July 11, 2020, 03:25:34 AM

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 - Clobber in time

Pages: [1] 2
1
How long does it take you to set everything up ?

2
Strategy and Tactics / Re: 2 battle forges. Is it viable?
« on: March 10, 2017, 03:50:32 AM »
Thank you all for your replies - good thougths in there.

A bit vulnerable to a rush or counter rush, but against a medium-speed builder it is quite effective.

Can you elaborate on this a bit further?
Shouldn't it be pretty good against rush, because you have high armor already on the start of turn 2?
Or am I missing something big.
Keep in mind - I mostyl theorycraft - not much actual game play experience saadly, but I want to learn :)

Greetz
Clobber

3
Strategy and Tactics / 2 battle forges. Is it viable?
« on: March 03, 2017, 01:28:41 PM »
Did some of you guys ever test out to start with 2 battle forges?
Is it viable?

You can gear up pretty quickly and save a lot of actions. On the other hand its pretty mana intensive, so in your second turn there are not that may equipment cards you can actually cast.

4
General Discussion / Re: How are you guys / girls building your decks?
« on: February 07, 2017, 05:02:42 AM »
I just posted an update of my spellbook builder that includes PvS and LG, read more at http://forum.arcanewonders.com/index.php?topic=17116.30

Cheers

Dude this helps so much!
This is amazing - thank you for all the hard work and effort. I will use this from now on - works perfectly!

Direct link:
https://s3-eu-west-1.amazonaws.com/spell-book-builder/sbb.html

Thx again
Cheers

Clobber

5
We're not talking about the same thing, I made https://s3-eu-west-1.amazonaws.com/spell-book-builder/sbb.html and it includes all Arena and Academy sets except unreleased promo cards.

Dude  - amazing! Thank you so much for this :)

6
General Discussion / How are you guys / girls building your decks?
« on: December 30, 2016, 11:35:44 AM »
With Academy out, as well as Siren vs. Paladin - there are a lot of cards not included in the online tools or the app provided by Arcande Wonders. Since I do not have the masterbrain of a memorizing expert, I have a really hard time constructing my decks with having all cards in mind I COULD use.

Are there any alternatives out there? How do you approach the situation?

Greetz
Clobber

7
General Discussion / Re: Mage Wars Companion App - Feature Requests
« on: December 30, 2016, 11:30:21 AM »
Also interested. There is a big demand on planning tools for this game. Without them it is nearly unplayable sadly.

8
General Discussion / Re: ring of beasts - wychwood faerie
« on: November 13, 2016, 08:10:08 AM »
Just keep in mind, that you can use both abilities only once per turn :)

9
General Discussion / Re: Mage Wars Companion App - Feature Requests
« on: November 01, 2016, 05:59:13 PM »
I am very happy to see things are progressing. OCTGN has all Academy cards and I guess PvS will be updated soon. PvS is finally out and Exid works his way through all rules questions so I guess a supplement update is likely to follow.

But nothing about the app. It is totally useless without actual cards and those unchanged few bugs and featurewishes. It is by the way unfair to sell it in this version and promote it as a good official product!

I bought it - so I ask: is the app finally dead? If so I will delete it and hope AW will delete all promo to it as well! If not: when can we expect some progress?

I would like to here some official statement since I spent some bucks here. And please if you don't know what's the plan because it's on hold tell me how realistic is it that this is going to change?
Thanks

What he said. Bought the app recently just to see, that half of the stuff I need is not even in there so I can not use it at all and wasted money on an unfinished product. At least put a warning lable in the store so people can see, what editions are included.

Check the reviews next time.

So you do NOT think this product should be complete? Ok then.
So you are also completely fine with the spellbook builder in the current state? Ok then.

Dude rly - if you do not have something to contribute - just keep out.

10
General Discussion / Re: Mage Wars Companion App - Feature Requests
« on: October 30, 2016, 07:58:12 AM »
I am very happy to see things are progressing. OCTGN has all Academy cards and I guess PvS will be updated soon. PvS is finally out and Exid works his way through all rules questions so I guess a supplement update is likely to follow.

But nothing about the app. It is totally useless without actual cards and those unchanged few bugs and featurewishes. It is by the way unfair to sell it in this version and promote it as a good official product!

I bought it - so I ask: is the app finally dead? If so I will delete it and hope AW will delete all promo to it as well! If not: when can we expect some progress?

I would like to here some official statement since I spent some bucks here. And please if you don't know what's the plan because it's on hold tell me how realistic is it that this is going to change?
Thanks

What he said. Bought the app recently just to see, that half of the stuff I need is not even in there so I can not use it at all and wasted money on an unfinished product. At least put a warning lable in the store so people can see, what editions are included.

11
ב"ה
It say the total is 115 spellbook points.
with the remaining 5 I would add an armory and 2 more garrison posts.
The armory is because I like all board buffs, and the armor bonus is helpful for your low armor build.
The extra garrison posts are because your garrison posts will be targeted as soon as you bring altar of domination (as you only get domination tokens when you have at least 3 outposts), and with 6 life 2 armor flame +2 and close to the enemy they become a likely target.
But you might as well go wild and bring just 1 extra garrison post and 2 extra hurl boulder with these 5 points (or even 1 extra garrison post, 1 extra hurl boulder and 2 extra hurl rock), so you could sort of focus the enemy mage when he is close to death and already lost most armor to your acid balls and dissolves  :)

I wish there where 5 points left ^^
They actually go to:
Gravikor (2)
Remove curse (2)
and Leather Chausses (1)

For some reason I could not add them to the spellbook calculator so I typed them in by hand.
I did not notice I could also change the points. It is done now - so no more confusion :)
But maybe I will throw the Remove Curse out and add an armory :) - what do you think ?

12
Offensive would be Elemental Wand + Rune of Power from Forge (bind Hurl Rock on it) - reveal Hawkyeye. Walk one up and blast someone for 12 damage dice (6 Mana left)
You can't use spell bound to Elemental Wand twice in the same round.
Quote from:  Rulebook v4.0
The bound spell can be cast as if it was one of the
spells you prepared during the Planning Phase. You
may only cast it once per round.

Ah good to know - thx :)

13
I think you guys are spot on with most of your stuff. Seems I wanted too much diversity - even for my opener, which does not make much sense.

So here is the revisited spellbook part 3 :D

- I added construction yard to have a more mana efficient start.
- Removed the forge (for reasons mentioned by you guys).
- Added some walls to have better protection.
- Added Gravikor against flyers.
- Added Standard bearer and fortified position.
- Removed armor ward.
- Added some cheap armor.
- Removed a skeleton archer and added some orks.
- Removed Thorg (way too expensive to cast in most cases) and added Gurmash to help with action management.
- Added remove curse to get rid of nasty stuff

Anvil Throne Warlord
Attack1 x  Hurl Boulder2 x  Acid Ball2 x  Hurl Rock1 x  Hail of StonesConjuration1 x  Archer's Watchtower1 x  Wall of Thorns1 x  Tanglevine1 x  Altar of Domination1 x  Construction Yard1 x  Wall of Earth1 x  Barracks1 x  Garrison Post1 x  Wall of Steel1 x  Harshforge Monolith1 x GravikorCreature1 x  Grimson Deadeye, Sniper1 x  Dwarf Panzergarde3 x  Orc Butcher1 x  Talos1 x  Gurmash, Orc Seargeant1 x  Skeletal Minion1 x  Skeletal Knight1 x  Goblin SlingerEnchantment1 x  Brace Yourself1 x  Rust1 x  Bear Strength1 x  Hawkeye1 x  Fortified Position1 x  Standard Bearer1 x  RegrowthEquipment1 x  Reflex Boots1 x  Elemental Wand1 x  Ring of Command1 x  Harshforge Plate1 x  Dragonscale Hauberk1 x  General's Signet Ring1 x  Leather Gloves1 x  Leather Chausses1 x  Horn of Gothos1 x  Helm of CommandIncantation1 x  Disarm1 x  Purify1 x  Conquer1 x  Flank Attack1 x  Rouse the Beast1 x  Power Strike1 x  Perfect Strike2 x  Charge2 x  Force Push1 x  Defend1 x  Sniper Shot1 x  Battle Fury1 x  Evade1 x  Piercing Strike1 x Remove curse2 x  Dissolve2 x  Dispel
Total cost: 120 pts

14
Could you explain some possible openings? (first 3, 4 rounds) It helps understanding your book a lot.

I try - keep in mind I am pretty new to this so - most of it is not from hands on practice and might not work (thats why I need you guys ^^):

Opening A -slow buildup, when my opponent starts slow:
Turn 1 - Barracks + Garrison (3 Mana left)
Turn 2 - Garrison or Watchtower + Meditation Amulett  ( 4 Mana left  + 2 on Barracks)
Turn 3 - Cast Butcher, Skeleton Archer, Panzergarde or Slinger from Barracks (depending on opponent),    Meditate (+3 Mana ) - Quickcast Altar of Domination

Opening B - Agressive Sniper (works better, when you do not get the initiative):
Turn 1 - Sprint to Near center - cast Watchtower (15 Mana left)
Turn 2 - Grimson Deadeye + Rouse the beast (5 Mana left )+ Shoot something important with 5 or 6 dice
Turn 3 - Wall or 2  + Hawkeye (shoot for up to 8 dice ) or Panzergarde + Ring of Command

Opening C - Forge:
Turn 1 - Move one up - cast battle forge in zone, cast hawkeye (hidden) on self (9 Mana left)
Turn 2 - Depending on Opponent either go offensive or more defensive with battleforge from here.
Offensive would be Elemental Wand + Rune of Power from Forge (bind Hurl Rock on it) - reveal Hawkyeye. Walk one up and blast someone for 12 damage dice (6 Mana left)
Turn 3 - Defensive Equipment from Forge + Creature or Armor Ward + Hurl Rock something for 3 Mana.

As said the main idea was to be able to switch gears really fast if an opportunity arises.
So most of my strategy would depend on my opponent and how he plays

15
Ok I updated the spellbook a bit.
Added some armor, also added some stuff to circumvent armor (piercing, corrode, 1 more dissolve).
Removed the ring, added a plate.
Removed the minion, added a Butcher.
And some other minor stuff.

Sadly had to get rid of teleport - it is just too expensive for the Warlord :/

How does it look know?
Anything I can get rid of to free up some points?

Anvil Throne Warlord
Attack1 x  Hurl Boulder2 x  Acid Ball1 x  Hurl Rock1 x  Hail of StonesConjuration1 x  Wall of Thorns1 x  Altar of Domination1 x  Archer's Watchtower1 x  Wall of Earth1 x  Battle Forge1 x  Barracks1 x  Tanglevine2 x  Garrison PostCreature1 x  Talos1 x  Dwarf Panzergarde1 x  Goblin Slinger1 x  Grimson Deadeye, Sniper1 x  Skeletal Knight2 x  Orc Butcher1 x  Skeletal Archer1 x  Thorg, Chief BodyguardEnchantment1 x  Rust1 x  Brace Yourself1 x  Regrowth1 x  Bear Strength1 x  Hawkeye1 x  Armor Ward1 x  Rhino HideEquipment1 x  Dragonscale Hauberk1 x  Helm of Command1 x  Horn of Gothos1 x  Veteran's Belt1 x  Morning Star1 x  Meditation Amulet1 x  Elemental Wand1 x  Elemental Cloak1 x  Harshforge Plate1 x  Leather Boots1 x  Deflection Bracers1 x  Ring of CommandIncantation1 x  Perfect Strike1 x  Charge1 x  Sniper Shot1 x  Conquer1 x  Flank Attack1 x  Rouse the Beast1 x  Power Strike1 x  Disarm2 x  Dissolve1 x  Evade1 x  Defend2 x  Dispel2 x  Force Push1 x  Purify1 x  Piercing Strike1 x  Battle Fury
Total cost: 120 pts

Pages: [1] 2