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Messages - Myrddin

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Spells / Re: How essential is teleport?
« on: March 27, 2014, 02:25:59 PM »
@lettucemode: Yes teleportig Wraith, throu the "spirit land". You know, like in those horror movies where the ghost get closer in the hallway everytime there is a lightning or you blink. That is how I was seeing them.

And for Gremlins, I was seeing them like some kind of annoying leprechum that teleport on your shoulder, you try to catch it, oh no it is on you head now, trying to catch it again, nope, on your back now.

Teleporting all made sense to me for these creature.
Same here for the gremlin (haven't played with the wraith). Although my precise image is of the gremlin disappearing in a flash of blue light and reappearing elsewhere. Particularly because it's paid for, I think that suggests it's magic rather than just agility.

General Discussion / Re: FIF: Defend Preview
« on: March 18, 2014, 03:07:01 AM »
Nice card: as well as the directly defensive, this could make it easier for a creature to charge forward and attack, as it could then go immediately into defensive mode.

I'm interested as to why commands seem to be novice so often: as rebalancing the Warlord is presumably part of the objective of this expansion, giving him a spellbook advantage on a few more cards would be an easy win. I assume there's some underlying principle behind it: is it just that they're seen as very basic toolbox, even more than some of the non-novice arcane spells?

Rules Discussion / Re: Stuck
« on: March 16, 2014, 02:28:19 PM »
It says "may" so yes, you don't have to roll.
That's what I thought: it's just the phrasing of the ruling ('game effect that occurs') makes it sounds like a more fixed fact!

Rules Discussion / Re: Stuck
« on: March 16, 2014, 01:37:49 PM »
It is an interesting question, and not without merit. However, the escape roll is never truly described as being any kind of action, free or otherwise. It is simply something that occurs at the end of the creature's action phase. The fact that it specifies that it is the creature who is doing it, does lend some credibility to your argument, but I would rule the escape roll as being more of a game effect than anything else, and thus not affected by Incapacitate.
Correct again it is a game effect that occurs at the listed time
Does that mean that it's obligatory? Could I choose not to make the escape roll if I wished my creature to be stuck for whatever reason?

Agreed that melee might beat ranged and that some sort of force push etc. could be good too!

You're obviously going for the canine-led swarm, but I'd be tempted by a few non-dogs, particularly at lower levels. Cats and falcons can be very irritating for the opponent in some situations and the first couple of small creatures are usually taken down by the time the Alpha Wolf comes out too.

General Discussion / Re: FIF: Gurmash, Orc Sergeant
« on: March 10, 2014, 02:23:22 PM »
This looks really solid to me. For two mana more than timber wolf you get
- Comparable, perhaps slightly weaker, attack (1 fewer dice, plus 9+ bleed)
- Familiar with 1 mana per turn and a good selection of spells

The fact he's got access to battle orders is a nice touch as it means he's never useless: presumably he can cast those even if he 'readies' another spell, too, so you don't lose so much if he choose to ready something and the opportunity to use it is lost. It also means that you don't have to worry so much about running out of mana if you combine him and other spawnpoints.

I'm interested by 'his controlling warlord's battle orders'. Not sure whether to read this as implying the new Warlord also has (different? the same?) battle orders, or  whether he doesn't: if it's the latter, this card could be a nice way to make the current warlord more attractive to play rather than everyone switching to the new one. Cards that play off vet tokens could do the same. Thematically that could make sense too, as it creates a stronger synergy between the Orc Warlord and the Orc Sergeant than the Dwarf Warlord and Orc Sergeant.

General Discussion / Re: FIF: Conquer Preview
« on: March 05, 2014, 12:22:22 PM »
Very interesting card: very efficient indeed if you both want to destroy a conjuration and create one (not that unlikely!)

It could also interact very brutally with cards that build up tokens before having a dramatic effect: you'd get an interesting dynamic where the owner had to protect such cards against conquering, as well as from the (usually less efficient) attempts to smash them to bits.

How does this interact with walls? If it can target them, do you have to control both sides, or just the one you choose for targetting? If you are allowed I assume you have a nominal target zone and must put your own conjuration there: if you then placed another wall, could you put it on a different side of the same zone? Could you extend it? Some very interesting potential control here if the answers here are 'yes'!

Interesting post. It seems odd to me to call the spellbook 'policy options', though. Usually a 'policy' would be a particular strategy, and obviously many strategies can be available with a single book. In principle every possible sequence of plays would be an 'option', but obviously in practice you'd distinguish at a higher level and ignore some options (e.g. Turn 1, summon grizzly, cast bear strength on it face down. Turn 2, reveal bear strength, attack mage with grizzly. Summon fox and cast rouse the beast. Attack mage with that too)

No one's saying that creatures are useless in general if they can't stand up to nonliving creatures. Let's remember that the power levels of cards don't exist in a vacuum, their usefulness is defined by their interactions with other cards. The problem here is that the Johktari Beastmaster as she is, while she's pretty good in living matchups, she's at a HUGE disadvantage against nonliving. While it might not be entirely accurate to say that you can NEVER win against a Necromancer as the Johktari Beastmaster, it seems likely to me with her current spells and abilites that if someone plays her against a necromancer of equal skill, the necromancer will almost always win.
At the risk of stating the obvious, I think it's worth saying that one of the good things about Mage Wars is that it allows you to balance out your weaknesses. I don't have DvN yet, but my Jokhtari already has a handful of holy attack spells, precisely to balance her weakness against non-living. Obviously covering weaknesses carries a price, but it's not impossible, and the challenge is finding the balance between exploiting strengths and covering weaknesses.

As I said, no experience of fighting the necromancer. I suppose the best approach would be a straightforward attempt to assassinate the necromancer themselves. Obviously Wounded Prey would be wasted, but at least the Dire Wolves aren't forced by bloodthirst to munch on the cheap, hard-to-kill zombies and can focus on killing the necromancer.

World and Lore / Re: How does magic work?
« on: March 19, 2013, 07:33:44 PM »
Yeah, the preparation outside of the arena is perhaps a more intuitive way to think about Vancian magic: you're just finishing off the longer rituals you started before.

Still means that mages walking around outside would be unable to cast magic they hadn't explicitly prepared for, though! Perhaps they always have a few wands stashed about their persons.

World and Lore / How does magic work?
« on: March 19, 2013, 03:52:14 PM »
Random thought: is it explicitly intended (for backstory etc. as well as pragmatic gameplay) that Magewars takes place in a world of Vancian magic (i.e. the system best known from D+D, where mages 'memorise' a series of spells each with a distinctive power and then, once cast, are unable to cast them again until properly rested:

Obviously it wouldn't be pure Vancian magic, as you need mana as well.

If so, is the idea that an individual Mage would be able to memorise any selection of spells he wanted for a given fight, and his spellbook represents his capacity to 'contain' certain spells, or does the spellbook represent the spells he's learnt through his studies? Either of these seem to be compatible with 'foreign' spells from strange schools being harder to have in the book. I prefer the latter aesthetically because it makes mages seem more personal/distinctive: although if someone is playing 'in character' as a named Mage but wants to keep swapping spells around, the former makes more sense. Obviously some combination is possible: a Mage could formally 'memorise' (or even just 'revise' the incantantations for) a different selection of spells from his total repertoire before each fight.

Mages / Re: Mages that you would like to see in the game
« on: March 19, 2013, 03:28:05 PM »
Quote from: "pixelgeek" post=4910
I would like to see a Mage that had no Channelling value, or a very low one, and instead built up Mana by undoing other spells, items and creatures to cast its own spells. Lots of Mana Drain effects, traps to "capture and rend" creatures and Zone Exclusive items that drew Mana from other Mages, creatures with Channelling or from Spells being cast in the Zone.
Really like this: a very different sort of Mage, rather than just a different set of powers.

Another less-radical but still quite different build is a 'Sorcerer' class (based very vaguely on Pratchett's and D+D's sorcerers, who are natural mages to some degree. The core of this class would be having much fewer spellpoints to spend, but always being able to re-use spells: they get returned to your spellbook once used. For stay-in-play things, practicality might mean that you have to wait for the early ones to go before adding new ones, but you'd want them to focus on elemental stuff anyway.

General Discussion / Re: What do I need?
« on: March 18, 2013, 03:04:24 AM »
Quote from: "DarthDadaD20" post=9253
Welcome to the forum Myrddin!!! It all depends on your play style. If your supper competitive, you may want to get two core sets. I ran one core set with multiple COMPETITIVE people for some time and still had the best time ever. It was even kind of fun with a "limited" card pool. But you should get plenty of cards to build whatever you want from one core set. (Remember that with most cards, 2-3 will be the most you want in your book. Its tempting at first to run 4 dissolves, but since there is no random drawing in this game it is just not necessary.)
Cheers. I'm not that competitive (at least not with those I'm playing with on that basis!) My concern was more practical: essentially, could I hand my brother half the cards to choose from and keep half myself to pick from without either of us missing obvious choices?

General Discussion / What do I need?
« on: March 17, 2013, 01:36:44 PM »
Hi all,

Have just ordered the core set of this, and expect my brother to be at least one of my main opponents. I was wondering: if we're both using the same set, are there enough cards to divide between us and still be able to customize a set (as long as we play different mages)? Either completely freely (ideally), or else at least a reasonable way to divide them without us both drawing from the common set and having to negotiate...

League / Tournament Play / Re: UK Players
« on: March 17, 2013, 01:29:56 PM »
I've got a copy winging its way to me from Amazon... I live in London and would love to meet up for casual play (at first at least!)

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