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Messages - theasaris

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16
Rules Discussion / Re: Turn to Stone and Enchantment Transfusion
« on: August 31, 2017, 03:41:37 AM »
Sorry for bringing this thread back, but has this ever been fully answered?

I have had a related question come up recently: If Chant of Rage is moved with Enchantment Transfusion, what is the latest point in time for it to move in order to affect the creature's current action (during/after creature movement, before/after declaring an attack, or perhaps even right before the Roll Dice step)?

17
Alternative Play / Re: OCTGN regularity
« on: August 29, 2017, 02:06:19 AM »
Anybody else getting an error when trying to import a spellbook via the octgn deck converter?

Details:
System.NullReferenceException: Object reference not set to an instance of an object.
   at OCTGNDeckConverter.Model.ConverterDeck.PopulateConverterMappings(Dictionary`2 converterSets)
   at OCTGNDeckConverter.Model.ConvertEngine.Game.GameConverter.ConvertURL(String url, ConverterGame converterGame)
   at OCTGNDeckConverter.Model.Converter.Convert()

18
Events / Re: Gen Con Arena Tournament Roll Call
« on: August 26, 2017, 09:57:17 AM »
Could we get the full results with all games' scores? I would be interested in several details like how the individual mages performed against each other, how many matches went to time, etc.

19
General Discussion / Re: Tournament Scoring
« on: August 26, 2017, 06:23:32 AM »
Hello all,

we have had a lengthy discussion at the German Nationals as well, which led to the majority of players (~24) and judges involved come up with a new scoring system which has in the mean time already been tested at a few organized play tournaments in Germany.

A time limit of 90 minutes is in effect. After 90 minutes both players note their remaining life (current total life minus damage). Points are then scored as follows:

2 + x if the opposing mage is dead
1 + x if own mage has more life remaining
1 - x if opposing mage has more life remaining

x equals the difference in life remaining between both mages divided by 20 to a maximum of 1.

* If both mages are dead players score 1 point each.

Hello theasaris :). That system definitely looks interesting, and is similar to the way Star Wars Armada tournaments are scored. How has it worked out in your tests? Has everyone been pretty happy with it? I have very little experience applying that kind of system to MW.

So far there have been two smaller tournaments using this system (5 players and 8 players). While the vast majority of players was quite happy with it, there was also some criticism. I would like to point out some of the implications of this scoring system:

- A win by mage death is not always equal: Killing the opposing mage with zero damage taken scores 3 points, while a mage kill where the own mage has e.g. 10 life remaining scores 2.5 points.

- Close matches that could be decided by the next attack and end by mage death are much better represented.

- A loss by mage death can be more rewarding than a loss over time: The losing player can score up to 0.95 despite getting his mage killed, while surviving with a life difference of 20 or more to the winning mage scores 0 points.

- Close wins over time can score almost equal points to both players: If there is a difference of only 1 point in life remaining (whether both are at nearly full health or close to death), players score 1.05 and 0.95 points.

- After 4 rounds of Swiss pairings (regular tournament standard), a player with 3 wins by mage death and 1 loss by mage death can have a higher score (max 9.95 points) than a player with 4 wins over time (max 8 points).

- Instead of dealing the death blow a healing spell can be the better strategic choice. This brings with it a significant risk of forfeiting a sure win by mage death though, if the match is already close to timeout as the other player could use the time and flee or heal as well.

- An aggressive strategy that has the mage taking some damage (most melee strategies) is at higher risk of scoring fewer points than a strategy that has the mage stay in the back and let creatures and conjurations do the damage dealing.


Some of these implications can and have been pointed out as obvious disadvantages of the scoring system and have caused some debate already. Nevertheless, the majority of players involved so far believes that the trade-off with regards to the benefits is worth it.

I would greatly welcome other local groups to try out this scoring system too! The more data we can collect the better!

20
General Discussion / Re: Tournament Scoring
« on: August 23, 2017, 09:11:23 AM »
Hello all,

we have had a lengthy discussion at the German Nationals as well, which led to the majority of players (~24) and judges involved come up with a new scoring system which has in the mean time already been tested at a few organized play tournaments in Germany.

A time limit of 90 minutes is in effect. After 90 minutes both players note their remaining life (current total life minus damage). Points are then scored as follows:

2 + x if the opposing mage is dead
1 + x if own mage has more life remaining
1 - x if opposing mage has more life remaining

x equals the difference in life remaining between both mages divided by 20 to a maximum of 1.

* If both mages are dead players score 1 point each.

Some examples (sorry for the bad formatting):

Own Life remaining   Opponent Life remaining       Score(old)   Score(new)
   32--------------------------------0---------------------------4:0-----------------3:0

   20--------------------------------0---------------------------4:0-----------------3:0

   10--------------------------------0---------------------------4:0---------- ----2.5:0.5

     2--------------------------------0---------------------------4:0---------------2.1:0.9

   32--------------------------------1---------------------------3:1-----------------2:0

   21--------------------------------1---------------------------3:1-----------------2:0

   11--------------------------------1---------------------------3:1---------------1.5:0.5

   32------------------------------31---------------------------3:1--------------1.05:0.95

     2--------------------------------1---------------------------3:1--------------1.05:0.95

   32------------------------------32---------------------------2:2-----------------1:1

    1--------------------------------1---------------------------2:2-----------------1:1

    0--------------------------------0---------------------------2:2-----------------1:1

21
Strategy and Tactics / Re: Steadfast vs Eagleclaw Boots
« on: August 06, 2017, 03:36:48 AM »
@Coshade
I'm not sure I get your meaning. You mean the Warlord perhaps won't be using his costly Teleport to get out of a Tanglevine anyhow and would rather smash it? And a single sbp shouldn't really be relevant...

@Puddn
What do you do if the opposing mage just walks out of your zone (esp. after tanglevining you) and putting a wall up in between? I find (normal) Teleports much to valuable to use them on own creatures just to get a guard to your zone (unless on a mage wand or playing a Wizard). Pillar and Tanglevine also sound like a serious problem!

I don't think I'd ever put on the boots facing a Druid. :)

22
Strategy and Tactics / Steadfast vs Eagleclaw Boots
« on: August 05, 2017, 08:59:12 AM »
At first glance, Steadfast boots looked like a really great card to me. Then I realized that being Anchored can be a serious - if not game-deciding - factor in a negative way because you have no chance of teleporting out of harm's way. I suppose with a Battle Forge you could also bring Leather Boots and swap them in at the critical moment when you need to flee, but what do you do if you're out of your Forge's range (always a bad thing...)?

Another serious problem is an opponent's Tanglevine/Force Hold etc. while you've got the Steadfast boots on.

What do you think? Do you agree that being anchored can cause way more serious problems than benefits? At the moment I would much rather use Eagleclaw Boots just to avoid Wall pushes and similar (Pillar of Light, Forcemaster's Pull, etc.).

23
Rules Discussion / Re: Galvanize
« on: July 28, 2017, 03:56:22 AM »
Thanks Romeo, you've earned that sticker! :)

24
General Discussion / Re: Forcemaster Academy Spoilers!
« on: July 26, 2017, 05:00:21 PM »
Quote from: puddnhead
Hidden in this article are the names of every single one of the 31 cards in the set.

I know I'm pretty late to the party, but I've got to say very well done puddn!   :D

25
Rules Discussion / Galvanize
« on: July 26, 2017, 03:41:40 PM »
Two questions:

1) Can I voluntarily decide to
a) not remove a condition marker that usually gets automatically removed after a creature's action, e.g. Daze, or
b) purposely not activate a creature (that currently has a Daze condition) during the Action phase
so I could Galvanize it next round and gain Melee +1?

2) What happens after the enchantment is revealed and resolved? Does it stay on the creature? If so, does the creature lose the Melee +1 trait if the enchantment get dispelled?

26
Events / Re: ADMW Winter Special - OCTGN Tournament
« on: May 07, 2017, 04:45:14 AM »
What's happened to the tournament? When are the final rounds happening?

27
Events / Re: ADMW Winter Special - OCTGN Tournament
« on: April 18, 2017, 08:36:55 AM »
Awesome, thanks Coshade! Looking forward to the match.

28
Events / Re: ADMW Winter Special - OCTGN Tournament
« on: April 17, 2017, 04:07:36 AM »
Are there any judges available for powlich - theasaris Wednesday 19:00 CET?

29
Events / Re: ADMW Winter Special - OCTGN Tournament
« on: April 09, 2017, 05:22:09 AM »
aridigas vs parkdeck happening today? Will it be recorded?

30
Events / Re: ADMW Winter Special - OCTGN Tournament
« on: March 25, 2017, 04:49:36 AM »
Winners Bracket
Keejchen vs Theasaris   Monday 27th 19:00 CET
Schneeente vs Jacksmack   Thursday 30th 20:00 CET

Elimination Bracket
Aridigas vs Parkdeck   ?
Sharkbait vs Powlich   Saturday 25th 18:00 CET

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