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Messages - Wildhorn

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Alternative Play / Re: Team Play
« on: October 19, 2013, 10:19:01 AM »
Problem one is not a problem. It is realistic. Once in the arena, you are not next to your team mate to whisper in its ear. You can set up a strategy before the fight, but once in the arena, no time for chit-chatting, you are fighting for your life.

Problem two, you should use a percent of the life, not just reduce it by a fixed number because that way it advantage mages with higher life. 10 life is bigger percent for a 32 life mage than a 38 hp mage. I think you should not reduce the the life. Just add the life togheter and it would work. No reason to reduce the life if there gonna be twice the firepower to shoot at it.

Shared turn is a very bad idea. First, it might make a player to not play at all which is not fun but it is also unrealistic... Why would a mage stand there whole time doing nothing.

Rules Discussion / Re: Clarification on how condition works
« on: October 18, 2013, 01:39:31 PM »
You need to use a spell or ability that allow you to remove them. Like Purify for poison effect, or the Priestess ability.

Flying + Teleport = Teleport over walls. This bring a huge control of the board advantage.

Maybe instead of doubling equipement, you could add 1 or 2 Armor Ward to protect them.
Also, you should get 3 dissolve (or 2 dissolve and 1 steal equipment), it is very useful against mage wands or to remove an armor juste before you double strike.
You should use the hauberk instead of the drake hide. Alot more fire/burn than wind attacks.
Defense ring is not that amazing, it is just an increase of 8% chance to attack miss.
You should get the eagleclaw boots too, in case you need to pass a wall and if you face a mage that use alot of push effect, you do not want to be moved around.
You should use the Mordok Obelisk instead of the suppression orb, that way, combined with mind control, you can have an instant kill if opponent unleash a fatty.
4 Force Hammer is overkill, you should need only 2, as a ranged finisher. Fighting with attack spell is not very effective.
Consider also using the belt that give you Though -2, because you are solo, you do not want to be affected by effects.

General Discussion / Re: Druid vs Necro Spoilers
« on: October 17, 2013, 09:45:41 AM »
What would be nice to know is, does a creature can have multiple egg inside it? If yes, this could become very powerful having 3 of these egging a bat and 3 of them emerge from it, so you went from 3 of them to six in no time and it couod continue like this to infinity.

Spellbook Design and Construction / Re: My solo Forcemaster
« on: October 17, 2013, 09:16:16 AM »
Against a Wizard, this book would not stand a chance. With only 1 disolve, the wizard would have his 4 armor + voltaric shield, eating your first attack spell. And the 2nd spell would be eaten by a gargoyle.

Spells / Re: Wizard Tower
« on: October 16, 2013, 06:53:19 AM »
The closest thing to a Wizard Tower is a Thoughtspore.

Spellbook Design and Construction / Re: Online spell book builder?
« on: October 10, 2013, 12:13:22 PM »
I finally have a day off of work after 8 days straight (we are short staffed). So I have a few hours to tinker with www.gameknight.org/MageWars, the Spell Scribe. The notable additions that are coming...

We're adding a library. "Save" your spell books here. Or head to the library to check out the other spell books available there.

Print out your spell book configuration. When you click on "Print", a Master arcane scrivener is put to work for you, producing a card size copy of your consummate creation.

Amazing work...

Strategy and Tactics / Re: The fabled Watergate Wizard
« on: October 10, 2013, 08:26:09 AM »
I tried it yesterday... That spellbook is just da bomb. It is so versatile, it can be used oftensive or defensive. And the amount of dispell/disolve/teleport is a PITA for the opponent.

Player Feedback and Suggestions / Mini Core Spell Pack
« on: October 10, 2013, 07:50:59 AM »
I think it would be awesome if there was small core packs that had all the "mandatory" spells for a spellbook.

It would contains the following 14 cards:

- 2 Teleport
- 2 Dispel
- 2 Disolve
- 1 Seeking Dispel
- 2 Force Push
- 1 Mage Wand
- 2 Nullify
- 2 Jinx

They would be sold for like 5$ (via BGG's store maybe?). This would allow to start new spellbook without the need to buy for 40-60$ of Core Spell.

Rules Discussion / Re: Does a Flying creature is required to fly?
« on: October 04, 2013, 10:29:04 AM »

It is done that way to make the rules more simple and streamlined. It might give you fewer tactical options but it removes a lot of record keeping from the game

I know but using a simple token when the object is grounded would keep it simple and easy to track. It would just be much more logical.

Rules Discussion / Re: Does a Flying creature is required to fly?
« on: October 04, 2013, 07:14:16 AM »

If you are asking: Can I say my Angel of Light lands on the ground and stops flying? No.

Yes this is what I am asking, because it doesnt make sense to me that an angel would go down to attack and go back up in the sky to be shot by the archer powerful ranged attack instead to land next to him and fight against its weaker melee attack. Or it would be smart for him to land behind a wall when almost dead to be safely healed.

Rules Discussion / Does a Flying creature is required to fly?
« on: October 03, 2013, 05:25:57 PM »
If i read the rules, I would answer yes, but it doesn't make sense to me that a creature couldn't just land and fight on the ground to prevent to be shot by a creature ranged attack in the same zone. Of course the flying creature would have to choose between flying or grounded until its next action phase (more tokens!).

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