June 24, 2019, 04:56:58 PM

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Topics - Arkdeniz

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1
Hi Folks

Playing around with a concept of a stronghold warlord that utilises a hill and the various zone enchantments to build a castle. I need an interceptor to catch those incoming fireballs. I cannot decide which to go with of the three obvious choices.

Guardian Angel. Pros: Aegis, a defence, pretty good hit points and the self healing is awesome. Cons: high SBP cost and no synergy with the warlord's soldier commands.

Dwarf Panzergarde. Pros: loads of hit points, great defence chance, soldier. Cons: lightning vulnerability, no healing.

Noble Vanguard. Pros: Vigilant! Soldier. Cons: fairly high SBP cost, low hit points, no healing.

I am leaning towards the Panzergarde at the moment, but am worried I might have to carry a bit more healing/regen to keep him up.   

Would appreciate any thoughts/opinions.

2
Rules Discussion / Acid Blast (academy, not promo)
« on: January 11, 2019, 05:42:38 AM »
Still going through the new academy druid/elementalist cards.

Acid Blast
5 mana for a sweeping 2-dice attack, corrode on a 9+ on the effect die.

That's simple enough.

But what does it mean when it says " When this attack Assigns Effects place an additional Corrode condition on the defender"?

Is it (A): if the defender gets a Corrode (i.e. you roll 9+), it actually gets two Corrodes.
Or is it (B): During the Damage and Effects Step (the arena equivalent to the academy Assigns Effects) the defender gets a Corrode regardless of what was rolled on the effect die
Or is it (C): (just spelling out what "9+ = Corrode" means in the attack bar)

Or is it some fourth option (D)?

Just had an in-game argument about it.
I said it must be (B), since no other academy attack card has the same sort of wording, ruling out (C), and the text is not a conditional (i.e. it says 'when', not 'if') which seems to rule out (A). 
My opponent went for either (A) or (C), on the grounds that (B) would make the card too powerful for the cost.

Does anyone have any insights?

3
Rules Discussion / Academy Twister and Gale Burst vs Guards
« on: January 07, 2019, 06:29:37 PM »
Hi Folks

I am working my way through the new Elementalist and Druid cards (as you have probably guessed).

The Attack spells Gale Burst and Twister have as additional effects "if a minor creature is damaged by [the spell], it becomes inactive."

If you use either of these against a guarding creature that has yet to activate, does the guard lose the guard marker?

The relevant text in the rule book suggests that they wouldn't: "Guard markers are always removed at the beginning of a creature's action phase." A guard that is forced to become inactive does not get to have an action phase.

This does not seem right to me. The effect seems more akin to the arena Stun condition than anything else, and Stunned creatures certainly lose guard markers.

Does anyone have any thoughts on this? 

4
Rules Discussion / Is Gate to Hell a Zone Attack?
« on: January 03, 2019, 08:15:37 PM »
Yes, I know Gate to Hell is a trash card. But...

when you open it, it makes an attack 'against each non-flying creature in the arena'.

Does that attack count as a Zone Attack for the purposes of damaging a) invisible creatures and b) swarms?

I know per RAW it does not say it is a Zone Attack and therefore Invisible and Swarm creatures might not suffer from the full effect.

But it is an otherwise sui generis Arena Attack. The entire place is filled with the fires of hell, from which there is no hiding, no cover. (As the supplement says "These attacks do not require LoS as the gate is filling the entire board with the arena wide attack") 

I am pretty sure that Invisible creatures get hit, but would the Swarm take full damage?
 

5
Rules Discussion / Defrost
« on: January 03, 2019, 07:17:55 PM »
The current version of the Codex says this of "Defrost":

'this is a trait of flame attacks. It will be defined in a future expansion of the game in which frost damage is introduced.'

We now have Frost damage, but the Elementalist's little rulebook says nothing about Defrost.

Burn tokens and Freeze tokens cancel each other out, but flame attacks do not necessarily cause a Burn, so that can't be it.

Have I missed a memo somewhere that explains Defrost?

6
Rules Discussion / Intercept and pest
« on: October 15, 2018, 06:45:01 PM »
Hi Folks
What happens if a pest with intercept is on guard and I throw a fireball into the zone?

Intercept trait description: "If a ranged attack targets a non-flying object in the same zone, this creature may redirect that ranged attack to itself, so long as it can be a legal target for that attack."

Ignoring Guards (from rulebook): "Pest: Creatures with the Pest trait are too small or easily avoided. They cannot block other creatures and can be ignored by any attacker."

My reading of these when put together suggests that a pest with intercept can still guard and get in the way of a ranged attack, even though it cannot block a melee attack. Seems a little counterintuitive (why can it jump in the way of a fireball but not a sword swing?), but RAW kicks in: Initial fireball attack can ignore the guard, but the pest can still be a legal target of the fireball...   

I know that no pest has intercept, but an interceptor could always be targeted by Shrink, so...

7
Spellbook Design and Construction / PALadin v1
« on: October 15, 2018, 04:02:48 PM »
Well, one of my group challenged me to create a Paladin for a match with another of the group.

I am not usually a Holy mage player.

This is what I have quickly come up with.

PALadinA Paladin Spellbookbuilt by http://www.spellbookbuilder.com
Equipment1 x Colossus Belt1 x Dancing Scimitar1 x Dawn's Bastion1 x Dawnbreaker Ring1 x Elemental Cloak1 x Enchanter's Ring1 x Gauntlets of Strength1 x Helm of Justice1 x Radiant Breastplate1 x Signet of the Dawnbreaker1 x Spiked Armor1 x Spiked Buckler1 x Steadfast Boots2 x Sword of Radiance1 x Tempered FauldsConjuration1 x Hand of Bim-Shalla1 x Malakai's Basilica1 x Pillar of Righteous Flame1 x Renewing Spring1 x Temple of Light1 x Wall of ForceCreature1 x Artemis, Dawnbreaker's Eye1 x Aurora Lucere, Dawnbreaker's Chosen1 x Eligor Larington1 x Goblin Builder1 x Messenger of Bim-Shalla1 x Straywood ScoutEnchantment1 x Armor Ward1 x Bear Strength1 x Blessed Focus1 x Bull Endurance1 x Circle of Light2 x Critical Strike1 x Divine Intervention1 x Divine Protection2 x Eye for an Eye2 x Galvanize2 x Gator Toughness1 x Glancing Blow1 x Healing Charm2 x Knight's Courage1 x Life Link2 x Nullify2 x Pacify1 x Paladin's Valor1 x RestoreIncantation1 x Battle Fury2 x Dispel2 x Dissolve1 x Heal1 x Minor Heal1 x Remove Curse1 x Repulse1 x Reveal Magic1 x Seeking Dispel1 x Smite1 x TeleportAttack1 x Blinding Flash3 x Luminous Blast2 x Sunfire Burst
Total cost: 120 pts


The basic plan is to throw down the builder on T1, Eligor on T2, and then march with Eligor straight up the board to the enemy mage, putting out equipment and/or buff enchantments each turn, while the builder starts the temple set up behind me.

Once in melee range, start smacking. If Eligor gets taken out, put out a replacement (Aurora if I encounter a swarm, Artemis if there are flyers).

So, nothing complicated.

Thoughts on the build and/or the approach welcomed. Weaknesses are of particular interest. 

8
General Discussion / Looking to buy: Promo cards
« on: August 20, 2018, 09:51:29 PM »
Hi Folks

Being stuck in Australia I don't tend to have many promo cards reach me.

But if anyone has copies of the following I'd love to have a chat about mutually favourable trade terms. PM me if you do:

Eeker (I'd particularly love an Eeker, he's just so cute!)
Bloodwave Strongbow
Hidden Tunnels
Asto Vidatu
Stench of Death
Ankh of Asyra
Elfric's Life Ring

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Rules Discussion / What is "Innate Life"?
« on: August 08, 2018, 12:52:09 AM »
So, the commentary in the thread about the new Academy mages coming out talks about the new Swarm creatures, and whether they can gain benefit from the Etherian Lifetree despite having Finite Life (which would normally prevent any gaining of Life, or healing, or regen).

(Etherian Lifetree, of course, states that "All other Living creatures and conjurations gain +2 Innate Life")

So, I wondered what made the Innate Life special.

The Codex doesn't have a definition for it, and the only reference to 'Innate Life' in that document is that Growth markers give +3 of it.

So my question is: "what makes 'Innate Life' different from just 'Life' (as represented by the little red heart picture) that would enable the Swarm to benefit from the Lifetree?     

Now, my thinking is that 'Innate' clearly means 'inseperable from the rest of the being', rather than just being 'in addition to' or bolted on to something. For instance: Kralathor eats someone and it gets bigger and stronger. The additional size and strength becoming inherent to Kralathor (and in game terms cannot be lost, dispelled or destroyed).

This is different from the extra Life provided by, for instance, Bull's Endurance, where if you lose the BE, you lose the +4 life.

If this thinking is right, then it follows that the Etherian Lifetree, when cast, instantly and irrevocably grants +2 additional permanent life points to all other living things. Being now inherently a part of the creatures and conjurations affected, these +2 life points will remain even if the Lifetree is subsequently destroyed.

I confess that this is different to how my group has ever considered it. We have always just considered the Lifetree's +2 innate life to be the same as any other +2 life. If the tree dies, everyone loses the benefit.

If the Lifetree can affect Swarms (which have Finiate Life) then there must be something different going on with 'Innate Life', and I can think of nothing else that it could be than the above.

What is the view on this? Have I just caught up with something that everyone else has considered obvious since forever, or is there another idea out there? Or are Innate Life and Life really the same and Swarms don't benefit from the Lifetree? 

(sorry for the ramble. I just wanted to make sure all my points were laid out)


10
Rules Discussion / Are Vine Markers ‘Objects’?
« on: April 27, 2018, 10:32:01 PM »
As it says in the title.

They are certainly living conjurations, but do they count as ‘objects’ for the purpose of calculating who benefits from Meredia’s Blessing?

The Codex entry for Object is not clear to me. It says conjurations are objects, but also suggests that only spells can be objects.

Thoughts?

11
Rules Discussion / Armory and Royal Armorer
« on: February 12, 2018, 05:16:22 AM »
Just want to check my understanding here.

the Royal Armourer gives a +1 Armour token to a soldier that does not already have one, while the Armory just gives +1 Armour.

The Armoury’s power will not interfere with the Armourer’s power, correct?

A Vet token gives +1 melee and +1 armour. Does that count as an Armour +1 token for the purpose of the Armourer? I assume it is something different again.

12
Rules Discussion / Theft of Life
« on: January 20, 2018, 06:09:15 PM »
Hi

I just want to query a situation that emerged yesterday which I think we did right, but just in case we didn't.

My Necro vs a Wizard.

I have an Idol of Pestilence in play.

I put down a Theft of Life on his Gorgon Archer.

He then Steals that Theft of Life and puts it on me.

I put down a second Theft of Life on the Gorgon Archer.

Now, what happens in the Upkeep Phase?

We played it as the following:

His Gorgon Archer takes a damage from the Idol.
It regenerates it.
But my controlled ToL prevents that regeneration and instead heals my mage 1 damage.
But then his controlled ToL prevents my healing and instead heals his mage 1 damage.

Was that the right ordering?

13
Strategy and Tactics / Best Animal to make the Straywood's Pet?
« on: January 19, 2018, 10:09:15 PM »
As it says in the title.

Looking for opinions on what make the best Pet for the Straywood.

For me, I like the Guard Dog.
Yes, you need to put a small conjuration out to get the best effect, but Beastmasters are almost sure to do that. Standing in the shade of Mokhtari with your loyal dog by your side (who rolls 5 dice on his counterattacks and now has additional armour and life) is a lovely way to fight a war.

What are other thoughts?

14
Strategy and Tactics / Feed me, Seymour!- growing the plant
« on: January 18, 2018, 08:14:38 PM »
I have been tossing this potentail buddy build around, but I am not sure if it is cost effective. Appreciate any thoughts.

Nature mage (any type)

Turn 1:
Kralathor (16)

Turn 2:
Sweeping Strike on Kralathor (4)
Goblin Legionnaire x 2 (7)
Kralathor Eats the Legionnaires and gets 2 Growth markers.

So on turn 3 the mage has 10 mana in the bank, and a buddy that now has stats of 1 Arm, 19 life and melee 6, (8 melee against undead), with reach.

My gut is that this looks cool, but probably isn’t efficient except against Necromancers.

15
Spellbook Design and Construction / The Creepy Crawly Forest Druid
« on: December 08, 2017, 04:36:46 PM »
Snakes and Spiders and area control.

Basic idea is to use lots of restrained effects to catch the opponent's creatures and take advantage of the spiders' taint and eggs.

A couple of straywood scouts because they should frankly be in every deck as a re-directable Marked for Death.

Kralathor is there only for the occasional encounter with a Necromancer or perhaps for flyer-heavy builds.

Basilisk is out of school but the cripple ranged effect is a very nice one for this strategy. 

Creepy Crawly ForestA Druid Spellbookbuilt by http://www.spellbookbuilder.com
Equipment1 x Chitin Armor1 x Druid's Leaf Ring1 x Eagleclaw Boots1 x Sunfire Amulet1 x Vinewhip Staff1 x Waterfall Cloak1 x Wychwood IronvineConjuration1 x Corrosive Orchid2 x Mana Flower1 x Seedling Pod3 x Stranglevine1 x Swamp6 x Tanglevine1 x Vine Tree4 x Wall of ThornsCreature2 x Darkfenne Asp1 x Fellella, Pixie Familiar2 x Giant Wolf Spider2 x Ichthellid1 x Kralathor, The Devourer1 x Stonegaze Basilisk2 x Straywood Scout1 x Tataree2 x Thornlasher2 x Thunderift Falcon2 x Vine SnapperEnchantment1 x Barkskin2 x Cheetah Speed1 x Decoy1 x Demonic Bloodlust1 x Falcon Precision1 x Force Crush2 x Gator Toughness2 x Nullify1 x Wolf FuryIncantation6 x Burst of Thorns2 x Crumble2 x Dispel2 x Minor Heal1 x Seeking DispelAttack2 x Surging Wave
Total cost: 120 pts

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