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Topics - Arkdeniz

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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)

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.


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.

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

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?

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?

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.

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
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

Spellbook Design and Construction / iSuck Wizard 1.0
« on: December 05, 2017, 04:16:26 AM »
So here is an older model I have pulled out from my shelf recently. Scraped home with it against a beasty in a long game.

It is a basic version of a classic mana denial, outlast-the-enemy wizard. Heavy on the mana worms and essence drains. Keep the enemy powerless then go for the kill with lightning is the general plan.

It is clearly not updated in 12 months or more. Only sign of it being post-Grimoire is Mordok's Tome, but this I think was an impulse tinker rather than a deliberate reassessment.

Any advice on changes I should make based on the last few expansions/changes in play?

iSuck 1.0 (Air)A Wizard (Air) Spellbookbuilt by
Equipment2 x Arcane Ring1 x Leather Belt1 x Leather Chausses1 x Leather Gloves1 x Lightning Ring1 x Mage Wand1 x Meditation Amulet1 x Moonglow Amulet1 x Mordok's Tome1 x Repulsion Cloak1 x Rod of the Arcanum1 x Sistarran Robes1 x Suppression CloakConjuration1 x Enchanter's Wardstone1 x Gate to Voltari2 x Mana Crystal1 x Mana SiphonCreature1 x Gargoyle Sentry3 x Mana Leech3 x Mana Worm1 x Meditating MonkEnchantment1 x Block1 x Circle of Lightning1 x Cobra Reflexes1 x Decoy4 x Essence Drain1 x Force Crush1 x Harmonize1 x Hawkeye1 x Hoodwink2 x Pacify1 x Reverse Magic1 x Sanguine ThirstIncantation2 x Dispel1 x Dissolve1 x Drain Power1 x Force Push1 x Knockdown2 x Lesser Teleport2 x Minor Heal1 x Purify2 x Seeking Dispel1 x Shift Enchantment2 x TeleportAttack2 x Acid Ball2 x Forked Lightning2 x Jet Stream3 x Lightning Bolt1 x Piercing Thunderstrike
Total cost: 120 pts

Spellbook Design and Construction / Grab and Hold Wizard
« on: November 14, 2017, 03:20:46 PM »
This is a build for multiplayer domination I've been playing around with.

Grab and Hold WizardA Wizard (Air) Spellbookbuilt by
Equipment1 x Arcane Ring1 x Dispel Wand1 x Enchanter's Ring1 x Leather Belt1 x Mage Staff1 x Mage Wand1 x Wind Wyvern HideConjuration1 x Consecrated Ground1 x Steep Hill1 x V'Torrak Gate1 x Wall of StoneCreature1 x Gargoyle Sentry6 x Goblin Legionnaire3 x Jade Gremlin1 x Ludwig Boltstorm2 x Usslak, Greater Orb GuardianEnchantment1 x Arcane Ward1 x Enfeeble1 x Essence Drain1 x Exile1 x Fumble1 x Galvanize2 x Giant Size2 x Minor Essence Drain2 x Nullify2 x Shrink1 x Summoning Circle1 x Teleport Trap1 x V'Tar Force SentryIncantation1 x Banish1 x Clear Mind1 x Defend2 x Dispel1 x Dissolve1 x Force Push1 x Force Wave1 x Lesser Teleport2 x Mend1 x Overextend1 x Rouse the Beast1 x Seeking Dispel1 x Shift Enchantment1 x Teleport1 x V'Tar SuppressionAttack1 x Chain Lightning1 x Sandstorm1 x V'Tarrian Energy Wave1 x Voltaic Discharge1 x Windstorm
Total cost: 120 pts

It is designed to have one orb by the end of turn 2, with plenty of mana in the bank and defences ready to be thrown up. The idea is to get a jump start on the opponents and, through taking and holding other orb zones while hampering the opponents, keeping that lead. It is really intended for games that go to around 11 VP and take about 8 turns.

Turn 1:
Lesser teleport (preferably next to an Usslak with 2 orbs, but a Sslak with 1 will do)
Ludwig Boltstorm

Turn 2:
Boltstorm triplestrikes the defending Usslak/Sslak.
(Wizard QC Overextend if defender is not dead)
Wizard moves and touches orb.

Turn 3 (option1)
Boltstorm moves into square and touches any second orb
(QC) Steep Hill

turn 3 (option2 - if one or more opponent is nearly through a defending Sslak)
Giant Size a Sslak (x2 if both opponents are close)

From there it is a combination of sending Usslaks through Summoning circles/gates to other Vtar orbs, fumbling, teleporting enemies, exiles/banishes getting in their way with easily defendable Jade Gremlins and so on.
The Goblin Legionnaires are there for a quick boost to action numbers (cast on turns before you have the initiative).

A work in progress, but I think it has potential. It probably needs an additional Usslak and another wall.

EDIT: I need to point out that in my local group Galaxxus is forbidden since not all of us have the Domination set, and we don't want to have that big of an advantage over those that don't.

Vampiric NecromancerA Necromancer Spellbookbuilt by
Equipment2 x Cloak of Shadows1 x Eagleclaw Boots1 x Leather Belt1 x Leather Vest1 x Mage Wand1 x Sunfire AmuletConjuration1 x Altar of Infernia1 x Idol of Pestilence1 x Mana Crystal1 x Poison Gas Cloud2 x Wall of BonesCreature3 x Ichthellid1 x Malacoda1 x Tjusut, the Risen King1 x Zombie BruteEnchantment1 x Agony1 x Arcane Ward1 x Chains of Agony1 x Circle of Light1 x Curse Item1 x Curse of Decay1 x Death Link1 x Demonic Bloodlust1 x Ghoul Rot1 x Lesser Invisibility1 x Mind Shield2 x Nullify1 x Plagued1 x Rise Again2 x Theft of LifeIncantation1 x Animate Dead2 x Crumble2 x Dispel2 x Drain Life1 x Drain Power3 x Drain Soul1 x Force Push2 x Seeking Dispel2 x Siphon EnergyAttack
Total cost: 120 pts

I've mentioned this build a few times on the forums. Time to put it up on show.

Turn 1: Sunfire Amulet and Idol of Pestilence.

This makes an immediate +2 Life difference between me and the opponent. It means they have to come to me.

Turn 2: slip on a Cloak of Shadows

Turn 3 onwards: depending on the board situation, start blasting away at the enemy Mage with Drain Souls/Drain Lifes/Drain Power/Siphon Lifes OR start cursing his front-line creatures and keeping distance OR putting out a couple of creatures to mix it up with the enemy. A Plagued Malacoda works a treat as an in-zone henchman for the mage.

The basic point of this build is to get stronger as the enemy weakens. I do take hits (often a lot of them), but this just opens up the vampiric options.

The Sunfire Amulet and the Circle of Light are out of school, yes, but they serve exactly the function I want, and are worth the cost.

The Cloak makes the enemy get within range of the Drain spells, so a distance bombardment is less of an option.

Identified weak match ups are with the Priestess (obviously) and to a lesser extent the Priest and Paladin. But that is not exactly news for a Necromancer.

Rules Discussion / Couple of Academy Warlord questions
« on: September 15, 2017, 08:52:15 PM »
Now I've got this set I see lots of potential in it. A couple of questions, though, if I may:

1) Is there a range to the Straywood Scout's special power to mark an enemy creature for death? Is it unlimited (as is, for instance, the Gate to Voltari)? Or is it the 0-1 of his shortbow?

2) The Harshforge Knight can clearly not have a formation attached to him, but does he still benefit from a revealed formation's power?

Looking forward to trying these new cards out. 

Mages / academy mages conversion to arena stats?
« on: September 13, 2017, 06:58:41 PM »
I've looked everywhere for conversion rules to run academy mages (and their special powers) in the arena.

Where there is a single arena mage type to convert it to this seems obvious (academy priestess takes the stats of arena priestess), but what does one do for the warlock/beastmaster/warlord, which each have two arena versions?

Any pointers?

Spellbook Design and Construction / Artillerypriestess
« on: September 05, 2017, 10:29:40 PM »
A slower but hopefully surprising delayed aggro build.

ArtillerypriestessA Priestess Spellbookbuilt by
Equipment1 x Eagleclaw Boots1 x Gloves of Skill1 x Ivarium Longbow2 x Mage Wand1 x Radiant BreastplateConjuration1 x Deathlock1 x Mohktari, Great Tree of Life1 x Pillar of Righteous Flame1 x Steep HillCreature1 x Alandell, the Blue Knight1 x Light of Dawn1 x Meditating MonkEnchantment1 x Akiro's Favor1 x Astral Anchor2 x Eye for an Eye1 x Hawkeye1 x Jinx1 x NullifyIncantation2 x Disarm2 x Dispel2 x Force Push1 x Lesser Teleport1 x Minor Heal1 x Repulse1 x Seeking Dispel2 x Sniper Shot1 x TeleportAttack2 x Dragon's Breath3 x Hurl Meteorite2 x Thunderbolt
Total cost: 120 pts

So, the basic idea is to take the first two turns walking slowly to the near centre square, casting Akiro's, Hawkeye and the boots on the way.
Turn three, the bombardment of the opponent mage begins with the range 3 attack spells, with the quick cast for force pushes, teleports and so on to keep approaching creatures off.
The hill and astral anchor come into play if they get too close, with the repulse if they actually get to the top.

Planned strengths:
a) a secure base that is very hard to break into (or pry out of)
b) an element of surprise (hopefully opponents would not expect a priestess to start lobbing bombs)
c) sheer damage output (meteorite + hill + hawkeye = 11 dice)

Noted Weaknesses:
a) A counter-bombardment. Hopefully the damage output of the meteorites will outrun anything else.
b) Defenses. This is what sniper shot + mage wand (x2) are for.
c) Failing to get the kill shot in. Move to phase two (Alandell and bow support)
d) healing-heavy opponents such as another priestess. This is what Deathlock is intended to counter (tucked away behind the hill)

Potential surprise:
a) opponent's reverse attack met with an eye for an eye...
I thought about making this a Warlord or Druid book. Both would have strengths, but the +1 channelling of the priestess and the slower starts either of those two would have kept me looking at the priestess.


Rules Discussion / Siren's Call and passage attacks
« on: August 05, 2017, 09:00:43 PM »
Hi All

Question came up last night, as to whether a creature subject to the Siren's Call has to go through a wall with a passage attack if that is the only way to get closer to the Siren.

We ultimately ruled that it does, since the rules do not expressly say it doesn't (unlike, say, the rule for Thorg's Taunt), rather than on an obvious argument either way.

Is that right?

I guess driving men to their doom on the rocks is the canonical Siren thing to do...

Player Feedback and Suggestions / On Goblins
« on: July 18, 2017, 05:32:27 PM »
I have suggested this in another thread, but it really belongs here.

The canonical fantasy goblin is a disposable minion of the dark lord. They breed in large numbers, are cowardly and servile and are the cannon fodder in many an army that gets slaughtered by the elves, dwarves and humans.

Enter the Mage Wars Goblin Grunt. It has a casting cost of 4, 4 hit points, has a quick melee attack of 3 dice with no bonuses.

Sounds about right.

However, the full round casting cost really lets it down and typically prevents it from swarming effectively like Goblin Grunts really should.

So, to my suggestions:

1) make the Goblin Grunt a quickcast rather than a full round action. 
2) make the Goblin Grunt a pest.
3) make the Goblin Grunt a cantrip.
4) to provide a bit of balance, add 1 dark school point to its SBP.

In essence, the purpose of all these would be to encourage warlocks, necros and warlords to spit out an army of one-shot, one-kill mooks who serve little real purpose other than to tangle up the hero mages and their larger creatures, get the occasional hit in and generally serve as a nuisance. And there is a never-ending supply of them...

And add a touch of Dark to the mix to keep them from falling into the wrong (Paladin) hands.

I think this in particular would serve to bolster the BW Warlord a little bit, make Slaknir more useful and give the Orc Sergeant some underlings to kick around.


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