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Messages - Qube

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Mages / Re: Is there any love for warlord?
« on: November 26, 2013, 12:22:58 PM »
I found the Warlord's lack of additional actions to be a challenge.  Casting incantations is very action-intensive.  The barracks is expensive (and generally crappy) and he has no familiar.  So, the battleforge is the only decent channeling object he has access to.

Hope forged in flame gives us a familiar for him.  Or, an inherent ability/warlord only item that lets him get more use out of his actions.

Mages / Re: Is there any love for warlord?
« on: November 25, 2013, 02:39:15 AM »
I like the dwarf warlord's look.  To me, having a dwarf is far more (thematically) interesting than just a female version of the same fantasy race.

Also, I have to mention that the male forcemaster's art is making me think he has some kind of levitation ability.

Strategy and Tactics / Re: How to effectively use the Force Master?
« on: November 20, 2013, 11:38:37 PM »

I would consider including mongoose agility in the book you posted.  Also, if you are worried about golems, include some lightning spells.  I really like circle of lightning, if I'm making a standard 'supercombatant' style FM.

If you wanted to try a (slightly) different angle, you could try adding a temple of the dawnbreaker, defense ring, etc.

Strategy and Tactics / Re: How to effectively use the Force Master?
« on: November 20, 2013, 01:14:11 PM »
She is a combat machine.  Force field is the best defense there is.  Galvitar is the best weapon.  Her basic mage abilities are both very useful.  Add to that her tool box of spells like mind control, charm, force crush... and I'm not too sure I see the problem.  My usual opponent says he will just concede if I bring another FM to the table. :(

Spells / Re: Multi-school spells
« on: November 14, 2013, 10:13:02 PM »
Water would make more sense than nature renewing spring.  I mean, it is water.

General Discussion / Re: Druid vs Necro Spoilers
« on: November 07, 2013, 03:20:03 PM »
Yeah, loving the thornlasher.  It also has some nice synergy with the druid's new bloodspine wall (that does not block LOS).

General Discussion / Re: Druid vs Necro Spoilers
« on: November 07, 2013, 03:15:59 PM »
Hmmm... must have been a last minute balance thing.  Because I took my lumbering definition off the spoilers page, and yours is from the rulebook.  So, within a month or two they changed the lumbering rules.

General Discussion / Re: Druid vs Necro Spoilers
« on: November 07, 2013, 03:00:19 PM »
Actually, I believe fast does counter lumbering.

Object Trait

This creature is slow and/or clumsy. It may only take one move action during its Action Phase. If this creature gains the Fast trait, it cancels out both traits.

Also, zombie frenzy cancels out both slow and lumbering, then gives all zombies the fast trait... so they will be sprinting and attacking (when properly motivated).

Besides, Tolkien's ents took forever to make up their minds, but once they got going, they were fast enough ... so, the mechanic kinda fits.

General Discussion / Re: Druid vs Necro Spoilers
« on: November 05, 2013, 01:28:23 PM »
So, zombie frenzy is not epic... and only lvl 2.  It's a 9 mana incantation that gives all zombies fast and bloodthirsty +1.  The zombie horde is looking pretty good!

General Discussion / Re: Druid vs Necro Spoilers
« on: October 31, 2013, 06:23:40 PM »
The raptor vine seems like a beast.  5 dice quick attack with vampirism and regen?!  Whaaaaat?

General Discussion / Re: Druid vs Necro Spoilers
« on: October 29, 2013, 06:44:39 PM »
I like the look of this unstable zombie.  The ability to reconstruct itself is going to make it a very unattractive target.  Hits like a sissy though... but several of them could potentially sissy slap the opposing mage into an early grave.

Pods are just cooler than vines IMO.  My first druid will most likely be a samara bonded pod tosser.

I saw a skeleton archer somewhere.  4 dice ranged attack... if memory serves.

I made a deck around Fellela a week or two ago.  I included the temple of the dawnbreaker and a bunch of other units with defenses (sosruko, cervere, and bobcats).  Fellela ended up surviving all game (after casting bull's endurance and a healing charm on herself).  It was a more of a 'for fun' deck, and has a glaring weakness vs unavoidable attacks.. But, it WAS fun and (although I lost) it was a close game even after my opponent 1-hit-killed cervere in the early game with crazy roll.

Might try a  wizard deck with dawnbreaker, huggin, and some blue gremlins & moonglows.  So many unavoidable attacks these days though... :-\

Spells / Re: Wizard Tower
« on: October 26, 2013, 12:37:36 PM »
Good assessment Deckbuilder.  I am largely on the same page.  However, the current deck I'm working on is a wizard that may not get a WT.  It is a deck with a very particular focus, and (if all goes according to plan) I doubt I will ever want to drop a tower down.  It does have a tower right now, but I'm still refining and paring down, and the tower is on the chopping block.

Spells / Re: Wizard Tower
« on: October 25, 2013, 08:44:48 PM »
Hey Imaginator,

I didn't mean to twist the knife after you'd already apologized.  I just failed to see your post (or homeless joe's) when I wrote mine.  I was multi-tasking and didn't refresh my screen. :-[

Spells / Re: Wizard Tower
« on: October 25, 2013, 05:18:13 PM »

What kind of argument is that?

Are you serious? Think about a billion of dollars, then think about 100 billions dollars. The 100 billions dollars are clearly better.

Of course a moving WT is better than an immobile one. It doesnt make an immobile one less powerful

It is a pretty simple argument, actually.  So, a mobile wizard's tower is better, but not more powerful?  This just makes me scratch my head.  You do realize that your sentence makes two statements that directly contradict each other...don't you?

I'm agree with Moonglow btw.  You guys are clearly very passionate about how OP the wizard's tower is, but your really need to take the aggression down a notch or three.

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