September 28, 2020, 04:41:42 PM

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 - Reddicediaries

Pages: 1 2 [3] 4 5 ... 74
31
General Discussion / Re: Mage Wars: Misc Stuff
« on: May 02, 2019, 07:39:37 AM »
WOW, harsh.  Oh well.  To each his own.  It works for my games quite well.

I don't think all the comments are phrased appropriately or in the best taste. Sorry for that.

I was trying to convey something, perhaps it came off a bit harsh (though I tried to make sure I was never attacking you. If it came off across as such, I apologize).

32
Events / Re: The Arcane Duels League
« on: May 01, 2019, 02:34:40 PM »
Necromancer book seems to be bugged.

Cant add any necromancer only cards.

Lets do it friday and hope for a quick fix.
Put stats card above mage card in book. Might help.

33
Events / Re: The Arcane Duels League
« on: April 30, 2019, 01:03:25 PM »
Hmm... while it can help build the hype announcing / revealing what mages has been selected, Iím afraid it will have a negative impact on the spellbook building having this knowledge.

That is the entire point of the tournament though.

I also just disagree with that statement. The whole point it to see what books people will bring with this knowledge.

34
Events / Re: The Arcane Duels League
« on: April 28, 2019, 04:55:16 PM »
All,

League kick off stream tonight at 8PM Central (0100 UTC, sorry Europe, we'll make it a VOD later)
Shark
How did I miss that?  ???

35
Events / Re: The Arcane Duels League
« on: April 28, 2019, 04:51:18 PM »
All,

League kick off stream tonight at 8PM Central (0100 UTC, sorry Europe, we'll make it a VOD later)


Shark
Tonight?

36
General Discussion / Re: Mage Wars: Misc Stuff
« on: April 28, 2019, 09:34:30 AM »
I love Mage Wars.  Great game.  I have 2 copies of EVERYTHING...base game, each mage, domination, academy, EVERYTHING!  Just waiting for Druid Academy to reprint...I'll buy 2 of those too. 
In response to some of the posts I've been reading:
Want a shorter game, make the arena smaller.  6 tile grid will be quicker than the normal 12 tile grid.  I usually build my own with 2 copies of Domination and end up with a 20 tile grid because I usually play 3-player with my wife and son.
Never played Acdemy officially but see no reason why they can't play in arena as is on a 6 tile or even 4 tile grid. 
All spells are free game in my spell books.   Young mage can cast an arena spell...have at it.
Recent change to my Arena games, why can't an arena Mage choose any spell they want at the time they want to cast it?  They were able to when they were in the academy?  An experienced mage should not have to prep their spells.  Many times I prepped a spell and when it came time to cast it, circumstances changed and I couldn't use it.  I play pick when you cast like in academy.  Works fine...more strategy.
Forcemaster is my favorite.  I have a devistating Forcemaster book that I love to play.
That's all for now.
Interesting thoughts.

I strongly disagree with letting players change their prepared cards. For me, planning is the greatest display of skill in the game. Letting people swap their cards destroys this.

How is there more strategy when it takes little skill to pick cards after knowing what your opponent will do? If someone plays a hidden enchantment on me, and I assume it to be poisoned blood, I just switch to seeking dispel. There is no skill there.

37
Events / Re: The Arcane Duels League
« on: April 24, 2019, 01:27:14 PM »
I can give this a go if there is still room.

Can the same mage be played multiple times?

Yes, no limit.

38
Events / Re: The Arcane Duels League
« on: April 22, 2019, 10:33:55 PM »
I would like to join as well, but will be busy through the 10th of May (tech weekends and such). After that, I will be totally free during the summer excluding one week in Paris.

39
Spellbook Design and Construction / Re: The Brutemaster
« on: April 18, 2019, 12:48:30 PM »
Quote
Meditation amulet seems to go against what the build is designed to do.

For one sbp it could be situationally useful
I really do not see it ever doing anything.

You will always be the aggressor and I doubt have the actions to use it.

40
Spellbook Design and Construction / Re: The Brutemaster
« on: April 18, 2019, 09:00:48 AM »
Re: Mana Shortage

Consider Psi Orb along with Moonglow Amulet or Mediation Amulet.

Re: Lack of Closing Attack Spell

Consider another Force Hammer and swapping out of school spells for similar in school Attack spells from the Mind school. Especially if you plan to use Attack spells with your Thoughtspores. It seems you need to manage your mana in bursts for maximum effective so having a way to save mana for a few turns and then unleash a focused combination of attacks on specific targets would make the most sense.
Meditation amulet seems to go against what the build is designed to do.

41
Spellbook Design and Construction / Re: The Brutemaster
« on: April 17, 2019, 07:24:05 AM »
[spellbook]
[spellbookheader]
[spellbookname]the brutemaster[/spellbookname]
[mage]A Forcemaster Stats Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[mage]A Forcemaster Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E24]2 x Magebane[/mwcard]
[mwcard=MWSTX2FFE07]1 x Rust[/mwcard]
[mwcard=FWE05]1 x Forcefield[/mwcard]
[mwcard=FWE04]1 x Force Crush[/mwcard]
[mwcard=MW1E34]2 x Reverse Attack[/mwcard]
[mwcard=MWA01E02]3 x Arcane Ward[/mwcard]
[mwcard=MWSTX2FFE03]1 x Arcane Corruption[/mwcard]
[mwcard=MW1E29]1 x Nullify[/mwcard]
[mwcard=FWE07]1 x Mind Control[/mwcard]
[mwcard=LG01E05]1 x Summoning Circle[/mwcard]
[mwcard=MWAFME07]1 x Mind Seize[/mwcard]
[mwcard=MW1E19]1 x Ghoul Rot[/mwcard]
[mwcard=MW1E27]1 x Marked for Death[/mwcard]
[mwcard=MWBG1E02]1 x Plagued[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWAFMQ06]2 x Symbiotic Orb[/mwcard]
[mwcard=FWQ04]1 x Galvitar, Force Blade[/mwcard]
[mwcard=MWAFMQ03]1 x Illusory Leggings[/mwcard]
[mwcard=FWQ01]1 x Dancing Scimitar[/mwcard]
[spellclass]Attack[/spellclass]
[mwcard=FWA02]1 x Force Hammer[/mwcard]
[mwcard=DNA01]1 x Acid Ball[/mwcard]
[mwcard=MWAFMA02]2 x Telekinetic Bolt[/mwcard]
[mwcard=MWSTX2FFA02]1 x Hurl Rock[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J22]1 x Tanglevine[/mwcard]
[mwcard=LG01J04]3 x Mind's Eye[/mwcard]
[mwcard=MWSTX1CKJ01]1 x Enchanter's Wardstone[/mwcard]
[mwcard=MW1J19]1 x Deathlock[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC22]1 x Zombie Brute[/mwcard]
[mwcard=FWC16]2 x Thoughtspore[/mwcard]
[mwcard=FWC08]1 x Invisible Stalker[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MW1I24]1 x Seeking Dispel[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[mwcard=FWI17]1 x Force Push[/mwcard]
[mwcard=MW1I06]2 x Dispel[/mwcard]
[mwcard=MW1I26]1 x Sleep[/mwcard]
[mwcard=MWAPRI05]1 x Remove Curse[/mwcard]
[mwcard=FWI09]1 x Steal Equipment[/mwcard]
[mwcard=MW1I11]1 x Explode[/mwcard]
[mwcard=FWI16]1 x Dissolve[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

latest version of the book, which just experienced it's very first win :)!

considering dropping marked for death and a few others to add a fireball or two, this book is lacking in finishers which has made things a little difficult.

the book also tends to suffer from a mana shortage, especially ones some of the upkeep cost are being paid out. not sure if that's something to look into addressing or accepting as an inherent weakness.
Will comment more later.

1. Would cut marked for death for another rust; you are low on ways to deal with armor anyway and I find it a more generally useful card.
2. Plagued: This card is too expensive for me. For four spell book points, you might get a few points of damage (for one round only).
3. I miss ways of protecting the thoughtspores (glancing blow, lesser invisibility, brace yourself, etc).
4. I don't see any armor in this book. Relying on defenses is not enough, and even if you can kill them relatively quickly, playing without armor is too risky.

These are the initial impressions.

42
Strategy and Tactics / Druid: Focus the Plants or the Tree
« on: March 29, 2019, 01:36:51 PM »
Been a while since I started a topic, but here goes.

So when confronted with strategies against a Druid, I think of two camps: kill the plants and kill the tree.

Here are some advantages and disadvantages of both strategies:

Kill the Tree

1. Advantages
    The tree is (in almost all games) the druid's source of strength. Take it out and you remove her ability to spawn all useful sorts of things.
2. Disadvantages
    There are many ways of protecting the tree (grass, dense fog, tanglevine on the opponent mage, etc). In addition, taking out the tree can be very action and mana intensive (double fireball is almost twice the mana cost of the tree itself and doesn't even ensure a kill).

Kill the Plants
1. Advantages
  • A druid without her plants is not much. Focusing down the lashers while minimizing damage taken can ensure that your strong creatures (you should always have creature support vs a druid) remove everything the druid puts down and eventually out dice her. This strategy is also safer than going for the tree; you will still have to be very efficient in your focusing, but it certainly is more efficient than focusing the tree (unless you do so exceedingly well).
2. Disadvantages
    A lot of people try this strategy without properly maintaining dice amounts. Generally you want two-four five dice creatures, and you need to make sure that you strike when you can (essentially) ensure a plant kill. If you don't get one when you expect to, it can totally throw the game in the druid's favor. So: make sure you run at least two attack spells, and prepare for when the druid drops her defensive measures (tanglevine, surging wave, dense fog, etc) and work around them.

    All thoughts are welcome down below.

43
General Discussion / Re: Hired Bodygurd
« on: March 28, 2019, 12:51:40 AM »
That was included in the original post.

44
General Discussion / Re: Hired Bodygurd
« on: March 27, 2019, 07:01:09 PM »
You are missing it's most important ability by far...

Which is . . .

45
Spells / Re: Core Spells Revisited
« on: March 13, 2019, 06:34:17 PM »
A challenge to you, Farkas, to make a book or two out of only the Core cards. Play against others using the full array of expansions. See how you go.

I personally think that a Core-only book could still be competitive, at least for the basic 4 mages. Most of the new spells that have come in over the years are really designed for specific mages or are really just variations on established themes.

I see where you are going with Incorporeal and Defences, but it is still also true that most ethereal and unavoidable attacks are still once-offs. Not many creatures have them in-built. So if you are going down the Incorporeal route, take it all the way and see your opponent run out of options. Ditto the unavoidables.

The two major changes I would make to core cards are these:

Gate to Hell. Initial casting cost reduced to 7 (to match equivalents like Rajan's Fury). Still 12 mana to open it, but from then on it becomes a spawnpoint for demons only, and generates 1 mana per turn.

All spawnpoints (Core or expansion, so getting a little off topic) should become unique rather than epic, but become full actions to cast (with the possible exception of the Crusade Banner). If you build a book around a spawnpoint your entire strategy can be (and often is) blown away (literally) in a couple of turns by Force Hammers. With very limited means to repair conjurations, it seems fair that you could have more than one spawnpoint in your book. But it should be an investment to put them out.

I have not found that the flyers are less useful now than they were. I always found them a little weak. Guards take care of them nicely without the need for knockdowns and the like.

Core cards I have never ever seen played by me or an opponent in 5 years of playing are few:

Mountain Gorilla (tho I have put it in a few books it has never come out)
Moonglow Faerie
Retaliate
Turn to Stone

Some others are rarely seen, but still useful in the right spot (I have won at least two games by a perfectly timed Drain Power, for instance)


(One last off topic thought: I have fallen in love with the dissipate tokens on the Force creatures, and reckon that if there was ever a Mage Wars arena second edition, all creatures other than familiars should have dissipate. It is supposed to be a duel of magic, after all, and not the race to build armies as it often turns into. And fluff wise, summoning creatures is almost always a temporary thing in the literature. But that is a debate for another time and place.)     

Don't think spawnpoints should be non epic; the aggressive player has it hard enough as it is. And in matchup of two late game books, by the time the second could be cast, it would likely be too late.

The dissipate on all creatures in interesting. Would have to look into the balance.

Pages: 1 2 [3] 4 5 ... 74