only for the occasional encounter with a Necromancer or perhaps for flyer-heavy builds.

Basilisk is out of school but the cripple ranged effect is a very nice one for this strategy. 

[spellbook]
[spellbookheader]
[spellbookname]Creepy Crawly Forest[/spellbookname]
[mage]A Druid Spellbook[/mage]
[mage]built by http://www.spellbookbuilder.com[/mage]
[/spellbookheader]
[spells]
[spellclass]Equipment[/spellclass]
[mwcard=lg1]1 x Chitin Armor[/mwcard]
[mwcard=DNQ04]1 x Druid's Leaf Ring[/mwcard]
[mwcard=MWSTX1CKQ06]1 x Eagleclaw Boots[/mwcard]
[mwcard=MWSTX1CKQ01]1 x Sunfire Amulet[/mwcard]
[mwcard=DNQ08]1 x Vinewhip Staff[/mwcard]
[mwcard=lg14]1 x Waterfall Cloak[/mwcard]
[mwcard=MWA01Q10]1 x Wychwood Ironvine[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=DNJ02]1 x Corrosive Orchid[/mwcard]
[mwcard=MW1J13]2 x Mana Flower[/mwcard]
[mwcard=DNJ08]1 x Seedling Pod[/mwcard]
[mwcard=DNJ10]3 x Stranglevine[/mwcard]
[mwcard=pvs_conjurations10]1 x Swamp[/mwcard]
[mwcard=MW1J22]6 x Tanglevine[/mwcard]
[mwcard=DNJ12]1 x Vine Tree[/mwcard]
[mwcard=MW1W04]4 x Wall of Thorns[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWA01C04]2 x Darkfenne Asp[/mwcard]
[mwcard=MW1C13]1 x Fellella, Pixie Familiar[/mwcard]
[mwcard=MWSTX1CKC09]2 x Giant Wolf Spider[/mwcard]
[mwcard=DNC05]2 x Ichthellid[/mwcard]
[mwcard=DNC06]1 x Kralathor, The Devourer[/mwcard]
[mwcard=MW1C35]1 x Stonegaze Basilisk[/mwcard]
[mwcard=awl18]2 x Straywood Scout[/mwcard]
[mwcard=DNC17]1 x Tataree[/mwcard]
[mwcard=DNC21]2 x Thornlasher[/mwcard]
[mwcard=MW1C37]2 x Thunderift Falcon[/mwcard]
[mwcard=DNC20]2 x Vine Snapper[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=DNE01]1 x Barkskin[/mwcard]
[mwcard=MW1E05]2 x Cheetah Speed[/mwcard]
[mwcard=MW1E10]1 x Decoy[/mwcard]
[mwcard=lg9]1 x Demonic Bloodlust[/mwcard]
[mwcard=FWE03]1 x Falcon Precision[/mwcard]
[mwcard=FWE04]1 x Force Crush[/mwcard]
[mwcard=MWA01E07]2 x Gator Toughness[/mwcard]
[mwcard=MW1E29]2 x Nullify[/mwcard]
[mwcard=MWA01E16]1 x Wolf Fury[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=DNI02]6 x Burst of Thorns[/mwcard]
[mwcard=MWA01I01]2 x Crumble[/mwcard]
[mwcard=MW1I06]2 x Dispel[/mwcard]
[mwcard=MW1I17]2 x Minor Heal[/mwcard]
[mwcard=MW1I24]1 x Seeking Dispel[/mwcard]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX1CKA01]2 x Surging Wave[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

18
Spellbook Design and Construction / iSuck Wizard 1.0
« on: December 05, 2017, 04:16:26 AM »
So here is an older model I have pulled out from my shelf recently. Scraped home with it against a beasty in a long game.

It is a basic version of a classic mana denial, outlast-the-enemy wizard. Heavy on the mana worms and essence drains. Keep the enemy powerless then go for the kill with lightning is the general plan.

It is clearly not updated in 12 months or more. Only sign of it being post-Grimoire is Mordok's Tome, but this I think was an impulse tinker rather than a deliberate reassessment.

Any advice on changes I should make based on the last few expansions/changes in play?

[spellbook]
[spellbookheader]
[spellbookname]iSuck 1.0 (Air)[/spellbookname]
[mage]A Wizard (Air) Spellbook[/mage]
[mage]built by http://www.spellbookbuilder.com[/mage]
[/spellbookheader]
[spells]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q01]2 x Arcane Ring[/mwcard]
[mwcard=awl7]1 x Leather Belt[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=MW1Q16]1 x Leather Gloves[/mwcard]
[mwcard=MW1Q17]1 x Lightning Ring[/mwcard]
[mwcard=MW1Q19]1 x Mage Wand[/mwcard]
[mwcard=DNQ10]1 x Meditation Amulet[/mwcard]
[mwcard=MW1Q22]1 x Moonglow Amulet[/mwcard]
[mwcard=lg4]1 x Mordok's Tome[/mwcard]
[mwcard=MWA01Q06]1 x Repulsion Cloak[/mwcard]
[mwcard=MWA01Q07]1 x Rod of the Arcanum[/mwcard]
[mwcard=MWA01Q11]1 x Sistarran Robes[/mwcard]
[mwcard=MW1Q32]1 x Suppression Cloak[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MWSTX1CKJ01]1 x Enchanter's Wardstone[/mwcard]
[mwcard=MW1J07]1 x Gate to Voltari[/mwcard]
[mwcard=MW1J12]2 x Mana Crystal[/mwcard]
[mwcard=MW1J14]1 x Mana Siphon[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWSTX1CKC08]1 x Gargoyle Sentry[/mwcard]
[mwcard=MW1C24]3 x Mana Leech[/mwcard]
[mwcard=MWA01C07]3 x Mana Worm[/mwcard]
[mwcard=MWAPRC07]1 x Meditating Monk[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E02]1 x Block[/mwcard]
[mwcard=MW1E06]1 x Circle of Lightning[/mwcard]
[mwcard=MW1E07]1 x Cobra Reflexes[/mwcard]
[mwcard=MW1E10]1 x Decoy[/mwcard]
[mwcard=MW1E15]4 x Essence Drain[/mwcard]
[mwcard=FWE04]1 x Force Crush[/mwcard]
[mwcard=MW1E20]1 x Harmonize[/mwcard]
[mwcard=MW1E21]1 x Hawkeye[/mwcard]
[mwcard=MWA01E09]1 x Hoodwink[/mwcard]
[mwcard=MW1E30]2 x Pacify[/mwcard]
[mwcard=MW1E35]1 x Reverse Magic[/mwcard]
[mwcard=MWAWLE06]1 x Sanguine Thirst[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MW1I06]2 x Dispel[/mwcard]
[mwcard=MW1I07]1 x Dissolve[/mwcard]
[mwcard=MW1I09]1 x Drain Power[/mwcard]
[mwcard=MW1I12]1 x Force Push[/mwcard]
[mwcard=MW1I15]1 x Knockdown[/mwcard]
[mwcard=pvs_incantations1]2 x Lesser Teleport[/mwcard]
[mwcard=MW1I17]2 x Minor Heal[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=MW1I24]2 x Seeking Dispel[/mwcard]
[mwcard=MW1I25]1 x Shift Enchantment[/mwcard]
[mwcard=MW1I28]2 x Teleport[/mwcard]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]2 x Acid Ball[/mwcard]
[mwcard=MWA01A02]2 x Forked Lightning[/mwcard]
[mwcard=MW1A09]2 x Jet Stream[/mwcard]
[mwcard=MW1A07]3 x Lightning Bolt[/mwcard]
[mwcard=MWA01A04]1 x Piercing Thunderstrike[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

19
Spellbook Design and Construction / Grab and Hold Wizard
« on: November 14, 2017, 03:20:46 PM »
This is a build for multiplayer domination I've been playing around with.

[spellbook]
[spellbookheader]
[spellbookname]Grab and Hold Wizard[/spellbookname]
[mage]A Wizard (Air) Spellbook[/mage]
[mage]built by http://www.spellbookbuilder.com[/mage]
[/spellbookheader]
[spells]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q01]1 x Arcane Ring[/mwcard]
[mwcard=MWSTX1CKQ05]1 x Dispel Wand[/mwcard]
[mwcard=MW1Q09]1 x Enchanter's Ring[/mwcard]
[mwcard=awl7]1 x Leather Belt[/mwcard]
[mwcard=MW1Q18]1 x Mage Staff[/mwcard]
[mwcard=MW1Q19]1 x Mage Wand[/mwcard]
[mwcard=MW1Q33]1 x Wind Wyvern Hide[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=pvs_conjurations2]1 x Consecrated Ground[/mwcard]
[mwcard=pvs_conjurations9]1 x Steep Hill[/mwcard]
[mwcard=MWBG1J03]1 x V'Torrak Gate[/mwcard]
[mwcard=MW1W02]1 x Wall of Stone[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWSTX1CKC08]1 x Gargoyle Sentry[/mwcard]
[mwcard=awl11]6 x Goblin Legionnaire[/mwcard]
[mwcard=MWA01C05]3 x Jade Gremlin[/mwcard]
[mwcard=FWC10]1 x Ludwig Boltstorm[/mwcard]
[mwcard=MWBG1C06]2 x Usslak, Greater Orb Guardian[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWA01E02]1 x Arcane Ward[/mwcard]
[mwcard=MW1E14]1 x Enfeeble[/mwcard]
[mwcard=MW1E15]1 x Essence Drain[/mwcard]
[mwcard=MWA01E06]1 x Exile[/mwcard]
[mwcard=MWSTX2FFE05]1 x Fumble[/mwcard]
[mwcard=afm20]1 x Galvanize[/mwcard]
[mwcard=MWA01E08]2 x Giant Size[/mwcard]
[mwcard=MWA01E12]2 x Minor Essence Drain[/mwcard]
[mwcard=MW1E29]2 x Nullify[/mwcard]
[mwcard=MWA01E14]2 x Shrink[/mwcard]
[mwcard=lg10]1 x Summoning Circle[/mwcard]
[mwcard=MW1E38]1 x Teleport Trap[/mwcard]
[mwcard=MWBG1E04]1 x V'Tar Force Sentry[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MW1I01]1 x Banish[/mwcard]
[mwcard=lg11]1 x Clear Mind[/mwcard]
[mwcard=MWSTX2FFI06]1 x Defend[/mwcard]
[mwcard=MW1I06]2 x Dispel[/mwcard]
[mwcard=MW1I07]1 x Dissolve[/mwcard]
[mwcard=MW1I12]1 x Force Push[/mwcard]
[mwcard=FWI04]1 x Force Wave[/mwcard]
[mwcard=pvs_incantations1]1 x Lesser Teleport[/mwcard]
[mwcard=MWA01I04]2 x Mend[/mwcard]
[mwcard=pvs_incantations4]1 x Overextend[/mwcard]
[mwcard=MW1I23]1 x Rouse the Beast[/mwcard]
[mwcard=MW1I24]1 x Seeking Dispel[/mwcard]
[mwcard=MW1I25]1 x Shift Enchantment[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[mwcard=MWBG1I03]1 x V'Tar Suppression[/mwcard]
[spellclass]Attack[/spellclass]
[mwcard=MW1A02]1 x Chain Lightning[/mwcard]
[mwcard=MWBG1A04]1 x Sandstorm[/mwcard]
[mwcard=MWBG1A05]1 x V'Tarrian Energy Wave[/mwcard]
[mwcard=MWA01A05]1 x Voltaic Discharge[/mwcard]
[mwcard=MWBG1A06]1 x Windstorm[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

It is designed to have one orb by the end of turn 2, with plenty of mana in the bank and defences ready to be thrown up. The idea is to get a jump start on the opponents and, through taking and holding other orb zones while hampering the opponents, keeping that lead. It is really intended for games that go to around 11 VP and take about 8 turns.

Turn 1:
Lesser teleport (preferably next to an Usslak with 2 orbs, but a Sslak with 1 will do)
Ludwig Boltstorm

Turn 2:
Boltstorm triplestrikes the defending Usslak/Sslak.
(Wizard QC Overextend if defender is not dead)
Wizard moves and touches orb.

Turn 3 (option1)
Usslak
Boltstorm moves into square and touches any second orb
(QC) Steep Hill

turn 3 (option2 - if one or more opponent is nearly through a defending Sslak)
Giant Size a Sslak (x2 if both opponents are close)
Usslak

From there it is a combination of sending Usslaks through Summoning circles/gates to other Vtar orbs, fumbling, teleporting enemies, exiles/banishes getting in their way with easily defendable Jade Gremlins and so on.
The Goblin Legionnaires are there for a quick boost to action numbers (cast on turns before you have the initiative).

A work in progress, but I think it has potential. It probably needs an additional Usslak and another wall.

EDIT: I need to point out that in my local group Galaxxus is forbidden since not all of us have the Domination set, and we don't want to have that big of an advantage over those that don't.

20
[spellbook]
[spellbookheader]
[spellbookname]Vampiric Necromancer[/spellbookname]
[mage]A Necromancer Spellbook[/mage]
[mage]built by http://www.spellbookbuilder.com[/mage]
[/spellbookheader]
[spells]
[spellclass]Equipment[/spellclass]
[mwcard=DNQ01]2 x Cloak of Shadows[/mwcard]
[mwcard=MWSTX1CKQ06]1 x Eagleclaw Boots[/mwcard]
[mwcard=awl7]1 x Leather Belt[/mwcard]
[mwcard=awl8]1 x Leather Vest[/mwcard]
[mwcard=MW1Q19]1 x Mage Wand[/mwcard]
[mwcard=MWSTX1CKQ01]1 x Sunfire Amulet[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=lg25]1 x Altar of Infernia[/mwcard]
[mwcard=MW1J11]1 x Idol of Pestilence[/mwcard]
[mwcard=MW1J12]1 x Mana Crystal[/mwcard]
[mwcard=MW1J18]1 x Poison Gas Cloud[/mwcard]
[mwcard=DNW02]2 x Wall of Bones[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC05]3 x Ichthellid[/mwcard]
[mwcard=MW1C23]1 x Malacoda[/mwcard]
[mwcard=afm14]1 x Tjusut, the Risen King[/mwcard]
[mwcard=DNC22]1 x Zombie Brute[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E09]1 x Agony[/mwcard]
[mwcard=MWA01E02]1 x Arcane Ward[/mwcard]
[mwcard=MW1E04]1 x Chains of Agony[/mwcard]
[mwcard=lg6]1 x Circle of Light[/mwcard]
[mwcard=MWAWLE07]1 x Curse Item[/mwcard]
[mwcard=MWAWLE02]1 x Curse of Decay[/mwcard]
[mwcard=MW1E08]1 x Death Link[/mwcard]
[mwcard=lg9]1 x Demonic Bloodlust[/mwcard]
[mwcard=MW1E19]1 x Ghoul Rot[/mwcard]
[mwcard=afm31]1 x Lesser Invisibility[/mwcard]
[mwcard=FWE08]1 x Mind Shield[/mwcard]
[mwcard=MW1E29]2 x Nullify[/mwcard]
[mwcard=MWBG1E02]1 x Plagued[/mwcard]
[mwcard=DNE02]1 x Rise Again[/mwcard]
[mwcard=MWAWLE01]2 x Theft of Life[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=DNI01]1 x Animate Dead[/mwcard]
[mwcard=MWA01I01]2 x Crumble[/mwcard]
[mwcard=MW1I06]2 x Dispel[/mwcard]
[mwcard=MW1I08]2 x Drain Life[/mwcard]
[mwcard=MW1I09]1 x Drain Power[/mwcard]
[mwcard=MWSTX1CKI01]3 x Drain Soul[/mwcard]
[mwcard=MW1I12]1 x Force Push[/mwcard]
[mwcard=MW1I24]2 x Seeking Dispel[/mwcard]
[mwcard=afm22]2 x Siphon Energy[/mwcard]
[spellclass]Attack[/spellclass]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

I've mentioned this build a few times on the forums. Time to put it up on show.

Turn 1: Sunfire Amulet and Idol of Pestilence.

This makes an immediate +2 Life difference between me and the opponent. It means they have to come to me.

Turn 2: slip on a Cloak of Shadows

Turn 3 onwards: depending on the board situation, start blasting away at the enemy Mage with Drain Souls/Drain Lifes/Drain Power/Siphon Lifes OR start cursing his front-line creatures and keeping distance OR putting out a couple of creatures to mix it up with the enemy. A Plagued Malacoda works a treat as an in-zone henchman for the mage.

The basic point of this build is to get stronger as the enemy weakens. I do take hits (often a lot of them), but this just opens up the vampiric options.

The Sunfire Amulet and the Circle of Light are out of school, yes, but they serve exactly the function I want, and are worth the cost.

The Cloak makes the enemy get within range of the Drain spells, so a distance bombardment is less of an option.

Identified weak match ups are with the Priestess (obviously) and to a lesser extent the Priest and Paladin. But that is not exactly news for a Necromancer.

21
Rules Discussion / Couple of Academy Warlord questions
« on: September 15, 2017, 08:52:15 PM »
Now I've got this set I see lots of potential in it. A couple of questions, though, if I may:

1) Is there a range to the Straywood Scout's special power to mark an enemy creature for death? Is it unlimited (as is, for instance, the Gate to Voltari)? Or is it the 0-1 of his shortbow?

2) The Harshforge Knight can clearly not have a formation attached to him, but does he still benefit from a revealed formation's power?

Looking forward to trying these new cards out. 

22
Mages / academy mages conversion to arena stats?
« on: September 13, 2017, 06:58:41 PM »
I've looked everywhere for conversion rules to run academy mages (and their special powers) in the arena.

Where there is a single arena mage type to convert it to this seems obvious (academy priestess takes the stats of arena priestess), but what does one do for the warlock/beastmaster/warlord, which each have two arena versions?

Any pointers?

23
Spellbook Design and Construction / Artillerypriestess
« on: September 05, 2017, 10:29:40 PM »
A slower but hopefully surprising delayed aggro build.

[spellbook]
[spellbookheader]
[spellbookname]Artillerypriestess[/spellbookname]
[mage]A Priestess Spellbook[/mage]
[mage]built by http://www.spellbookbuilder.com[/mage]
[/spellbookheader]
[spells]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX1CKQ06]1 x Eagleclaw Boots[/mwcard]
[mwcard=lg2]1 x Gloves of Skill[/mwcard]
[mwcard=MW1Q13]1 x Ivarium Longbow[/mwcard]
[mwcard=MW1Q19]2 x Mage Wand[/mwcard]
[mwcard=pvs_equipment7]1 x Radiant Breastplate[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J19]1 x Deathlock[/mwcard]
[mwcard=MW1J15]1 x Mohktari, Great Tree of Life[/mwcard]
[mwcard=pvs_conjurations7]1 x Pillar of Righteous Flame[/mwcard]
[mwcard=pvs_conjurations9]1 x Steep Hill[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=pvs_creatures1]1 x Alandell, the Blue Knight[/mwcard]
[mwcard=pvs_creatures16]1 x Light of Dawn[/mwcard]
[mwcard=MWAPRC07]1 x Meditating Monk[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE02]1 x Akiro's Favor[/mwcard]
[mwcard=MWBG1E01]1 x Astral Anchor[/mwcard]
[mwcard=pvs_enchantments5]2 x Eye for an Eye[/mwcard]
[mwcard=MW1E21]1 x Hawkeye[/mwcard]
[mwcard=MW1E23]1 x Jinx[/mwcard]
[mwcard=MW1E29]1 x Nullify[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWSTX2FFI03]2 x Disarm[/mwcard]
[mwcard=MW1I06]2 x Dispel[/mwcard]
[mwcard=MW1I12]2 x Force Push[/mwcard]
[mwcard=pvs_incantations1]1 x Lesser Teleport[/mwcard]
[mwcard=MW1I17]1 x Minor Heal[/mwcard]
[mwcard=FWI07]1 x Repulse[/mwcard]
[mwcard=MW1I24]1 x Seeking Dispel[/mwcard]
[mwcard=FWI08]2 x Sniper Shot[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[spellclass]Attack[/spellclass]
[mwcard=MWBG1A02]2 x Dragon's Breath[/mwcard]
[mwcard=MWBG1A03]3 x Hurl Meteorite[/mwcard]
[mwcard=MW1A13]2 x Thunderbolt[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

So, the basic idea is to take the first two turns walking slowly to the near centre square, casting Akiro's, Hawkeye and the boots on the way.
Turn three, the bombardment of the opponent mage begins with the range 3 attack spells, with the quick cast for force pushes, teleports and so on to keep approaching creatures off.
The hill and astral anchor come into play if they get too close, with the repulse if they actually get to the top.

Planned strengths:
a) a secure base that is very hard to break into (or pry out of)
b) an element of surprise (hopefully opponents would not expect a priestess to start lobbing bombs)
c) sheer damage output (meteorite + hill + hawkeye = 11 dice)

Noted Weaknesses:
a) A counter-bombardment. Hopefully the damage output of the meteorites will outrun anything else.
b) Defenses. This is what sniper shot + mage wand (x2) are for.
c) Failing to get the kill shot in. Move to phase two (Alandell and bow support)
d) healing-heavy opponents such as another priestess. This is what Deathlock is intended to counter (tucked away behind the hill)

Potential surprise:
a) opponent's reverse attack met with an eye for an eye...
 
I thought about making this a Warlord or Druid book. Both would have strengths, but the +1 channelling of the priestess and the slower starts either of those two would have kept me looking at the priestess.

Thoughts?

24
Rules Discussion / Siren's Call and passage attacks
« on: August 05, 2017, 09:00:43 PM »
Hi All

Question came up last night, as to whether a creature subject to the Siren's Call has to go through a wall with a passage attack if that is the only way to get closer to the Siren.

We ultimately ruled that it does, since the rules do not expressly say it doesn't (unlike, say, the rule for Thorg's Taunt), rather than on an obvious argument either way.

Is that right?

I guess driving men to their doom on the rocks is the canonical Siren thing to do...

25
Player Feedback and Suggestions / On Goblins
« on: July 18, 2017, 05:32:27 PM »
I have suggested this in another thread, but it really belongs here.

The canonical fantasy goblin is a disposable minion of the dark lord. They breed in large numbers, are cowardly and servile and are the cannon fodder in many an army that gets slaughtered by the elves, dwarves and humans.

Enter the Mage Wars Goblin Grunt. It has a casting cost of 4, 4 hit points, has a quick melee attack of 3 dice with no bonuses.

Sounds about right.

However, the full round casting cost really lets it down and typically prevents it from swarming effectively like Goblin Grunts really should.

So, to my suggestions:

1) make the Goblin Grunt a quickcast rather than a full round action. 
2) make the Goblin Grunt a pest.
3) make the Goblin Grunt a cantrip.
4) to provide a bit of balance, add 1 dark school point to its SBP.

In essence, the purpose of all these would be to encourage warlocks, necros and warlords to spit out an army of one-shot, one-kill mooks who serve little real purpose other than to tangle up the hero mages and their larger creatures, get the occasional hit in and generally serve as a nuisance. And there is a never-ending supply of them...

And add a touch of Dark to the mix to keep them from falling into the wrong (Paladin) hands.

I think this in particular would serve to bolster the BW Warlord a little bit, make Slaknir more useful and give the Orc Sergeant some underlings to kick around.

Thoughts? 

26
Strategy and Tactics / Domination: Anyone ever use the V'Torrak?
« on: February 18, 2017, 09:00:47 PM »
My circle has been playing a fair bit of Domination recently, and not one of us has ever used, nor can see a time when it would be useful to use, the V'Torrak tile.

Our consensus is basically that it is not worth sacrificing a V'tar point unless you are already gaining more each turn than your opponents, and even if you are, you will almost certainly have better things to do with 7 mana rather than summon a Sslak with it.

Are we missing something here? The Domination rulebook seems to think that the V'Torrak is a great thing, very useful, but we can't see it.

Has anyone used the V'Torrak? Under what circumstances would it be worth giving up 10% of your victory points and a large chunk of your round's channelling, to summon a Sslak? 

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