August 13, 2020, 03:40:03 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.

Topics - Mrmt

Pages: [1] 2
Spells / Does anything else do the job of Gravikor?
« on: October 07, 2014, 04:28:20 PM »
I am experimenting with warlord builds. I was lucky enough to get hold of a gravikor a while back, but feel guilty putting it in my deck.

Is there anything else as friendly to a warlord conjuration deck that does a similar job?

Any more Mage Wars players in the area? There is a growing circle in Surrey/Hampshire, and keen to expand.

Weekly games in the Mulberry pub in Farnham, early week days. There are an increasing number of players in the Board2Death group, which meets weekly alternately in the Black Heath and Aldershot.

More players are getting into this from the excellent Epsom Games Club - venues established both in Epsom and in a pub in Abinger. Come along! All welcome! Reply here or send me a message to get involved.

When a necromancer gets down these two cards, giving everything finite life, and removing one life a turn from every living creature on the board, it's pretty much game over unless they are dealt with quick... Added to the general high bang for the buck of undead/finite life creatures, it's a nasty combo, giving the necro a huge advantage for very little cost.

Short of building up a wrecking team to take down these conjurations, what's the strategy against it? It's so dispiriting to play against.

Does any other mage have anything quite as dominant, which allows it to wreak so much havoc for so little effort?

Strategy and Tactics / Adramalech warlock and the gate to hell
« on: August 03, 2014, 04:42:14 AM »
I wonder if anyone has tried the old gate to hell with the Adramlech warlock?

Seems that a fire attack against every non flying enemy creature in the game, plus wildfire imps, and the new synergies from Forged in Fire could be pretty fantastic.

It's still a huge cost - 24 mana - but it seems more viable now, especially against a swarm deck. (Of course to make it really good vs the druid, adding its attack to plant conjurations would be awesome and feel entirely thematic, but perhaps make warlock too strong against the druid.)

On an aside, can a demon summoned from a Pentagram also appear at the gate to hell?

General Discussion / Mana/health dials?
« on: July 30, 2014, 05:59:49 PM »
While I have no problems with the cube/marker sheets as they are, I do have an issue with the fact that they are so easy to knock off.

One way is to stop this is to attach a bit of tack to the bottom of the cubes.

But it seems a set of dials would fit the purpose much better... has this ever been considered?

Rules Discussion / Looking again at barracks/garrison post
« on: July 24, 2014, 05:58:59 PM »
I remember reading that a garrison post couldn't be used to summon a capture from a barracks.

But seriously, that's exactly what this card is crying out for to be useful. I find it irritating it doesn't specify this is possible.

Reading again, I think it could be ambiguous... Ultimately, a mage is summoning even if using a spawnpoint, no?

Surely the garrison post should work with the barracks. I can see no reason why it should't and it would actually make the card useful.

Alternative Play / Handicap system between mismtached players?
« on: January 14, 2014, 02:32:28 PM »
One thing I like about this game, is it's an easy thing to institute a handicap between two mismatched players.

I have been playing against my 8 year old son, and while he has a remarkable memory for the rules, he needs some assistance. I generally drop my health down by around 8, and give him an extra channeling. This can be adjusted according to mage.

I was wondering whether any thought had been given to an official handicapping system, or what other approaches people have taken.

What I like about a handicap system, is it avoids a situation where one player has to deliberately play badly - which no-one enjoys. This way both sides can play to their utmost ability, and feel the thrill of a tight contest.

(PS I posted the same question on the BGG forums. Haven't decided which is the best for Mage Wars yet... this is obviously the in-house forum, but BGG debates help push the game up the hotness, which is important for games trying to break though).

Rules Discussion / Walls affect own creatures?
« on: January 14, 2014, 01:45:51 PM »
I'm assuming walls affect your own creatures as well as enemy creatures, correct?

Also, re replacing walls with different walls, the rulebook says you have to destroy the old wall first. Can the mage who cast it simply remove it, or does he have to send his creatures to tear it down?

General Discussion / Boiling the frog.
« on: January 14, 2014, 09:09:43 AM »
I am going down, one week at a time.

First the core.

Then I though, hmm, why not the DvN.

Then I spotted a couple of special offers, and went for FvW and CoK.

Then I wanted more teleports, and found a core set 1 (one left) on offer. Of course, there was a core set 2 (1 left) on offer also, and I found a way of justifying that too. (Well, how else to I do a clash of beastmasters?).

My inner control mechanism in in turmoil. I don't do this! I haven't even played the game that much! I have held off new amazing games for discipline's sake, that were cheaper.

And yet, so alluring, so juicy...


(and yet, those bonus cards...)

(I blame Tom Vasel, actually.)

Spells / Is arcane too important?
« on: January 14, 2014, 04:08:05 AM »
The more I read here, the more it seems that any mage without a heavy selection of arcane spells (teleports, dispels etc) will always be subpar. All skills being equal, a mage which has a lot of arcane utility spells will beat a mage without lots of arcane.

This - from what I glean - is because arcane offers the key to rushing (both in executing it, and defending against it), and from what I see, rushing is the dominant strategy. (ie There is no time to build up a beautiful array of defences and outposts). It also appears to be the primary means of countering or fizzling opponents' spells, which is always important, and in getting your big creatures, or mage, out of any tricks and traps.

Of course it's possible for someone to win without arcane, and obviously this is only really relevant once people delve deep into min maxing their mages. Personally, I am never likely to progress much beyond casual play, so it probably doesn't matter.

But this sits uncomfortably with me.

The fact that triple arcane cost effectively rules the warlord out of the game (on top of the fact that a mage built around spawning lots of soldiers and buffingis very bad at spawning lots of soldiers and buffing them), and that any mage without a heavy selection of arcane spells will necessarily be subpar.

My ideal of mage wars is that mages from different schools of magic pits their wits against each other, and all stand a good chance of competing. There should be an opportunity for mages which don't stuff their spellbooks with arcane to win the game.

Of course, there will always be dominant strategies in any game like this; it is almost impossible to have this much variety and keep it balanced. There will almost always some schools that are better than others.

But for one school to be so dominant seems a curious design decision.

I hope I have misunderstood, and that I am wrong in this!

Spells / How essential is teleport?
« on: January 13, 2014, 01:09:46 PM »
I finally succumbed, and went 'all in' on Mage Wars - meaning I have the core set plus all the mage expansions, but no extra spell tomes. [edit I have since ordered the spell tomes]

My concern is that experienced players have suggested no deck is complete without at least 2 teleports; ie that the card is so important to winning, you cannot do without it.

If correct, this would means that after spending a hefty chunk of change on this game plus expansions, I still would not be able to make two viable decks to play head to head.

Firstly, is this basically correct? ie That without at least two teleports, a deck won't be able to perform? (If so, that is rather annoying.)

Secondly, are there plans to introduce extra teleports, or equivalent, into future expansions, in the same way as they did for dispels and dissolves? Or does one have to buy the core tome?

I have finally gone 'all in' by getting all the expansions for this game, though I don't think I'll get the extra spell tomes, as they seem to be a bit of a waste.

To help me in my familiarization and to offer fellow beginners a choice of balanced battles, I would love to hear any suggestions of good x vs y matches, including decks, which offer an even chance of either side winning.

Happy to be linked to any other suggestions here, but what I'd really like to hear about are any great even matches, which didn't rely on excess gaminess (exploiting some broken combo, obsessive min maxing etc), that can offer a good time for both players.

(Edit: by preconstructed, I don't necessarily mean those constructed by arcane wonders, but any spell books that people have made. Have edited the title).

Rules Discussion / Corroding equipment?
« on: December 07, 2013, 10:57:47 AM »
Corrode can affect a creature or conjuration. But can it corrode armor from equipment on a mage? Thanks.

Rules Discussion / Force push and passage attacks walls
« on: November 28, 2013, 04:01:15 PM »
Can I assume it's not ok to decide not to spend the extra mana with force push, and to slam against a passage attacks wall instead?

As a matter of interest, what was the reason they introduced the extra cost? Was it because it was being abused?

Rules Discussion / Nullify spellbound spell?
« on: November 25, 2013, 12:40:55 PM »
When you nullify a spell cast from a spellbound wand, does the nullify completely destroy the spell, or does it just make it fizzle?

Pages: [1] 2