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Topics - Arlemus

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Horde MentalityWarlord
Attack1 x  Acid Ball1 x  Hurl Boulder1 x  Hurl RockConjuration1 x  Armory1 x  Tanglevine1 x  Quicksand1 x  Altar of Carnage1 x  Wall of Pikes1 x  Barracks1 x  Construction Yard1 x  Wall of Earth1 x  Altar of Domination2 x  Garrison PostCreature4 x  Orc Butcher2 x  Goblin Alchemist1 x  Gurmash, Orc Seargeant2 x  Goblin Grunt1 x  Otto Kronig, Master Engineer1 x  Goblin Builder1 x  Dwarf Kriegsbiel1 x  Dwarf Panzergarde3 x  Goblin SlingerEnchantment2 x  Fortified Position1 x  Standard Bearer3 x  Brace YourselfEquipment1 x  Horn of Gothos1 x  Regrowth Belt1 x  Wand of Healing1 x  Eagleclaw Boots1 x  Ring of Command1 x  General's Signet Ring1 x  Helm of Command1 x  War Sledge1 x  Veteran's BeltIncantation1 x  Flank Attack2 x  Dispel1 x  Disarm1 x  Group Heal2 x  Minor Heal1 x  Charge1 x  Conquer3 x  Defend1 x  Power Strike1 x  Sniper Shot1 x  Teleport1 x  Force Push2 x  Dissolve
Total cost: 120 pts

Here's the latest iteration of my Bloodwave deck.  I'm sure you all know how this type of book works by now, so let's skip straight to the discussion, If I may  ;D

I'd like this thread to be more about your thoughts and experiences than my own.   I'm very interested in what has been working well for you all as Warlord (BW or AT), what hasn't, and your thoughts.  This can be general, or card specific.  For example, I've learned new respect for Brace Yourself recently as a cheap way to give my mage lots of armor that is acid resistant (though action heavy), but have had trouble justifying continued inclusion of Horn of Gothos

If you don't play Warlord, but have been having recent success against, or trouble with, the Warlord, be sure to share.

Also, I'm interested in the amount of copies of cards you include, and why.  I feel like one of the biggest challenges as a Warlord is deciding exactly how many of each command, etc, to include in your book, and the variance between how many of a card I choose, and how many you choose, could represent interesting differences in our respective meta.

Be sure to include a list of your own book, if interested, so we can compare.  All discussion, comments, and criticisms welcome.

General Discussion / Forcemaster vs Warlord: No longer printed?
« on: December 07, 2014, 05:13:51 PM »
Does anyone know if FMvW is no longer having print runs?  I was thinking about picking up a 2nd copy but it's out of stock in my usual stores...

So I've been trying to make the Anvil Throne Warlord work, but I just can't seem to get it right.  I feel like I'm missing some basic understanding of how he functions.

Could someone (playtester/designer pref) with more experience, or a better understanding of the ATW explain how to play him best?

(Note:  I've played about 10 games with so far and I always end up at an action disadvantage.)

Spellbook Design and Construction / The Bloodwave
« on: July 22, 2014, 11:05:20 PM »
Uploaded my Warlord to the Sbb.  Need help filling in the last spots with stuff like more Defends, but not sure exactly how much.  Check it:

The BloodwaveWarlord
Attack1 x  Hurl Boulder2 x  Acid Ball1 x  Hurl Rock1 x  Surging WaveConjuration1 x  Mangler Caltrops2 x  Wall of Earth1 x  Archer's Watchtower2 x  Garrison Post1 x  Armory1 x  Barracks1 x  Construction Yard1 x  Altar of Carnage2 x  Wall of Pikes1 x  Altar of Domination1 x  Harshforge MonolithCreature2 x  Goblin Builder1 x  Iron Golem3 x  Goblin Slinger5 x  Goblin Grunt1 x  Gurmash, Orc Seargeant3 x  Orc Butcher2 x  Goblin AlchemistEnchantment1 x  Standard Bearer1 x  Fumble1 x  Marked for Death1 x  Agony1 x  Brace Yourself1 x  Fortified Position1 x  Poisoned BloodEquipment1 x  General's Signet Ring1 x  Leather Boots1 x  Leather Gloves1 x  Deflection Bracers1 x  Horn of Gothos1 x  Regrowth Belt1 x  Helm of Command1 x  Harshforge Plate1 x  Ring of CommandIncantation2 x  Defend2 x  Minor Heal1 x  Evade1 x  Force Push1 x  Dispel2 x  Flank Attack1 x  Group Heal2 x  Charge1 x  Sniper Shot1 x  Piercing Strike1 x  Battle Fury1 x  Akiro's Battle Cry2 x  Power Strike1 x  Perfect Strike
Total cost: 116 pts

4 points left, need to get the most out of them.  At this point it seems like more commands would be the best way to go, or possibly some utility from more enchants.  Maybe an ele wand? Idk.  Also wondering if anyone has actually played Altar of Domination against any legit builds.  It just doesn't seem like a valid option...

Spellbook Builder / Problem with the Sbb
« on: July 20, 2014, 02:19:38 PM »
Tried uploading my Warlord book today (to the sbb) and it wouldn't let me add Construction Yard.  The error given said "You need to be this type of Mage:" but the space after it was blank. 

Kindof odd considering you need to be any particular mage to play Construction Yard (No "(Blank) Mage Only).

Spellbook Design and Construction / Bloodwave Warlord V2
« on: July 12, 2014, 08:24:56 PM »
So, after seeing some of the new Warlord builds posted on here (LoW, Saucy's, etc), and playing several more games with the previous version,  I reworked my book a bit.  Here it is:

1x Gurmash, Orc Sergeant
2x Goblin Alchemist
3x Orc Butcher
1x Dwarf Panzergarde
2x Goblin Builder
1x Iron Golem
3x Goblin Slinger
4x Goblin Grunt

1x Standard Bearer
1x Fumble
1x Agony
1x Brace Yourself
1x Fortified Position
1x Poisoned Blood
1x Marked for Death

1x Deflection Bracers
1x Horn of Gothos
1x Regrowth Belt
1x Ring of Command
1x Harshforge Plate
1x General's Signet Ring
1x Helm of Command
1x Leather Boots
1x Leather Gloves

2x Minor Heal
2x Power Strike
1x Akiro's Battle Cry
1x Perfect Strike
1x Battle Fury
1x Piercing Strike
1x Sniper Shot
2x Defend
1x Group Heal
2x Flank Attack
1x Dispel
1x Force Push
1x Evade
2x Charge

1x Hurl Boulder
1x Surging Wave
1x Hurl Rock
2x Acid Ball

1x Construction Yard
1x Barracks
1x Armory
1x Harshforge Monolith
2x Wall of Earth
2x Wall of Pikes
1x Altar of Domination
2x Garrison Post
1x Altar of Carnage

The new opening looks like this:

Turn 1 (19 mana): Barracks + Construction Yard (0 mana)
Turn 2 (9 mana, 2 on Barracks): Deploy Goblin Builder (6 mana), play Signet + Command Ring (0 mana)

This book is much more focused on efficiency.  I used to deploy level 2's right away but now I don't think starting with level 2 creatures is a good idea because it doesn't give you enough mana to properly buff yourself and your board early.

Early game you make grunts/slingers while you get rings and leather equips out, and transition into slightly bigger creatures (butchers) and either of the new Altars.  The focus is on a lot of creatures, spacing them out right (with help of Garrison Post), Earth Walls/Wall of Pikes for positioning, and efficient commands (Flank Attack/Power strike/Defend).

I saw a couple other frequent posters (can't remember who  :P) talking about getting G. Builders out early and after trying them myself I'm now a big supporter.  I'd probably go as far to say that you shouldn't even bother using Construction Yard if you don't use Builders.  The channeling on the Construciton Yard is alright, but the more important part of the Construction Yard/Goblin Builder combination is the Builder's action, IMO.

While reading through Mr. Saucy's Harshforge Warlord post (, I noticed the discussion of defenses and after recently having a relatively rough time against some big creature builds, I added Deflection Bracers.  (In the post s2Dougla and Saucy promote using Reflex Boots, but I decided on the Bracers instead because they're less expensive and most big attacks seem to be melee)

Sooo let me know what you guys think.  I tried to get ideas from people on the forums a bit and they seem to be working, but I think there's definitely more room for optimization.

Spells / Gurmash, Orc Sergeant
« on: July 08, 2014, 08:20:39 PM »

I've been trying to work in him in to my build since I got my hands on FiF, but I can't seem to get it down in a way I like, so I'm wondering what your guy's experience with him is.  I'm looking for a more concrete way to fit him in, or if it's not a good idea that kind of advice too.  I'm really only looking for opinions based on experience.

My opening is usually:

Turn 1: rax + construction yard
Turn 2: deploy butcher/slinger + general's ring
Turn 3: deploy butcher/slinger + command ring

I'm thinking I could get Gurmash in on turn 3 instead of deploying something else + the 2nd ring (same cost).  Sortof don't need the 2nd ring that early if Gurmash is out anyway.

Post your Gurmash experiences below, plz  :P

Spellbook Design and Construction / Bloodwave Warlord V1 (Post FiF)
« on: July 03, 2014, 01:07:21 PM »
Finally got a hold of my copy of FiF yesterday.  Augmented my book to fit in everything I think I wanted from FiF, then played a game (and won  ;))  Since the database isn't updated for FiF yet, had to type it out.  Here it is:

1x Gurmash
1x Thorg
4x Orc Butcher
1x Bloodcrag Minotaur
1x Goblin Builder
1x Anvil Throne Crossbowman
1x Goblin Alchemist
2x Goblin Slinger
1x Goblin Grunt

1x Standard Bearer
1x Rhino Hide
1x Fortified Position
1x Poisoned Blood
1x Agony
1x Fumble
1x Brace Yourself

1x Harshforge Plate
1x Ring of Command
1x General's Signet Ring
1x Helm of Command
1x Morning Star

1x Perfect Strike
1x Conquer
1x Whirling Strike
2x Power Strike
1x Sniper Shot
2x Defend
1x Battle Fury
1x Piercing Strike
1x Charge
1x Dissolve
1x Group Heal
2x Flank Attack
2x Dispel
1x Teleport
2x Minor Heal
1x Force Push

1x Hurl Rock
2x Acid Ball
1x Hurl Boulder
1x Surging Wave

1x Construction Yard
1x Barracks
1x Armory
1x Harshforge Monolith
1x Rolling Fog
1x Wall of Earth
1x Altar of Carnage
1x Tanglevine
1x Garrison Post

Turn 1: Barracks in NC, Construction Yard in starting zone.
Turn 2: Deploy Butcher, move (or don't) and cast General's ring
Turn 3: Deploy Butcher, cast Command Ring, Possible Charge +1 Battle order, Power Strike for 1 mana, or defend for 0.

The general strat is to make butchers and buff them.  Standard bearer, Armory, command incantations, etc, all work great.  Once you start stacking buffs they all add up to something surprisingly impressive.

Obviously, the build isn't fully optimized yet, but I think it's on its way.  I think there could be more potential space opening up due to Harshforge, brace yourself, etc, making certain arcane spells less important, but I need to seem them in action to know for sure.  Also, I'm not sure where Altar of Carnage fits into the build; I'd much rather have an armory ASAP, from what I've seen.

Thanks for any input  ;)

League / Tournament Play / Players in Pittsburgh, PA?
« on: June 26, 2014, 12:46:56 PM »
Hey guys, I'm looking for more people around Pittsburgh that would be up for meeting up at one of the various game stores around.  More specifically, I'm located on Pitt's campus so if anyone frequents Phantom of the Attic, Games Unlimited (in Squirrel Hill) or even Mr. Nice guys out in Monroeville I'd most likely be down to come by.  Maybe we could even start a league?  I figure since Oakland is a college town there's got to be more people playing MW here than I know about, lol.

General Discussion / FiF: Street release July 2nd?
« on: June 24, 2014, 03:37:28 PM »
Amazon and Fun Again Games seems to know something we don't.  Does anyone know if this is confirmed?  I sadly didn't preorder and now have to wait for my FLGS to get it in :-/

Spells / Teleport Errata (Friendly** Creature and Zone)
« on: June 11, 2014, 07:29:53 PM »
Most of you have talked about this issue before, so I won't beat a dead horse and try to keep this short.  My suggested errata to teleport is simple, restrict it to only friendly creatures.

I've seen people house rule this in real life and on OCTGN.  It seems to work very well and contributes to the overall health of the game in a positive way.  It promotes more interaction between creatures and looses the grip arcane has on the core of every book. 

Some others have suggested it be "epic", but I don't think the problem is that teleport can be used more than once, it's that it can be used on an unwilling mage.

Anyway, I know most have a relevant opinion so I'd like to here them and see if we can come to some kind of formal conclusion on the issue  ;)

Spells / Retaliate Subtype
« on: June 07, 2014, 03:37:47 PM »
(I know this has been brought up once or so before, but I think it deserves more attention.  I just checked the rules supplement and there doesn't seem to be an entry about this spell.)

I think the subtype on this spell really needs to be changed.  Actually, it needs to exist in the first place.  This enchantment is obviously a command, overlooked likely due to the fact that it was in the base set.  This isn't the first time this has happened (skeletal sentry) and I'm surprised it hasn't been changed as of yet.

As some of you already know, I'm a pretty big supporter of the Warlord.  So, what better way to show your support than have the forums dissect your book?  ;) As requested, here it is:

Attack2 x  Acid Ball1 x  Hurl BoulderConjuration2 x  Garrison Post1 x  Fog Bank1 x  Wall of Bones1 x  BarracksCreature1 x  Dwarf Panzergarde1 x  Thorg, Chief Bodyguard1 x  Skeletal Knight2 x  Goblin Slinger2 x  Goblin Grunt4 x  Orc Butcher1 x  Dwarf KriegsbielEnchantment2 x  Agony1 x  Standard Bearer1 x  Regrowth1 x  Stumble1 x  Rhino Hide1 x  Nullify1 x  Poisoned Blood1 x  Block1 x  Divine MightEquipment1 x  Eagleclaw Boots1 x  Helm of Command1 x  Elemental Wand1 x  Ring of Command1 x  Meditation Amulet1 x  Wand of Healing1 x  Dragonscale HauberkIncantation1 x  Charge1 x  Battle Fury1 x  Sleep2 x  Power Strike1 x  Piercing Strike1 x  Evade1 x  Sniper Shot2 x  Dissolve3 x  Minor Heal1 x  Purify3 x  Dispel1 x  Teleport1 x  Force Push1 x  Perfect Strike
Total cost: 120 pts

The main of the book is to basically churn out butchers because they are hands down the Warlord's best generically good creature.  This is mostly accomplished through barracks and meditation amulet.  The starting turns usually look like this:

Turn 1:  Move, drop barracks in center, QC garrison post into either starting zone or to the left (depending on opponent)
Turn 2:  Deploy butcher, QC Amulet, FC Meditate
Turn 3: Deploy butcher, QC enchant or ring, FC meditate, etc, etc
That's the basic gist.  Obviously, depending on what your opponent does, you're not going to be able to keep bringing out butchers each turn; you're going to need to react to armor (acid ball), with commands, etc.  In the turns you need more mana to deal with other concerns, you would make a grunt.  This book is all about action advantage, so you should really always be deploying something.
Lets go through each card to explain it's purpose:

Thorg:  Play vs larger creatures, control them.

Dwarf Panzerguarde:  Intercept, great body  (;))

Dwarf Kriegsbiel: Sweeping.  Great against multiple creatures/swarm. (Replaced by hammer in battleforge build)

Orc Butcher:  Generically strong.  Meaty, 4 dice.  Main source of damage (usually). 

Goblin Grunt:  Fills in for butchers on barracks when low on mana.

Skeletal Knight:  Counter bloodreaper, wounded prey, any living weakness.  Provides a larger soldier to deal with mid range threats.

Goblin Slinger:  Ranged support.  Best played when butchers are engaged.  Deal with mid/low range flying threats.  Easier to position thanks to Garrison Post Errata.

Rhino Hide: Armor.

Stumble: Pay 3 mana.  Cancel potentially large attacks.  Could be considered flex space.

Standard Bearer:  Armor buff, melee buff.  I honestly don't like it that much, it promotes grouping and isn't the easiest enchant to gain value from.  Probably needs a buff through errata, though, awesome against swarm.  (Probably flex space)

Regrowth: Regen.

Poisoned Blood:  Cancel healing/life gain.

Nullify:  Stop dissolve, etc.

Block:  Stop attacks.

Divine Might:  Ethereal hate.

Agony:  Very strong against beefy unliving creatures.  Easy and effective way to deal with otherwise difficult threats.

Wand of Healing:  Deal with conditions (corrode, sleep, etc)

Ring of Command: Discounts on things you're probably going to be doing anyway is nice.

Elemental Wand:  Bind acid ball against armor stacking, bind boulder for damage (I usually only do the first)

Meditation Amulet:  Make mana, deploy creatures.  Offsets relatively costly start, extremely important.

Dragonscale Hauberk:  Armor, fire resist is nice.

Helm of Command:  Pretty much a less costly, more/less restrictive version of a mage wand, but for your head.

Eagleclaw boots:  Jet stream on a wizard tower getting 5 dice and possible daze for 4 mana is terror.  Lets you climb walls (actually got to do that the other day  :P).

Sleep:  Mid/Big creature control.

Sniper Shot:  Unavoidable ranged attacks.  Best combined with a hurl boulder to 1 shot Falella  :P

Evade:  Elusive. (Flex)

Piercing Strike:  Piercing (Possible Flex)

Power strike:  With discount ring, you're paying 1 mana for 2 more dice, very solid.  Even without ring, 1:1 ratio of damage to mana is solid.

Charge:  Helps with positioning.  Situational, but get get you damage not otherwise able to get.  (Possible Flex)

Dissolve:  Duh.

Battle Fury:  I prefer power strike in most situations, but still, usually a 1:1 dmg to mana ratio which is good.  Nice against low armor targets.

Perfect Strike:  Unavoidable (possible flex)

Dispel:  Need utility.

Purify:  Probably one of the most underrated cards in MW.  Removes all poison conditions, AND enchantments.  Deals with poison blood and ghoul rot at in an action efficient way. 

Minor Heal:  Keeps you and other alive.  1 of the 3 might be flex.

Hurl Boulder: Damage, attack cancel.

Acid Ball: counter armor

Teleport: for those awful situations.  Try to stay 3 zones away from enemy mage at all times (unless you need to go in to acid ball or something), and you usually don't have to use this

Force push:  Utilityyy

Wall of Bones:  Block LoS, block movement.

Fog Bank:  Block LoS.

Barracks:  Deploy, deploy, deploy.  Other main half of the strategy.

Garrison Post:  Errata makes having more than 1 out worth it.  Fuels Barracks, helps with positioning making creatures more relevant quicker.


Hopefully all of that makes some kind of sense.  I find the biggest counter you need to be looking out for is armor stacking (usually through battleforge) or bloodthirsty.  The first drops your damage output significantly (potentially) and the second counters the efficiency of your creatures (to some extent).  Luckily, even right now, they're counters to both (acid ball, skeletal soldiers)


I may use some of the flex space soon to fit in skeletal sentries (since their recent update in subtype), but right now bloodthirsty isn't too much of a problem in my "meta," though could definitely develop into one.  Also, I could probably use a geyser, but honestly I've only had someone attempt to burn my Barracks down maybe twice, ever.

I know this book, and the Warlord in general, are getting some really nice buffs in FiF.  The General's Signet Ring is looking to be an auto-include for this book, along with Flank Attack, likely Atlar of Domination, Defend, brace yourself, etc.  However, I think most of those would take up the flex space and not have that large of an impact on the basic function.  It may be possible the discount from General's Signet Ring may end up being so significant throughout a game that mediation amulet is no longer required, but at this point I don't think that's the case.

After the advent of meditation amulet, I believe their are two builds the Warlord (and possibly most mages) have access to.  Both of these are based around action advantage.  The first is the battleforge build that centers around buffing your mage through armor and equips.  This build is used often for many mages and I believe most consider it strong, and it is.  Battleforge build lets you stack armor effeciently, react to many threats through equips, and protects #1: your mage.  The second build, seemingly, is the one I use and is described above; the barracks build.  It also gains advantage through actions, but instead does this through deployment of efficient creatures (intially) and, similiar to battleforge build, has the ability to respond to threats, except instead of through equips, it does it through creatures.

It might be possible to combine both barracks and battleforge in a build for a sort of "ultimate" action advantage build, but I'll admit I haven't figured out how to stave off that kind of mana starvation early game.

Also, it's entirely possible that there are builds for the Warlord that are tournament viable that don't include either Barracks or Battleforge, but from my experience you need at least one of them.  I feel this experience is at least somewhat supported from those I've seen/played against on Octogon and IRL, but I could be wrong.

Anyway,  comments, criticisms, etc, all welcome.  I like talking about the Warlord so even if you want to say "your book sucks, do this, this, and this, instead" I'd like to hear it  :).

General Discussion / Anvil Throne Walord Card List
« on: May 15, 2014, 11:44:56 AM »
So I think I figured out the Anvil Throne Warlord's card list from Scott's "From the Board Room" post yesterday.  Note that I haven't yet bothered to determine the amount of each card, just what (I'm pretty sure) they are.  I'll try to update with amounts later.  Also, if you look closely in the video you'll notice that all the spells that come in the base set are denoted by what looks like an asterisk or number (and one's that don't are not  :P).  Lastly, cards that I had to make my best educated guess at (because they haven't been spoiled) I put an asterisk next to.


Deflection Bracers
Eisenach's Forge Hammer
Elemental Cloak
Elemental Wand
Gurmash's Signal Ring*
Harshforge Plate
Helm of Command
Horn of Gothos
Ivarium Longbow
Morning Star
Regrowth belt


Altar of Carnage
Archer's Watchtower
Battle Forge
Construction Yard
Harshforge Monolith
Wall of Earth


Anvil Throne Crossbowman*
Bloodcrag Minotaur
Dwarf Kreigsbeil
Goblin Alchemist
Grimson Deadeye, Sniper
Gurmash, Orc Sergeant
Otto Kronig, Master Engineer
Sir Corazin, Blademaster


Brace Yourself
Standard Bearer


Battle Fury
Flame Attack
Force Push
Rouse the Beast
Sniper Shot


Hurl Boulder
Hurl Rock

General Discussion / FiF: Harshforge Plate
« on: May 05, 2014, 11:49:18 AM »

Today's preview.  Seems like a game changer  ;)

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