October 19, 2018, 12:52:25 PM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - wtcannonjr

Pages: [1] 2 3 ... 50
Spells / Re: Buffs and Counters to Killer Bees
« on: October 18, 2018, 12:03:37 PM »
So, would a Reverse Attack spell require the swarm to kill itself using the extra attacks based on its health with each attack dealing one damage off the swarm's health?

Looks like Nope. I just checked the wording in the top message and it says "may" for the additional attacks.

Rules Discussion / Re: Intercept and pest
« on: October 16, 2018, 06:16:25 AM »
Well, there goes that theory to get around those Gargoyles...

Ah well.
Knockdown, Slam, Teleport, or Push are easy ways to get around Intercepting Guards.

Spellbook Design and Construction / Re: PALadin v1
« on: October 16, 2018, 06:13:59 AM »
Another option is to use Crusade Banner and then move forward saving your mana. By turn 3 you should be able summon two holy creatures of level 4 and level 3 for about 34 mana in total IIRC. This combo with your Paladin should be aggressive way to attack while your opponent may still be creating his economy.

But wouldn't that be a false economy for me?

By putting out the banner and using it on T3 I have spent 7 mana to save 4.
The full round actions I save by having the banner summon the creatures (allowing the mage to move up) will be countered by needing to use full round actions to bring the creatures up to the front line.
And I miss the opportunity to buff the creatures in the meantime.

Or am I missing something?
You can spend 2 move actions in the first round and cast Crusade Banner much closer to the opponent. You then have the option to close ranks and attack with the Paladin while accumulating mana or guard the Banner until it spawns. Ranged attacks have reduced chance to hit the banner (unless Flame damage), but you can adjust the zone you cast it based on your risk preferences. i.e. do you want to taunt the opponent forward to attack the banner?

The benefit is you spend 7 mana, gain 4 mana, gain an action to cast two creatures, and have two rounds of move actions to close ranks with your opponent for early attack options. Casting creatures with Fast or Flying or Ranged Attacks works best for getting them into the battle faster.

Spellbook Design and Construction / Re: PALadin v1
« on: October 15, 2018, 05:19:44 PM »
Another option is to use Crusade Banner and then move forward saving your mana. By turn 3 you should be able summon two holy creatures of level 4 and level 3 for about 34 mana in total IIRC. This combo with your Paladin should be aggressive way to attack while your opponent may still be creating his economy.

General Discussion / Re: How important is Mana?
« on: October 14, 2018, 10:33:09 AM »
Another way to consider this question is to ask "How Important is the Cast a Spell action?"

After all, each mage starts with a physical attack ranging from 1 to 4 dice including mage abilities and the ability to take move and attack actions without spending any mana. If neither player had a spellbook, then the game rules still allow you to fight a battle to the death in the arena.

Ranking the mages based on physical abilities alone seems much easier when mana doesn't enter the picture.

How much mana would each mage be willing to pay to prevent the other player from taking a Cast a Spell action? It seems that the Arraxian Crown Warlock, Bloodwave Warlord, and Straywood Beastmaster would pay more mana to maintain there physical advantages while the other mages prefer to spend their mana on casting spells that improve their situation against stronger foes.

General Discussion / Re: Silence
« on: October 14, 2018, 10:12:30 AM »
I see Tony has been posting on BGG Mage Wars forums recently to answer questions. He is 'LoreChase' on the BGG forums.

I also received email from Arcane Wonders announcing a live broadcast to update fans with the latest product news. I believe it is scheduled for this coming Wednesday. You may want to check your junk email or Promotion folders to see if you received one. Mine went into a Promotion folder in Googlemail which I do not always check every day.

General Discussion / Re: Silence
« on: October 11, 2018, 12:17:28 PM »

Events / Re: Winter Mage War 2
« on: October 06, 2018, 07:33:10 AM »
Yea that would not happen.  This year I believe I am judging and Virgel is participating.  In case there is too many players both of us would sit out and judge.  We never had a judge Particpate in a tournament and we will never have that happen in the future.  Good question sorry for any confusion.
Thanks. I was hoping you had a good solution, since I find myself wanting to play in tournaments I run too. :)

Checking the physical spellbooks still seems like the best approach for a judge at this point.

Events / Re: Winter Mage War 2
« on: October 05, 2018, 01:46:49 PM »
no need to be in a rush. Last year I donít think everyone registered until late November.  I think we could see the tournament fill up this year.  if that is the case both VictorE and I would just be Judges and sit out.  Or depending on space we could expand it.  I will have to check with VoctorE tho.  I know we have a good amount of people going  to Indy in a few weeks so it could be gauge on how many could be joining us at Winter War!!!
I was wondering how you can Judge and participate in the same tournament? Don't you get an unfair advantage when you check each player's spellbook before play starts?

Events / Re: Winter Mage War 2
« on: September 29, 2018, 03:11:12 PM »
How are you handling the different rules between Academy and Arena? For example,

Will Breeches equipment be allowed? Arena does not have a Breeches slot for Equipment spells.
What definition of Pest will be in play? Arena and Academy have different definitions for this trait.

The complete interaction of rules might be useful to specify for tournament play since the published Codex and current Rules Supplement don't seem to address all rules interactions.

Custom Cards / Re: First shot at making spellcards
« on: September 29, 2018, 07:23:10 AM »
I like your ideas, especially auditor of reality, reminds me of the Dicewold Novels by Terry Pratchett.
Only "Spacetime" sounds wrong, for cratures something like "Interdimensional" or what wtcannonjr suggests "Multi-Dimensional" would be fitting.

I would give Spells that deal with time, just give "Time" as the Submtype.

In which magic school / schools would "Doctor Who"be?
Doctor Who, the Timelord :-)
What about adding two new schools to cover Doctor Who?
Time would be a new Primary School while Alien would be a new Elemental school. Thus, the 4 elements relate to a human scientific view of our reality while Alien would cover anything 'not of this world or known by science'.

Another approach would be to add a third category of schools to the spell system to cover these ideas. This might be the Dimensional School with 4 new schools to cover this area of magic. A starter set might be Time, Space, Alien, and Transmutation.

Custom Cards / Re: First shot at making spellcards
« on: September 28, 2018, 11:28:48 AM »
I like the theme too, but wonder if a different word should be used for the spell subtype rather than 'Spacetime'. The term that jumps to mind is Dimensional or Alternate Dimension or Multi-Dimensional. Or you could name the other dimension like 'Void' or 'Rift' and use that as a subtype. Just a thought ...

Also, since the spells have such a different theme to them compared to the other spells in the card pool. I would tend to combine spell schools rather than keep them just arcane. For example, dimensional (Spacetime) spells might be Arcane and Earth since they will change physical reality. To really make them unique you might try Arcane & Air & Earth. This has the added value of making them costly to include for current mages, but a new mage could have training in all of these schools at lower levels so they have lower spellpoint costs that fit their style of play.

You might also look at combining the theme with the Alien subtype spells in the Battlegrounds expansion.

League / Tournament Play / Re: WBC 2018 Mage Wars Arena Tournament Report
« on: September 25, 2018, 05:03:07 PM »
We have been scheduling rounds 1 and 2 for Thursday and rounds 3 to 5 on the last Saturday. There is a tournament design discussion on BGG at this link - https://www.boardgamegeek.com/thread/2033861/2019-wbc-mage-wars-arena-tournament-design-discuss

I attend all 9 days so I am available for open gaming all week. We typically have some multiplayer Domination style games during open gaming.

Custom Cards / Re: Some funny Cards
« on: September 23, 2018, 09:05:21 AM »
Arcane Missile Costs 6 Mana, has Critical Damage, Ethereal and Unavoidable at the same Range 2 Damage for upto 3 Targets= 6 Damage to.
I have Arcane Missile totally forgotten, after finding this attack spell i really think 8-9 mana is fine for Shattering Wave.

All Sonic spells should have Critical Damage, Ethereal, and be Unavoidable.
Screech Harpy Maddening Shriek and Screaming Zombies Unholy Scream Attacks were my inspiration.

I think now Sonic should be Arcane Too.
Good find.

I don't include Academy spells in my analysis. Since the Academy mages have less mana and channeling I feel all the Academy spells are designed for a lower mana curve and training cost relative to an Arena only spell.

I agree that the cost is comparable when Academy spells are considered.

Custom Cards / Re: Some funny Cards
« on: September 22, 2018, 09:40:17 PM »
Crystal of Protection, the light damage comes Not from a Holy source, it is he bundled light cause the damage. I think light damage does not have to be 100% just Holy but most is.

But, since he is called Crystal of "Protection" is better to give him to the Holy School.

Dragon's Breath comes closest to Shattering Wave.
Dragon's Breath 12 Mana, Level 3, Range 0-3,  4 Damage + up to 2 Burn, 2 Targets
Shattering Wave   8 Mana, Level 2, Range 0-1,  3 Damage + Critical Damage, 2 Targets

If Shattering Wave would have the reach of Dragon's Breath It would be definitely too cheap, but 8 or 9 mana is the right cost for it i think.

The Ranges are also a considerable part of the mana cost.
It would certainly be different if it could be used against Resilient creatures.
Nice comparison on the attack spells, but I was thinking more along the lines of comparing it to all the other attack spells that have both Unavoidable AND Critical damage traits. IMHO, this seems like a rare combo and probably worth more cost in mana to balance correctly for 6 total dice of damage with this combo of traits.

Pages: [1] 2 3 ... 50