October 20, 2018, 03:57:08 AM

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Messages - Arkdeniz

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General Discussion / Re: Silence
« on: October 18, 2018, 03:46:52 PM »
Monk and Necromancer for Academy? What about Arena?

AW clearly consider Academy is the way of the future - being simpler and quicker in concept and play. Given that Academy cards can all be used in Arena, then the view seems to be that both games are being serviced.

Of course, if they thought the academy releases also serviced Arena, it would have been nice if the Academy Elementalist also came packaged with an Arena Elementalist ability card, so we could use the Elementalist in the arena as well. Just one extra card and we all would have been very happy...

Spells / Re: Buffs and Counters to Killer Bees
« on: October 17, 2018, 11:02:19 PM »
It seems to me that the basic rule is that the powers of cards on the board can affect a swarm*, but a card played from the hand (except for attack spells) will not.

So incantations and enchantments (other than zone enchantments) will have no affect, but creatures, conjurations and attacks will work (subject to normal rules around traits and subtypes).

If this is right, you can add V'tar Force Sentry to the lists of cards that could hamper and aid Swarms (depending on who controls the Sentry).

*with the exception of some specifically forbidden spells, such as ET.

Spells / Re: Buffs and Counters to Killer Bees
« on: October 17, 2018, 05:16:29 PM »

The targeting rule re ET has been confirmed in the Rules Supplement:

"The enchantments must be moved to a legal target creature (a target you could cast the enchantments on as if you were casting each enchantment again on the new target)."

Spells / Re: Buffs and Counters to Killer Bees
« on: October 17, 2018, 03:12:27 PM »
I point out the text on Enchantment Transfusion states that enchantments can only be moved to a legal target (so you cant shift Plagued onto Malacoda or Eagle Wings on a Skeletal Knight). Since Swarms are not a legal target for any spell that does not specificly target Swarms, this should prevent that particular exploit.

Rules Discussion / Re: Freeze Conditions
« on: October 16, 2018, 09:43:38 PM »
That (2) refers to the removal cost of the condition, in mana.

However, you are not automatically able to pay 2 to remove a marker each upkeep. Certain spells and powers enable you to "remove a condition by paying its removal cost". The Priestess tends to have the most of those powers.   

Spellbook Design and Construction / Re: PALadin v1
« on: October 16, 2018, 05:11:47 PM »

I had the match. Turned out I was opposing a wizard.

Eligor and I duly marched up to the other end of the board. Wizard put out a wand of thunderbolt and a pair of gargoyle sentries. And...

...he then cursed me silly with three pairs of ghoul rots and magebanes, stole several enchantments, dispelled another couple, and dissolved most of my important gear.

All the time during which I was having great trouble taking the gargoyles down and getting to the wizard himself.

Sure, I managed a couple of good hits, and the temple of light did some good service, but I was comprehensively outplayed.

It didn't help that I consistently rolled poorly with my healing, but if you're starting to use heals it is generally a sign that you've lost the initiative and are losing the game anyway.

Whether I would have done better against another opponent is another question, but in this case I walked straight into a build perfect for taking me down.

Rules Discussion / Re: Intercept and pest
« on: October 15, 2018, 11:25:12 PM »
Well, there goes that theory to get around those Gargoyles...

Ah well.

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...

Spellbook Design and Construction / Re: PALadin v1
« on: October 15, 2018, 05:33:05 PM »
Ive been dissing Elingor Larrinton, but i never tried him or played against him.
Could work i guess.

I like Eligor. If you put say Bear's Strength/Knight's Courage/Wolf Fury on him then he has an effective attack and so you can't ignore him, but if you hit him he hits back harder again.

What do you do? Go after him and get smacked or leave him alone and get smacked? Win-win for me.

Spellbook Design and Construction / Re: PALadin v1
« on: October 15, 2018, 05:24:57 PM »
Another option is to use Crusade Banner and then move forward saving your mana. By turn 3 you should be able summon two holy creatures of level 4 and level 3 for about 34 mana in total IIRC. This combo with your Paladin should be aggressive way to attack while your opponent may still be creating his economy.

But wouldn't that be a false economy for me?

By putting out the banner and using it on T3 I have spent 7 mana to save 4.
The full round actions I save by having the banner summon the creatures (allowing the mage to move up) will be countered by needing to use full round actions to bring the creatures up to the front line.
And I miss the opportunity to buff the creatures in the meantime.

Or am I missing something?

Spellbook Design and Construction / Re: PALadin v1
« on: October 15, 2018, 05:18:34 PM »
On Battleforge:

This build is quite similar in principle to a Warlock I bring out from time to time. The main difference is that the warlock employs two BFs and this Paladin uses none.

The main reason for not including it here is that I don't want to delay getting close by another turn. BF gets in the way of putting out the buddy until turn 3. Additionally, the best place for a BF is in the near middle zone, which is also the best place for the temple of light (or possible ballista)

I take your point on the in school v out. Will look more closely at those.   

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. 

Rules Discussion / Re: hunting bow & colosssal crab
« on: October 01, 2018, 09:40:37 PM »
A devil's advocate counterclaim would be that no, the Hunting Bow would not benefit.

The benefit comes if it is used to attack "an enemy creature that was attacked and damaged by a friendly animal creature"

The Crab's text says merely: "Colossal Crab's prey receives 2 direct damage" in the upkeep phase. Not, you note, that "the Colossal Crab does 2 direct damage to its prey".

So technically speaking it is not specifically stated that the crab is the cause of the damage, merely that the damage occurs. It could be Wrath of God stuff or something.

(I believe that the Bow would benefit based on RAI, but from a strictly RAW view I don't think a case can be made.)

General Discussion / Re: The Killer Bees
« on: August 30, 2018, 02:59:19 AM »
But it targets the zone. The entire swarm of bees is in the zone.

#grumbles #makesnosense

General Discussion / Re: The Killer Bees
« on: August 29, 2018, 08:29:08 PM »
While on the subject lets take a look at Force WaveWave does not target a creature, but a zone. However it is always a spell and never an object. So the swarm would not be able to be affected by Force Wave.

Which takes me back to a statement I made in a different post, that a Force Wave can move things like a Rhinoceros or Adramelech or Thorg, but cannot touch a swarm of bees or a trail of ants, and that this seems very off to me.

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