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Topics - zorro

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1
Creative / Custom art for an arena Playmat
« on: February 05, 2015, 02:53:22 AM »
Hi!

I'm looking for art for printing a Mage Wars playmat, in order to replace the game original board for another more-portable board.

I considered buying the official playmats from Arcane Wonders store... but shipping to Spain will cost more than the playmat itself, and i risk having to pay aditional cost due to spanish customs policy  >:(

Is there any image suitable for this? Having an official image would be great if there is one with enought resolution available (and if is considered fair to use it), but fan art too.

Official arena's images can be found at BGG - but not enought resolution for quiality printing (and not sure if it's proper to use them)
Selenia arena
Westlock arena

Also on BGG there are some fan art
Inferno arena

And some more fan art on BGG, for diferrent sized arenas
4x4 Mold arena
4x5 Forest arena
Modular temple

And finally, some more arenas here  -  but they are a bit abstract, i would like something more like the original arena.
Creative / Mage Wars playmats

Anyone know about more arena art?

2
General Questions / Do Altar of Carnage work on counterstrike?
« on: October 14, 2014, 06:34:23 AM »
[mwcard=MXSTX2FFJ02] Altar of Carnage[/mwcard]

Do you receive 1 mana for one of your spawnpoints/familiars if one of your creatures counterstrikes and damages another creature? Or only when you use an action marker to perform an attack?

Thanks!

3
Strategy and Tactics / On mana crystal effects and efficiency
« on: October 03, 2014, 02:40:53 AM »
Hi!

I wanted to take this topic apaprt from its father since it went pretty off topic. Original post can be found here, but ere is the start of the discussion on the mana crystal:

To break the values down further I'll explain it like this.

Mana Crystal gives the controller increased channeling, not mana. Channeling by extension gives you mana. So the (time of game-5) does give you it's effectiveness on a simple terms level. However, don't confuse channeling with just getting mana because Channeling has another benefit. That is, it increases the amount of mana you may cast on any given turn. In the long run my opponent may have gained much more mana than I but I was still able to cast larger spells earlier because I'm gaining mana faster, as opposed to slower but consistent.

Here's a turn by turn count.
Lets say 2 mages have 10 channeling.

Turn 0 = 10 mana <------ for the sake of removing values we don't need because the starting value is the same for everyone and it doesn't change the math at all.

Turn 1 = Channels 10 mana.(10) Plays mana crystal (-5). End Turn = 5 mana left. [For the sake of simplicity each turn both mages will spend 5 mana so that I can illustrate the concept of acceleration and not simple mana totals]
Turn 2 = Channels 11 mana.(16) Plays card (-5) End turn = 11 mana left
Turn 3 = Channels 11 mana.(22) Plays card (-5) End Turn = 17 mana left
Turn 4 = Channels 11 mana.(28) Plays card (-5) End turn = 23 mana left

Player 2
Turn 1 = Channels 10 mana.(10) Plays card (-5) End turn = 5 mana left
Turn 2 = Channels 10 mana.(15) Plays card (-5) End turn = 10 mana left
Turn 3 = Channels 10 mana.(20) Plays card (-5) End Turn = 15 mana left
Turn 4 = Channels 10 mana.(25) Plays card (-5) End turn = 20 mana left

Hopefully you see the pattern by now as the ever increasing ratio starts to benefit the owner of mana crystal. This ratio is described by the clause in my equation being (X*1) where x = the amount of rounds that the mana crystal is in play. "1" is a placeholder because these equation could describe the same relationship if multiple were in play.

So in conclusion, not only does the card grant you mana after turn six (which really is just a bonus for the main benefit), you gain a rate of gain bonus over your opponent which allows you to play larger more quickly. Even though you "wasted" 5 mana. Though by my calculations the "value" of mana crystal is zero after 2 and a half turns so each turn after turn 3 is when you start to reap benefits.

Now let me jump the gun here and ask myself, "why is the ratio bonus as equal to the flat mana gain bonus that takes place after 6 turns?" Well, the fact that the ratio bonus is equal is only relative to how much of an advantage it gives me over the other player. So in my opinion the values are equal, but maybe you aren't like me and think the ratio increase is worth only half that of the bonus mana crystal gives you after 6 turns. So plug in ".5" where the "1" is on the equation. The result is that it still only takes 3.33 turns to "pay itself off." Even if you put in ".25" its still a better outcome than the typical 6 turns that people think.



I hope that long winded explanation helps you to understand my point of view a bit. The old simple model isn't really wrong it's just not completely right and downplays the effects of mana crystal and the benefits.

Duh man, you maths are wrong again.

You make both mage cast 5 mana spells, but the thing is that 1 of these spell for first mage is the mana crystal. You need to compare with someone not casting a mana crystal.

So it is:

Turn 0 = 10 mana <------ for the sake of removing values we don't need because the starting value is the same for everyone and it doesn't change the math at all.

Turn 1 = Channels 10 mana.(10) Plays mana crystal (-5). End Turn = 5 mana left.
Turn 2 = Channels 11 mana.(16) Plays card (-5) End turn = 11 mana left
Turn 3 = Channels 11 mana.(22) Plays card (-5) End Turn = 17 mana left
Turn 4 = Channels 11 mana.(28) Plays card (-5) End turn = 23 mana left

Player 2
Turn 1 = Channels 10 mana.(10) (not casting mana crystal) End turn = 10 mana left
Turn 2 = Channels 10 mana.(20) Plays card (-5) End turn = 15 mana left
Turn 3 = Channels 10 mana.(25) Plays card (-5) End Turn = 20 mana left
Turn 4 = Channels 10 mana.(30) Plays card (-5) End turn = 25 mana left


You see, player 2 has 2 more mana.

I do minus 5 for all turns because this model assumes that the player plays something. Of course he will have more mana if he doesn't cast anything and I do. That's just how the game works. If he says he's not casting and waiting for a bigger turn that's fine, that is one of the strategies, but it's not pertinent to the acceleration model because in this case, as you suggest, I have gained my action back and potentially have more cards in play than he does. I just use 5 as a place holder. In a real game the turn values would be 5,2,7,13,etc.... but the model still holds as it refers to the ratio of mana gained in total over the opponent without other influences.

Does that make sense?


4
Spellbook Design and Construction / Deep Roots, a druid build
« on: August 08, 2014, 06:25:40 AM »
Hi! This is my current druid build (for reference, last expansion is Forged in Fire). I have modified it a lot since the first time, going from a very static defensive setup to a buffed druid agrro, to the current plant agressive build:

* modified, see next post *

Standard start is Vine tree on starting corner, and run to NC. Next turn, Vine on NC and FC, and, if an objective is present, the tree cast a Raptor Vine and the druid buffs and Rouse its inner beast for a possible second turn 7 dice attack.

The thorslashers, push, walls, and attack spells are chossed to position opponet where is needed. The mage is usually a bait for the agroo, and it can be a pretty solid bait. The angel can be used it the prey eats too much of the bait, or to protect the tree (never used it yet, i used to have togorath instead).

Any oppinions will be wellcome ;)

5
Well, the idea is set up a big fortress and let your economy beat the opponent... pretty standard Warlod idea, i guess. Here you got:

[spellbook]
[spellbookheader]
[spellbookname]IRON WALL[/spellbookname]
[mage]Anvil Throne Warlord[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]1 x  Acid Ball[/mwcard]
[mwcard=FWA04]1 x  Hurl Boulder[/mwcard]
[mwcard=MWSTX2FFA02]1 x  Hurl Rock[/mwcard]
[mwcard=mw1a09]1 x  Jet Stream[/mwcard]
[mwcard=MWSTX1CKA01]1 x  Surging Wave[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MWSTX2FFJ03]1 x  Altar of Domination[/mwcard]
[mwcard=FWJ02]1 x  Archer's Watchtower[/mwcard]
[mwcard=FWJ03]1 x  Barracks[/mwcard]
[mwcard=MWSTX2FFJ05]1 x  Construction Yard[/mwcard]
[mwcard=FWJ04]3 x  Garrison Post[/mwcard]
[mwcard=MWSTX2FFJ01]1 x  Harshforge Monolith[/mwcard]
[mwcard=FWJ07]1 x  Quicksand[/mwcard]
[mwcard=MWSTX2FFW01]2 x  Wall of Earth[/mwcard]
[mwcard=FWW01]2 x  Wall of Pikes[/mwcard]
[mwcard=mw1w02]1 x  Wall of Stone[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWSTX2FFC01]1 x  Asyran Defender[/mwcard]
[mwcard=FWC01]1 x  Dwarf Kriegsbiel[/mwcard]
[mwcard=MWSTX1CKC07]3 x  Dwarf Panzergarde[/mwcard]
[mwcard=FWC05]4 x  Goblin Grunt[/mwcard]
[mwcard=FWC06]2 x  Goblin Slinger[/mwcard]
[mwcard=FWC11]2 x  Orc Butcher[/mwcard]
[mwcard=FWC14]1 x  Sir Corazin, Blademaster[/mwcard]
[mwcard=FWC15]1 x  Thorg, Chief Bodyguard[/mwcard]
[mwcard=MWSTX2FFC12]1 x  Talos[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX1CKE01]1 x  Armor Ward[/mwcard]
[mwcard=MWSTX2FFE04]1 x  Brace Yourself[/mwcard]
[mwcard=mw1e10]1 x  Decoy[/mwcard]
[mwcard=FWE06]1 x  Fortified Position[/mwcard]
[mwcard=mw1e27]1 x  Marked for Death[/mwcard]
[mwcard=mw1e29]1 x  Nullify[/mwcard]
[mwcard=MWSTX1CKE05]1 x  Spiked Pit[/mwcard]
[mwcard=FWE09]1 x  Standard Bearer[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=FWQ02]1 x  Defense Ring[/mwcard]
[mwcard=mw1q04]1 x  Deflection Bracers[/mwcard]
[mwcard=mw1q08]1 x  Elemental Wand[/mwcard]
[mwcard=MWSTX2FFQ04]1 x  General's Signet Ring[/mwcard]
[mwcard=MWSTX2FFQ05]1 x  Harshforge Plate[/mwcard]
[mwcard=FWQ06]1 x  Horn of Gothos[/mwcard]
[mwcard=mw1q16]1 x  Leather Gloves[/mwcard]
[mwcard=DNQ10]1 x  Meditation Amulet[/mwcard]
[mwcard=MWSTX1CKQ04]1 x  Reflex Boots[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWSTX2FFI02]1 x  Conquer[/mwcard]
[mwcard=MWSTX2FFI06]1 x  Defend[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=mw1i07]1 x  Dissolve[/mwcard]
[mwcard=MWSTX2FFI04]1 x  Flank Attack[/mwcard]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[mwcard=mw1i13]1 x  Group Heal[/mwcard]
[mwcard=mw1i17]1 x  Minor Heal[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]


The book intends for a start with [mwcard=FWJ03] Barracks[/mwcard] (12) + [mwcard=MWSTX2FFJ05] Construction Yard[/mwcard] (7) in zones adyacent to your starting corner. Second turn, move to near center and drop Garrison post on FC (3+1).

This is a slow start, but great economy (you got on turn three 9 channeling, plus 3 on the barracks and at least 1 on the construction yard). You still got 2 mana on the barracks and 6 on the mage to finish second turn.  From there, i tried to get different defences for protecting this base.

If you expect a Big Guy offence, you can runed leather gloves second turn, plus Thorg turn 3 (thinking about Lord of Fire...)
Or you can go with an Asyrian defender turn 2 to get a guarding gut turn 3.

The idea is to get nice defenders, and some effective protecting runed equipment (the main reason to choose the dwarf instead the orc). You also got an utility elemental wand to get some active protection if you charge it with jet stream or wave and gains positional advantages, plus some cheap walls.

I dropped most usuall commands in favour of some utility, letting space to armour ward and nullify to protect mage's equipment. I expect i can replace perfect strike and evade with attacks from the grunts, and jsut summon more creatures instead of battle fury / akiro's cry / power strike.

I have doubts about the altar of domination... maybe changing it for an altar of carnage for more medium term control. I considered also adding [mwcard=MW1J09] Temple of the Dawnbreaker[/mwcard] for improved survivability of the mage and its defenders... but probably is not worth it.

I just tried a similar book once, getting a terrible defeat from a very agressive wizard :D Which give me the idea of getting a more defensive approach on first turns so I let my build time to shine... I'm eager to try this (modified book) again :D

I will be glad to hear any advice or comments ;)

Edit: i forget the meditation amulet ;)

6
Can [mwcard=MWSTX2FFC07] Gurmash, Orc Seargeant[/mwcard] cast enchantment commands as [mwcard=MWSTX2FFE04] Brace Yourself[/mwcard], [mwcard=FWE06] Fortified Position[/mwcard] or [mwcard=FWE09] Standard Bearer[/mwcard]?

He can cast command spells, so no problem with incantationes, or with creatures, conjurations, or other kind of spells may appear in the future with command subtype. But enchantments are cast face down...

Can Gurmash cast them, if they are from command subtype?
Is he forced to cast them face up?
Or maybe enchantments had no subtype while facedown, so Gurmash can not cast them?

7
Spellbook Design and Construction / Johktari girl's best friends
« on: July 23, 2014, 06:50:48 AM »
This is the first spellbook that i share. I usually play Warlock or Druid, but i like the Johktari. I first tried to made a johktari book with lair and small animals, but I donīt really liked. So now i tried with a different aproach, Johktari and companion, choosed to maximize Hunter's Bow ability.

[spellbook]
[spellbookheader]
[spellbookname]Johktari girl's best friends[/spellbookname]
[mage]Johktari Beastmaster[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]3 x  Acid Ball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=DNW01]2 x  Bloodspine Wall[/mwcard]
[mwcard=MWSTX1CKJ01]1 x  Enchanter's Wardstone[/mwcard]
[mwcard=mw1j08]1 x  Hand of Bim-Shalla[/mwcard]
[mwcard=mw1j09]1 x  Temple of the Dawnbreaker[/mwcard]
[mwcard=mw1w04]1 x  Wall of Thorns[/mwcard]
[mwcard=mw1j11]1 x  Idol of Pestilence[/mwcard]
[mwcard=mw1j22]2 x  Tanglevine[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c33]2 x  Sosruko, Ferret Companion[/mwcard]
[mwcard=MWSTX1CKC03]2 x  Galador, Protector of Straywood[/mwcard]
[mwcard=mw1c07]2 x  Cervere, The Forest Shadow[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE02]2 x  Akiro's Favor[/mwcard]
[mwcard=mw1e01]2 x  Bear Strength[/mwcard]
[mwcard=MWSTX2FFE04]3 x  Brace Yourself[/mwcard]
[mwcard=mw1e05]1 x  Cheetah Speed[/mwcard]
[mwcard=mw1e07]1 x  Cobra Reflexes[/mwcard]
[mwcard=mw1e13]1 x  Eagle Wings[/mwcard]
[mwcard=FWE03]2 x  Falcon Precision[/mwcard]
[mwcard=mw1e21]2 x  Hawkeye[/mwcard]
[mwcard=MWSTX2FFE06]2 x  Lion Savagery[/mwcard]
[mwcard=mw1e28]1 x  Mongoose Agility[/mwcard]
[mwcard=mw1e29]3 x  Nullify[/mwcard]
[mwcard=mw1e36]3 x  Rhino Hide[/mwcard]
[mwcard=MWSTX2FFE07]1 x  Rust[/mwcard]
[mwcard=mw1e31]1 x  Poisoned Blood[/mwcard]
[mwcard=mw1e03]1 x  Bull Endurance[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q02]2 x  Bearskin[/mwcard]
[mwcard=MWSTX1CKQ06]1 x  Eagleclaw Boots[/mwcard]
[mwcard=mw1q07]1 x  Elemental Cloak[/mwcard]
[mwcard=MWSTX1CKQ02]2 x  Hunting Bow[/mwcard]
[mwcard=mw1q15]1 x  Leather Boots[/mwcard]
[mwcard=mw1q16]1 x  Leather Gloves[/mwcard]
[mwcard=mw1q09]1 x  Enchanter's Ring[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i04]1 x  Charge[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=mw1i12]1 x  Force Push[/mwcard]
[mwcard=mw1i18]1 x  Perfect Strike[/mwcard]
[mwcard=mw1i23]1 x  Rouse the Beast[/mwcard]
[mwcard=FWI08]2 x  Sniper Shot[/mwcard]
[mwcard=mw1i28]2 x  Teleport[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]



Plenty of enchantments to protect my animals, and ensure they hit each turn (ideally). A couple force push / teleports in order to set up the bowgirl in position. Attacks chosen to lessen my fear of Harshforge Monolith.

A tipical start could be:

1, 19 mana - Sprint to NC + Enchanter's Ring (2) + Enchantent on self (1)
2, 25 mana - Gallador (16) + Enchantment on gallador (1)
3, 17 mana - Hunter's Bow (11) + reveals (as much as 6) + Gallador charging + Shoot

I tend to start as much quick as possible  ;D, and this book is quick too (i'm not comfortable with economy or any other medium-long range starts). The enchantments would probably be cheetah speed on Gallador and akiro's favor on johktari, so i can charge and shoot with double chance to get a bleed (if nothing at range, Lion Savagery and some equipment/enchantment on self, so i can hit harder turn 4)

Should i try to get Fellela in in order to gain actions? I'm too conservative including a couple of each animal? Any opinions wellcome :)

8
Events / Arcane Open League
« on: July 03, 2014, 04:20:09 AM »
Hi!

My first post here! I'm unsure if there is some specific place to introduce myself, so i try something constructive.

I'm a member of Da2 Gaming Club in Madrid, Spain (excuse my english gramma!). We wanted to start up a Mage Wars league in order to keep having games in a regular way (you know, lots of new games every month and interest could disperse).

We wanted something that could go for long (for a full year, for example), let us try different mages and opponents, but donīt constraint too much ourselves with fixed matches - we have lives you know, and sometimes is very difficult to set up matches at specific times. We also wanted that everybody has options to win even if they canīt play as frequently as others.

So we went for an open league format, which i want to share... maybe someone else find it usefull, or can give advice to improve. We have currently started a Summer Leage, form May 15 to September 15, to try the format and tune it in order to set up a 9 month winter league after that.

The rules

- The League opens MAy 15th and ends September 15th
- At the end of the league, you should have played at least 4 different opponents (one for each league month, but you can play when you preffer)
- You can play to whoever other player you what, wherever you want
- You can use a different mage or (legal) book each game.

The scoring

- Each player starts with 0 point
- The players are arranged in a ladder by their points. Whith same points, you share position (two players could be in first place, another one player in second, and the rest in third)
- Points and positions are calculated each 15 days with all games played in that timeframe (no real time updating after each game)
- After a game, looser players loose 1 point (you canīt go below zero)
- After a game, winner player wins 1 point, or if the match was agains a player above in the ladder (i mean, has a higher position), you win as much points as the difference in posicion (so if you are in third position and win someone in first position, you win 2 points)

----

We have started the league with twelve players, and one month and a halve later, the ladder is this way:

1st
Rocha - 2 points (4 win, 2 lose)
MIrumoto Nicolei - 2 points (2 win, 0 lose)
cibertache- 2 points (2 win, 0 lose)

2nd
roblax - 1 points (2 win, 4 lose)

3rd
Julian - 0 points (4 win, 6 lose) (that's me...  ;))
andreazombie - 0 points (0 win, 1 lose)
loere - 0 points (0 win, 1 lose)
(from here, players with 0 plays)
Anaskela - 0 points
Aigor- 0 points
CarlosC- 0 points
CarlosM- 0 points
Marantito- 0 points

The format is satisfiying, is really flexible to set up matches at the rate your availability and interest set. It seems that people that plays less can by in parr with people that playes more. And it set some interesting dinamics (provisional leaders that offer more buck for the match hehe). We are pretty friendly group, so we expect no problems with people "using the system" to gain advantage, such as refusing matches with specific people, or things like that.

We will keep this until september, and then probably we start another longer league (probably with some smal prizes)

If you have any opinions, or similar experienced, i will be gratefull :)

PS: syntax and errors

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