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Author Topic: Spawnpoint tactics?  (Read 2946 times)

atljr17

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Spawnpoint tactics?
« on: October 24, 2016, 10:12:08 PM »
I wanted to get some feed back on different strategies for certain cards/openings. First off we have spawnpoints. When should you or shouldn't you use a spawnpoint? How would you rank each spawnpoint? Which mages benefit more from it and which don't? Defensively when should u try to take the spawnpoint down or just leave it alone? For instance I love the beastmaster but it's a big mana commitment for the lair plus if u swarm he already has the level 1 quick cast ability. Just wanted to hear some thought thanks guys!

Super Sorcerer

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Re: Spawnpoint tactics?
« Reply #1 on: October 25, 2016, 12:52:33 AM »
ב"ה
Best spawnpoints- Lair, Graveyard, Gate to voltary. They have enough health and armor to survive.
2nd type of good spawnpoints- Vine tree, temple of asyra, Libro Mortis. These are cheap creature spawnpoints, and casting them doesn't commit as much mana as other spawnpoints.
A pentagram is horrible against wizards and forcemasters (but otherwise quite nice).
Barracks is a bit confusing. You cast it in the back and the garrison posts in the front, and you can even wall it off since garrison posts don't require line of sight, but it is still a relatively vulnerable spawnpoint that opponents tend to focus down (since that would also make your garrison posts less useful, and they are part of the investment as well).

About trying to destroy spawnpoints-
If playing a warlord, then I have akiro's hammer, which is the ultimate conjuration destroyer. Even if you get only one shot and your opponent immediately spend his resources to make sure you wouldn't get a second shot, the first shot is like a force hammer (9 mana commonly used attack spell) so for 3 mana (or 0 mana if you have a construction yard and get 3 mana refund) it is definitely worth making the opponent spend the resources to kill 11 life 2 armor. These are a lot of dice not rolled against your mage  :)
Casting an acid ball to lower armor before further attacks are made is a useful strategy (with all mages).
With other mages, sometimes focusing the mage is easier than focusing his spawnpoint.

zot

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Re: Spawnpoint tactics?
« Reply #2 on: October 25, 2016, 11:30:39 AM »
spawn points in general are best when you have sufficient object for the to deploy for you. and whether they are crucial to the flow of your strategy flow or not. so you may have to invest extra spell points to protect you sp. sometimes people are so dependent on their sp that destroying it greatly increases your odds of a win. this is especially true of creature sps.

on the flip side knowing this helps you determine whether you need to pursue removing an opposing sp or not.

the forge is about the eaiest to destroy. surging wave does six dice to it at range two.