June 19, 2019, 12:20:05 PM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Marhem

Pages: [1] 2 3 ... 5
1
General Discussion / mage wars podcast 10
« on: September 12, 2014, 04:12:22 PM »
Great episode, war sledge works REALLY well for me, but only with bloodwave. Here is the spell book it goes with:
Hulk smashWarlord
Conjuration1 x  Akiro's Hammer1 x  Altar of Carnage1 x  Altar of Domination1 x  Archer's Watchtower1 x  Armory1 x  Barracks1 x  Battle Forge1 x  Construction Yard1 x  Garrison Post1 x  Mana Crystal4 x  Wall of EarthCreature1 x  Dwarf Kriegsbiel2 x  Dwarf Panzergarde3 x  Goblin Alchemist3 x  Goblin Grunt1 x  Grimson Deadeye, Sniper1 x  Gurmash, Orc Seargeant1 x  Iron Golem1 x  Ludwig Boltstorm1 x  Sir Corazin, Blademaster1 x  Talos1 x  Thorg, Chief BodyguardEnchantment1 x  Akiro's Favor1 x  Bear Strength2 x  Brace Yourself1 x  Standard Bearer1 x  VampirismEquipment1 x  Colossus Belt1 x  Dispel Wand1 x  Eisenach's Forge Hammer1 x  Elemental Cloak1 x  Gauntlets of Strength1 x  General's Signet Ring1 x  Harshforge Plate1 x  Helm of Command1 x  Reflex Boots1 x  Ring of Command1 x  Sunfire Amulet1 x  War SledgeIncantation2 x  Battle Fury1 x  Conquer2 x  Dissolve2 x  Flank Attack2 x  Power Strike1 x  Minor Heal
Total cost: 120 pts

2
General Discussion / Re: Siege weapon speculation
« on: September 02, 2014, 05:51:23 AM »
Make new trait to were you can have 2 on the board: dinique

3
General Discussion / Re: Siege weapon speculation
« on: September 01, 2014, 06:12:54 PM »
or make the range 1-1

4
General Discussion / Re: Siege weapon speculation
« on: September 01, 2014, 03:17:48 PM »
Two things:
1. Akiros hammer help greatly
2. Here is a cool siege weapon
Large repeating crossbow:
Adds another five dice to the attack per load token max 5
Epic legendary unique z exclusive large mana cost

5
General Discussion / Re: Siege weapon speculation
« on: August 29, 2014, 07:42:13 PM »
Fog bank right in front, or use the assorted counter cards exp. earthquake

6
General Discussion / Re: Siege weapon speculation
« on: August 29, 2014, 10:41:07 AM »
My speculation is:
Arrow cart: 4 dice 7+ bleed unavoidable 1-2 AoE inderect, load, a friendly creature may use a full action to push the Arrow cart to an adjacent zone , mid mana, low armor, low life may not be place in a zone with another arrow cart
Catapult: 7 dice unavoidable 2-3, load high mana, mid armor, mid life zone exclusive
Ram: 2 dice + 6 dice against conjurations unavoidable melee,  a friendly creature may use a full action to push the ram to an adjacent zone, low mana, high armor, low life may not be placed in a zone with another ram
Raised platform: Zone exclusive epic, you may place one siege weapon on this conjuration, the siege weapon gains inderect and increases maximum range by 1
Siege yard: epic zone exclusive, allows you to place three siege weapons in this zone regardless to restrictions.


7
General Discussion / Re: Siege weapon speculation
« on: August 29, 2014, 10:19:21 AM »
this one

8
General Discussion / Siege weapon speculation
« on: August 29, 2014, 09:22:10 AM »
Having just seen the Batista I've been thinking that AW will come out with many more siege weapons and possibly mobile siege conjurations.
This page is also for discussing uses for the siege weapon already out or known to come. (I wouldn't be surprised if the Batista came out in SvP.)

9
Spells / Re: underestimated akiro's hammer
« on: August 29, 2014, 09:09:31 AM »
When I play it, I place wall of earth on the opponents side down the middle and extend it. Then I place akiros hammer behind the open border.
If they place any wall but fog bank, they block their way in. I usually have talos charging up by then, and the longer they wait, the worse for them it gets because I have a deck packed with power creatures. I give standard bearer to thorg and I run around with 11 dice quick attacks (harshfoge hammer, ability, gauntlets, bear strength, power strike on helm of command, standard bearer). If they block it off, they make their situation get worst as I bring out iron golem, sir corazan, grimson and boltstorm.

10
Spells / Re: underestimated akiro's hammer
« on: August 27, 2014, 01:48:32 PM »
Like I said, the more conjugations, the more worth it will have(more to destroy). Especially when ballista comes, then I expect popularity for AH.

11
Spells / Re: underestimated akiro's hammer
« on: August 27, 2014, 11:40:10 AM »
some spellbooks only have 2 walls, and most have a max of 4. If you have 2, and you use 1, there is no possible way of blocking yourself in in case of emergency. Also, asume the warlord is on the attack, they do that to the hammer, the warlord retreats the opponent follows, and they get blasted if they are swarm type and forget.
 It could also draw the opponent to you earlier than they want, even if it is just 2 zones, you move and place force hold or block their way back with your walls, they are trapped. This card is not all purpose, dont get me wrong, I only think it is good vs turtle, swarm and altar of sculls.
Nice balista

12
General Discussion / Re: PvS Spoilers So Far
« on: August 27, 2014, 11:22:29 AM »
My personal opinion is Wiazrd's tower is broken. I hate that damn card. I wouldn't hate it so much if that either:

Each spell cast from the tower was a one time deal, cast and into the Discard pile

OR

There was a Mana Cost associated with changing the spell.

All other items that have spellbind that you can change the bound spell have a cost associated to change the spell.

But yeah, back to the topic - yeah, they really care about the quality of what they release instead of releasing something to get it out there and then have to back pedal because they screwed up.
Just saying, wiz tower is not overpowering, its like forcefield, high quality and efficient  :D.

13
Spells / underestimated akiro's hammer
« on: August 27, 2014, 10:57:33 AM »
Most people think akiros hammer is terrible, and a waste. Here are some uses that might change those peoples minds:
1. really good vs annoying wiz tower/any annoying conjuration: Exp: temple of light, vine tree, walls, moktari tree, etc.
2. Turtling is destroyed by the area affect attack.
3. large hit points.
4. When more siege weapons come, the worth will increase.
5. 2-3 range
6. Standard conjuration range
7. Can be annoying and draw attention
8. If you need time and the opponent turtles, this applies pressure and lets you build up

This by no means is a worthless card, and it will become more valuable  the more conjurations come out.
One common complaint: the 8 die attack can't target creatures. My answer: Its a trebuchet, and those aren't known for accuracy, but range. While a trebuchet can hit a building, it can't hit a single target.
My one complaint/critique is that it doesn't have the indirect trait on the aoe attack. please place arguments if you have them.

I've heard people talk about a ballista, could someone send the link. ;D I love siege weapons, and have more ideas for them.

14
Not unless you have 12 spare mana and a dispel

15
Spellbook Design and Construction / Re: Earth wizard
« on: August 26, 2014, 09:42:06 AM »
earthquake on obelisk, bind dispel on mage wand, nullifies and reverse magic on myself (1 at a time to avoid purge magic). quicsand either forces a teleport witch would be better used when you are being force held, or wastes a creatures turn (possibly destroys it)

Pages: [1] 2 3 ... 5