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Messages - Maverick

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1
Dang it! I missed out on playing with both of you. I hope enough people showed up in my absence that you were still able to get some decent games going.

2
Sorry for the late notice on the forums. I have already notified most of the regular players via group text but did not think to notify potential new arrivals. I will not be there this Saturday due to a family dinner I will be having. I do multiple Thanksgiving dinners every year with different groups of mine and my wife's family and this Saturday is the biggest one. My wife would not excuse my absence from such a dinner and I would fear for my life or at least my side of the bed if I skipped out on it. See you next time Mage Warriors!

3
General Discussion / Re: The spell most used in every book
« on: November 18, 2014, 03:14:58 PM »
Dissolve has been released in the Core (5), FvW (3), and DvN (1). Spell Tome 1 (1) and Spell Tome 2(0).

Really? Not sure why I am running low on them then. I retract my opinion.

4
General Discussion / Re: The spell most used in every book
« on: November 17, 2014, 06:22:09 PM »
There are very dispel promo's.

They were only available in OP kit 1. Dispel was reprinted in one of the expansions with the alternate artwork.

If they are in the base set, an available promo, and are already being reprinted in an expansion, then I think my point stands that it is Dissolves turn for a reprint.

5
General Discussion / Re: The spell most used in every book
« on: November 14, 2014, 09:06:43 PM »
I would have said Dispel but there is already a ton of Dispel promos in circulation. Dissolve is the one that needs an alternate art if any.

6
General Discussion / Re: MW Battlegrounds What We Know So Far
« on: November 14, 2014, 06:07:57 PM »
Thank you for your vote of confidence.

Also, I love the DND adventure games.

I bought Drizzt last week. My friend had Ravenloft. Now... I've ordered Ravenloft & Ashardalon. My friends have as well. And we're going for all of the Dungeon Command stuff as well.

It's a good thing we don't obsess or anything.

I own Ravenloft, Ashardalon, Drizzt, and all 5 dungeon commands. I love the whole system though I have yet to include the Dungeon Command stuff into my adventure game plays. All those extra minis are a hassle to pull out of the dungeon command games for use in the adventure format so I just opted out entirely. Watch out for the characters in the Legend of Drizzt set as they are more powerful then the characters from Raveloft and Ashardalon.

7
I love the Gorgon Archer in many books you plan on turtling up with. She is worth the out of school cost. Akiro's favor is a must if you are depending on her Weak tokens heavily.

Eagles Wings is a great facedown defensive enchantment to keep on her. People charge her to get rid of her ASAP when she comes out. I cannot say I blame them but when she starts flying that is a massive wrench in the rush strategy. Makes the opponent waste even more resources to counter her. Frees you up to do pretty much whatever you had planned.

8
Alternative Play / Re: Apprentice mode Level 0
« on: November 12, 2014, 06:10:22 PM »
I quoted you to show you how argumentative you were towards my posts. Your new reply illustrates it even better. The unannounced edit I was referring to was when you dropped the Thunderrift Falcons without saying anything about it. The additional stipulations I was referencing was this school project demonstration you randomly added into it. I posted here to help you as everyone else was ignoring your post and my reward was you starting an argument. I now see why noone else posted and I will not be posting on your threads in the future. Good luck in school.

9
Alternative Play / Re: Apprentice mode Level 0
« on: November 12, 2014, 05:12:15 PM »
The version you have created overly favors certain mage types. It is not feasible to strike a reliable balance with such low HP mages. Simply put the cards for this game were not designed for the low health format you are proposing. If you cannot see that then nothing further I say will change your mind.

Um, you did see that I changed it to 24 life, right? I even said that I didn't see any way to do it any less. 24 life is the same life value that's used in regular apprentice mode.

If you are going to make edits unannounced and argue stipulations you have not previously announced then what is the point of asking for advice? Do you want advice or do you like arguing on forums? This whole discussion is pointless.

10
Strategy and Tactics / Re: Opening Considerations
« on: November 12, 2014, 05:01:56 PM »
My thought process on this thread was oooh sdougla2 posted! This should be good! *scrolls down maybe I will read this later...

An article this big deserves multiple posts. Otherwise and I hate to say it as I myself am long winded. TL/DR.

11
Alternative Play / Re: Apprentice mode Level 0
« on: November 12, 2014, 04:56:44 PM »
The version you have created overly favors certain mage types. It is not feasible to strike a reliable balance with such low HP mages. Simply put the cards for this game were not designed for the low health format you are proposing. If you cannot see that then nothing further I say will change your mind.

12
Alternative Play / Re: Apprentice mode Level 0
« on: November 11, 2014, 11:59:30 PM »
For what you are talking about I would recommend an alternative. Chose two mages and pre-select a few spells for each. Show a few scripted turns of play demonstrating multiple mechanics. Answer questions and ask if they are interested enough to try playing. If yes take them aside and play an apprentice game with them or if possible have two new players play against each other. Explain the game as they play and answer questions. Mage Wars is fun and interesting so many people will want to learn on their own. Just provide the tools and guidance without coming off as pushy and you will do fine.

13
Alternative Play / Re: Apprentice mode Level 0
« on: November 11, 2014, 10:23:02 PM »
The changes you are describing are getting pretty close the normal apprentice spell book rules. Albeit with much smaller spell books and slightly less health. I say just go with the normal apprentice mode for introductory purposes. Not trying to discourage you but if it isn't broken why fix it?

14
Alternative Play / Re: Apprentice mode Level 0
« on: November 11, 2014, 07:43:02 PM »
also, do you think 13 starting life is good, or should i change it to 14 or 15?

Statistically at 13 life your Priestess will kill in 2 turns of attacks. Your Beastmaster in 1. Your Warlock in 2. Your Wizard in 3.

Wizard is still pretty weak comparatively and the Priestess is very strong. Knight of Westlock supported by Hand of Bim-Shalla trumps everything else on the list. Warlock has the best shot against it with Agony but Priestess can remove conditions and also has 3 healing spells. Granted a new player may not realize the synergy and utilize the advantage. If the Beastmaster knows to stay back and summon the foxes he can Call of the Wild and kill the enemy mage in a single round. So either the Priestess and the Beastmaster need a nerf or the other two need a buff. More HP would reduce the whoever strikes first wins nature of this variant.

Would be hard to make what is essentially a 5 minute demonstration of basic mechanics competitive.

15
Alternative Play / Re: Apprentice mode Level 0
« on: November 11, 2014, 03:09:20 PM »
You may want to find an alternative to the Beastmasters x2 Thunderrift Falcons. None of the other books have a way to attack fliers. Beastmaster has a massive advantage as a result.

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