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Topics - BoomFrog

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Spells / Otto Kronig, Master Engineer
« on: October 21, 2014, 03:46:26 PM »
How can we make Otto Kronig, Master Engineer good?  To get value out of Otto you need to have a non-living corporeal conjuration that is so threatening to our opponent that they want to destroy it and Otto can protect and repair it.  Also we are going to want Otto to get to work before the enemy arrives since he needs time to add armor.  If the enemy is already attacking we would likely be better served by being aggressive.  So we need a conjuration that is threatening and worth summoning by round 2.  Altar of Skulls, would be awesome but it takes too long to actually work.  Idol of Pestilence, Deathlock, Mordok's Obelisk and Suppression Orb are all quite threatening at the right time, but situational and you don't want to play them too early.

Which leaves one thing, walls.  And if you are going to invest that much into armoring a wall, you want one that is easily repaired therefore: Wall of Bones.  So who would benefit the most from walling yourself into your starting corner?  By denying line of sight you negate a lot of normal stratagies.  Fortified Position, Sacred Ground, and Mohktari, Great Tree of Life all become much more powerful when your opponent can't dispel them or push you out of your zone.  Also your opponent can't teleport you out of your fortress without breaking down a wall first.  Another neat trick is if you are attacked by a flier you can use sleep to trap them within your fortress where they cannot be easily woken up.  Beware Huggin and thoughtspores which can teleport you out of your fort.

You will want to be able to cram a lot of bonus channeling into that starting square, you will want a way to attack your opponent over the wall, and you will want an innate long game advantage to get the pay off of all this defense.  Ideas I've had so far, none of them tested:

Gothic Priestess:  Otto, Bone walls, Acolyte of the Bog Queen can repair walls or power the  Temple of Asyra.  Use the temple to summon angels and wear your opponent down while your priestess meditates in safety.  Possibly use a magewand of Resurrection to create an "infinite" endgame.

Entrenched - Defensive Warlord: You will want to grab more then one zone so that you can lay down a Watchtower with Grimson, and still have space for a barracks.  Eventually climb your wall and place an outpost on the outside and let your barracks start summoning.  Add alter of domination if you think you can pull it off.

Maybe wall in the corner and only play the barracks outside the sniper's nest once you've established a defensive line.  Ludwig Boltstorm can scare attackers away from your walls.  The dwarf warlord's +2 piercing makes Ludwig a beast.

The Skull - Defensive forcemaster.  Start with Grimson and an archer tower, Otto walls you in the corner, then summon 4 thought spores.  When ready use a thoughtspore to teleport the enemy mage into your cage of suffering.  Or use your massive channeling and action advantage to dominate the field.  Probably bind dispel, acid ball, and teleport, plus maybe minor heal or reassemble.  Thought spores benefit greatly from sacred ground and fortified position, and they can guard to lose flying and hide behind the walls.  Occasionally enchant them with block, most unavoidable attacks are range 1 or melee.

Who wants to help me get one of these to work?  Anyone else had success using Otto?

Spellbook Design and Construction / Druid - Predator
« on: October 07, 2014, 04:08:19 PM »
The focus of the book is to play Necropian Vampiress in a Druid book.  The druid lacks a good counter to flying and ranged strategies and the Vampiress is good against both.  She is very durable and mobile, she is probably the best creature you can summon while still efficiently using your other actions.  The way to efficiently use your actions without spending a lot of mana is to bank them for later by casting enchantments and seedling pods. 

Seedling pods are surprisingly useful when you cast them turn 2 but don't actually want to spend the full mana cost of a creature until turn 5+.  They are better then a mana flower because they give you your spent action back.  And being able to deploy a Wall of Thorns is a good trick, and just the potential is quite threatening.  However if your opponent is being aggressive you won't be casting any pods.

Turn 1: 19 Mana
Vine Tree (9), Enchanter's Ring (2), Mana Left: 8

Turn 2: 18 Mana + 1 Tree Mana
Vampiress (16), Enchant (1), Mana Left: 1+1T

Turn 3: 11 Mana + 2 Tree Mana
Deploy Thornlasher (5+2), (Enchant (1), Seedlingpod/melee/dispel/dissolve

If the opponent is being defensive I'll go with:
Turn 2: Deploy Seedling Pod (2+1), Seedling Pod (3), Enchant (1), Mana Left: 12
Turn 3: Deploy Deedling Pod (2+1), Vampiress (16), Enchant (1), Mana Left: 3+1+1

Against a necromancer play Kralathor instead of the Vampiress.

Attack1 x  Geyser4 x  Acid BallConjuration1 x  Tanglevine3 x  Wall of Thorns1 x  Vine Tree1 x  Renewing Spring3 x  Bloodspine Wall3 x  Seedling Pod1 x  Etherian LifetreeCreature1 x  Necropian Vampiress1 x  Kralathor, The Devourer2 x  Vine Snapper3 x  Thornlasher1 x  Raptor VineEnchantment2 x  Akiro's Favor1 x  Barkskin2 x  Bear Strength1 x  Cheetah Speed1 x  Divine Might1 x  Falcon Precision1 x  Jinx1 x  Lion Savagery1 x  Mongoose Agility2 x  Regrowth2 x  Rhino Hide1 x  Nullify2 x  Rust1 x  Cobra ReflexesEquipment1 x  Mohktari's Branch1 x  Enchanter's Ring1 x  Wand of HealingIncantation4 x  Dispel4 x  Dissolve3 x  Force Push1 x  Heal3 x  Seeking Dispel3 x  Teleport1 x  Shift Enchantment
Total cost: 120 pts

This object is immune to all attacks, damage, conditions, and effects of the
specified damage type, including critical damage and direct damage.
Cannot be targeted or affected by spells of the specified type
   Blocks   line   of   sight   (los):
This symbol indicates that the wall prevents
creatures on one side of the wall from seeing
anything on the other side. Abilities and spells
cannot target any object or zone that is on the other side
of a wall that blocks LoS. Walls never block LoS to or from
any creature with the Flying trait.
It all comes down to that tricky phrase, "Cannot be targeted or affected by spells of the specified type."  Blocking my sight certainly seems like affecting me. 

Personally I think that the designers didn't intend for immunity to interact with walls like this, but for the current card pool it seems like a good thing.  The only interaction I can think of is that flaming hellions could shoot through walls of fire.  This is 1) Awesome and 2) exactly the unique nitch that would make hellions special and maybe playable.  Currently hellions are the worst ranged attacker in the game.  Range 1-1 is crippling and at least spitting raptors have corrode which is hard to get in other ways, although I'd argue that spitting raptors are the second worst ranged attacker in the game.  Wait I forgot psylocks...  okay bump those to 2nd and 3rd, but you get my point.

The downside of this is that it would allow necromancers to see through that poison gas wall that was previewed and a mage with a one way wall might be overpowered.  But necromancer already has access to cloak of shadows so it doesn't seem too unreasonable to allow a second means of LoS disparity.  All I ask is that AW play test it a bit before saying no.  But please decide before Gencon...  :)

Spells / Circle of lightning daze is near useless?
« on: June 04, 2014, 04:56:44 PM »
If my understanding of the rules is correct then it seems like if you have CoL and are attacked them the attacker suffers daze or stun from the damage barrier then their action ends and the condition is immediately removed with no actual effect. You could attack a guard and then the guards counter attack may cause him to actually be stunned but that seems like an amazingly nitch  usage compared to circle of fire which can always burn.

Obviously neither are used much but still this seems like a glitch in the rules that makes this spell significantly weaker then intended.

Continued from Charmyna's thread: Bringing all mages on par!

Without any errata what cards would you issue to balance the current meta?  The obvious ones right now are:

teleport negating boots,
very cheap wall that blocks LoS with no specific elemental weakness so it can block mage towers, and enable wall oriented tactics (subtle gorilla buff  :) )
Defensive dispell that only dispells enchantments on your mage to stop 'cheesy' golem pit/plant pit locks.
quick action beastmaster only range 2 weapon (this might actually be too good, maybe add a mana cost to use)
a holy familiar that can only heal
a warlock creature suitable for fighting non-living
defensive buffs for nature swarm
defensive universal buffs for warlord melee swarm
cheap friendly only movement incantation to enable defensive mobility play and defensive ranged play.

That's all I've got off the top of my head.

Continued from Charmyna's thread: Bringing all mages on par!  The plan is to issue temporary tournament only errata that would be repealed later once new expansions rebalance the gameplay.  Obviously most players hardcore enough to use the forum will also probably use these as house rules.

I think for a short term fix, making dissolve, dispel and seeking dispel all novice, and make teleport and wizard tower epic.  That would nerf wizard dominance, what errata would immediately bring the subpar mages up?

Strategy and Tactics / The weaknesses of the non-living
« on: February 22, 2014, 02:30:56 PM »
There are many advantages to nonliving but what are the advantages of the living? If you have a book like Johktari beastmaster with an innate advantage against the bloodfilled what can you throw in as a plan B against the unnaturally animate?

Obviously the unvitaled cannot be healed so life tree and renewing rain are useful. Also if the game can be turned into hit and run tactics the healable should have an advantage, especially considering most living challenged are also mobility challenged.  This makes me want to consider more movement based attacks such as thornpushing.  A few walls of steel may be worthwhile if they make a squad of zombies take three turns to travel around. Especially when i could climb back over on turn 2. Steel is not so great against our jelly friends however and the ever-present threat of teleport makes walls unsound.

The one subtle thing that really struck me though is that the unbreathing ones completely lack flying and only skeletal archer has a ranged attack. This makes me think flying is really the crux of anti-nonliving tactics. Eaglewings, falcons, and maybe grey angels seem the best suited. More expensive flyers don't seem to gain enough defense for their cost and are too efficiently brought down by maim wings.  Although falcons can be disturbingly efficiently brought down by jet stream slamming their little heads against the arena wall.

This is too much theory with not enough experience. What would you add to a book as specific hate against the gutless?

Rules Discussion / Can tough bring the effect die below 1?
« on: February 21, 2014, 05:26:54 PM »
If I have tough-2 and a spike pit trap attacks me and rolls a 2, modified to a 0 do I avoid the stuck condition?  (spike pit trap hives stuck on a 1+)

If yes, than there are two tricks I can think of:

A mage has rhino hide, no other armor and two corrosion markers.  Shift enchantment the rhino hide back onto himself to remove the corrosion.

A creature has eagle wings and maim wings.  Shift the eagle wings back to the same creature renewing the 'timestamp' of the eagle wings making it the latest enchantment and thus overriding the maim wings.

Shift Enchant's text: "Move target enchantment you control to a new legal target."  So I'm guessing the word new means this does not work.

However Enchantment Transfusion's text reads: "When enchantment transfusion is revealed you may move any enchantment you control from this creature to one legal target creature up to 2 zones away from this creature."  So I believe these tricks do work with enchantment transfusion.

Spells / Enchantment Transfusion Tricks
« on: February 17, 2014, 08:49:47 PM »
Enchantment Transfusion is one of the trickiest spells in the game, and I keep learning more uses for it as I read old threads.  I decided it would be nice to collect all the tricks in one place and you veterans can inform me of any I missed.

1) Move enchants (or curses) off a dying creature onto a new one to get extra use out of enchants.  (I'm guessing this was the intended use judging from the artwork)

2) Stack curses on yourself when out of range of the enemy then transfer them all at once for a burst of aggression.  (A favorite of the ooze pit master)

3) Zip a reverse magic/attack from a nearby creature onto your mage to only counter a "real" spell as it's being cast.

4) Move an enchantment that is being dispelled to cancel the dispel.

5) Move an enchantment mid round to get two uses out of it in the same turn.  Cheetah speed, mongoose evasion, and eagle wings are all great.

Any more?

Rules Discussion / Goblin builder can't actually reconstruct walls?
« on: February 07, 2014, 10:51:41 AM »
I assumed repairing a wall was half the purpose of the builder but now I realize that his ability says:  "Remove 1 damage from a Corporeal Conjuration in his zone."

Walls are not in any zone, so does that mean he really can't repair a wall?  If so it's extremely disappointing.

Rules Discussion / Force Push and Wall of Pikes (and Wall of thorns)
« on: January 11, 2014, 07:46:30 AM »
If I cast force push and push a creature through a wall of pikes in the direction that does not trigger the attack do I still have to pay the extra 3 mana since the wall technically has the passage attacks symbol?

Same question when pushing a level 1 creature through a wall of thorns.

Logically I think you should not have to pay but technically I believe you do.

Thanks.  :)

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