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Messages - BoomFrog

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1
Strategy and Tactics / Re: Help against Purge Magic
« on: April 21, 2016, 03:33:29 PM »
Jinx and nullify are both mandatory triggers during the counter step. Wouldn't they both be revealed on the first cast and leave nothing for the second just like a nullify reverse magic combo?

Not if you play Jinx on your opponent's mage

Incorrect. 

http://forum.arcanewonders.com/index.php?topic=14626.msg42060#msg42060

Choose targets is the first step of casting a spell and both jinx and nullify are simultaneously triggered.  Both are revealed and the controller of them chooses which one to pay to resolve.

2
Hey, is this happening this weekend?  I'm down for some mage wars if anyone else is.

3
Spellbook Design and Construction / Re: Forcemaster build advice
« on: December 16, 2014, 01:38:26 PM »
Galvatar is so strong (and such an investment) that you really don't want to use a full round action to do anything besides attack. I'd take out hail of stones and destroy magic. Use purge magic and be careful about testing for nullifies.

Bear strength is a must for such an aggressive play style, is very efficient mana for damage.

You need more dissolve (or acid ball) you want your opponent at 0 armor all the time.

Force wave can be used as a quick cast AOE by bashing things into a wall or through a wall of thorns although I never really end up being that. If the opponent swarms then race them down. Forcemaster can kill someone in three turns of melee if they are not defending themselves well.

Include and Burk boulder and/or jinx for a finisher.

4
Alternative Play / Re: Randomness and variance
« on: December 16, 2014, 10:58:01 AM »
First, large numbers of dice are more consistent but it is more memorable when disaster strikes. Mage wars actually has far less luck then any other similar game.

Your rule would change the balance of the game making small creatures less powerful. One of the advantages of having two goblin grunts over one of orc butcher is that overkilling one goblin doesn't help you kill the second goblin so luck works in the goblins favor more often then it doesn't.

If you have an important roll to make then you should buy some insurance,  by which I mean prepare akiro's favor.

5
Spellbook Design and Construction / Re: The Johktari RUSHmaster
« on: December 08, 2014, 10:14:52 AM »
Best defense against a rusher is to summon one creature then use wall of thorns and curve push on them. If they don't put on any armor then punish them for it. And now you've got a perfectly positioned wall between you and them but your creature is beating on them and hindering.

6
Enchanting low level creatures is a bad investment. You'd be better off enchanting yourself or cursing the enemy mage .

Reverse attack can be awesome, note that all unavoidable attacks are range 1 barring the rarely used sniper shot. Using 2 is ambitious but may work. Reverse magic isn't as good since most experienced opponents check for a nullify before caddying big spells.

I'd add akiro's favor if you have forged in fire. Then you can use and ball and jet stream reliably and it helps bow and melee attacks. Jet stream the enemy mage through a wall of thorns when they have 0 armor.



7
Because a familiar is an investment in a long game and if the game goes long and people start running out of spells then spellbind will really help. A thought spore with acid ball is 4 sp and is a threat that must be delt with.

8
My crazy plan to make thought spores viable is to wall off your corner and cast sacred ground and fortified position. Because LoS is blocked the enchants can't be dispelled. They can also guard to his behind the walls on turns they are not casting. It restricts them to the corner but it makes them very tough and the forcemaster excels at keeping the fight in the area she wants it in.

9
Spellbook Design and Construction / Re: Forcemaster...Could it works?
« on: November 28, 2014, 10:09:51 PM »
Don't fall into the trap of thinking lots of defenses means you don't need armor.  Defenses are good vs big attacks armor is good against a lot of small attacks.  1 defense and some armor is better then lots of defenses or lots of armor.

Whirling strike is rarely going to be useful.  You are paying 9 mana to get one extra attack since you are in a situation where you could have used sweeping on galvatar but used whirling strike instead.  You'd need 3 armored targets for that to be a good move.  Besides, you want to focus your damage.

I'd cut one or both whirling strikes and add 2 flamescale hauberks. 

10
General Discussion / Re: Wizards without Wizard's tower?
« on: November 28, 2014, 07:52:17 PM »
I don't understand your distinction between competitive and viable. To me a viable book is one that has a decent chance to beat the best books and the game will be decided by player skill and dice. It must have the tools to counter popular known strategies.

11
Mages / Re: Paladin and Siren speculation
« on: November 26, 2014, 06:52:10 PM »
Dissolve specifically targets mages so that would make the equipment indestructible which probably goes against the 'intuitive design' philosophy.

12
By that logic why can't I shoot my bow in the same zone on the ground? Hindering an enemy while you shoot them with a range 1 minimum weapon doesn't make sense. The only reason is not a big deal is it comes up almost never since no current creatures have flying and a min range ranged attack naturally.

13
There is enough room on the ground for an Archer to shoot someone else on the ground but that presumably doesn't work because the potential target moves close to you. A flyer doesn't want to move closer and that is why you can shoot him. But fliers can move close to each other.

It is unintuitive that you can hinder me but also be shot. That's not how it works on the ground. I imaging flying space to be another zone above the map and flying creatures can swoop down for melee as a 'free move with their attack'

14
Fellalla delays everything an entire round because she is a full action to cast. She is only useful in defensive books.

You seem to be forgetting that if you are casting two spells in a round you are giving up your melee attack which is basically a free 4 dice attack spell. It's worth it for a combo like wall if thorns + push (sometimes), but it's not worth it for a call if the wild. Stick to high impact expensive spells, look for double effects like reverse attack. That's how you make it work without extra actions.

15
It's weird that two flying archers in the same zone can attack other...

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