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Tips, Tricks, and Secrets
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chuckpint
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PostPosted: Fri Sep 02, 2011 11:51 am GMT    Post subject: Reply with quote

And #97 is a repeat of 25.
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PostPosted: Sat Sep 03, 2011 8:38 am GMT    Post subject: Reply with quote

thanks for finding the duplicates.

Ok we are at the 95th.

I thought I might get in trouble when I said spells could affect an SAI.
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Skawilly
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PostPosted: Sat Sep 03, 2011 10:42 am GMT    Post subject: Reply with quote

That means if I get any more bright ideas, ill have to read it fully through and not "skim". Sorry folks.
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PostPosted: Tue Sep 13, 2011 9:30 am GMT    Post subject: Reply with quote

Lots of talk of Elemental Blast and Mire this morning made me realize this... If you go 25% Firewalker Mages and 25% SwampStalker mages you should get enough average results to do this, as long as they are in 2 different marches....

Mire with the SS's and on the next turn, first march Ele Blast the Mire with the Firewalkers and then second march you can re-mire the terrain. Just something to think about.
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PostPosted: Tue Mar 20, 2012 8:30 am GMT    Post subject: Reply with quote

Hybrid Breath Update:

Since the hybrid breath is now a single style breath...
some of the hybrid tips and tricks won't work.

They do still work with the White Dragon however.

Cool


UNOFFICIAL


Last edited by DEEPBLUEB2 on Tue Mar 20, 2012 10:28 am GMT; edited 1 time in total
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chuckpint
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PostPosted: Tue Mar 20, 2012 9:28 am GMT    Post subject: Reply with quote

Important note: If there is no post to the official rules announcement about a version, it is NOT official. Rules 2.6 are not out, not official at this date. If you click on the main rules link on the front page, it will give you Rules 2.5.

So please do not post "official" rules changes until they are official. It causes a ton of confusion that we do not need. This is directed at a bunch of people BTW, not Jim.
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PostPosted: Sun Aug 19, 2012 12:43 pm GMT    Post subject: Reply with quote

96th:

Tame Blue Dragon to Victory

We have a number of blue breath to victory tricks,
but this one is a little special.

Typically,
if you summon a blue dragon on your opponent and you have an 8th face,
all you would need is a blue breath/flash flood and path
to knock them off an 8th,
or a blue breath/ path at a 7th face.

If you send a blue dragon and path a unit or terrain flight
the unit will have to face the blue dragon.

With this combo,
the master/lord tames the dragon,
rides it to the terrain...
then you need the breath.


So you can stop an army at a 7th face,
or if at an 8th,
you can then flash flood and maneuver to victory.

NOTE:

The Dragon remains tamed indefinitely,
so you won't have to face a dragon attack from the tamed dragon.

I have done this combo in competition, so it is possible.

Also...
the paralyzed army does get a save roll during the dragon attack,
which may produce maneuvers through cantrips.


Also...
A paralyzed army cannot roll for maneuvers,
so no need to produce any counter maneuvers.


==============


White Dragon:

Although a DL can ride a white dragon...
it can't eternally tame it.



Quote:
White Dragons
White dragons are much tougher that normal dragons. They have double the health (10) and do twice as much damage. In other words, Claws do 12 points, Wings do 10 points, Tails do 6 (and reroll), Jaws do a whopping 24 points! Even the Treasure is twice as much, allowing 2 units to promote. A White dragon has 5 autosaves just like all other dragons. However, there is a price for this; a white dragon replaces 2 normal dragons and takes twice as much magic to summon. So in a 36-health game, you could either bring 2 normal dragons or 1 white dragon. Any color dragon summoning spell can summon a white dragon, however, it takes 14 points of magic instead of 7.
When a white dragon attacks, no dragonkin can be rolled. A white dragon will fight all other dragons at a terrain, except an ivory dragon. Only white Eldarim can affect a white dragon. Dragonlords never completely tame a white dragon. Just before the dragon attack, white dragons automatically becomes “untamed”. A Dragonlord can attempt to tame it again for another turn. Dragonslayers take a terrible risk when slaying a white dragon. If a Dragonslayer slays a white dragon, roll the dragon. If the dragon comes up jaws, it destroys the dragon (banish it) and the Dragonslayer as well (kill and bury the Dragonslayer). However, Dragonhunters can block a breath that matches its color, but not other breaths. Dragoncrusaders can barely affect a white dragon. If a Dragoncrusader affects a white dragon then the Dragoncrusader is not rolled with the army’s dragon attack. Dragon Staffs and Dragon’s Lairs have no effect on white dragons.


So if a terrain has blue,
you can still attempt this combo with a white dragon,
however you'll need to retame the White Dragon or Survive the dragon attack. Wink


Last edited by DEEPBLUEB2 on Sun Oct 14, 2012 2:38 pm GMT; edited 8 times in total
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DEEPBLUEB2
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PostPosted: Sun Aug 19, 2012 12:52 pm GMT    Post subject: Reply with quote

Hybrid Breath Update: II


The Red Hybrid is a really nice choice.
It allows your army to slip past the red breath,
while dealing red breath to your opponent.

I prefer the RED BLUE,
if you are playing the blue breath game,
you'll still be hit with blue breath however,
however, Eldarim Champions can assist in blue breath management.
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Skawilly
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PostPosted: Tue Aug 21, 2012 8:47 pm GMT    Post subject: Reply with quote

Mr. Rayborn, we completely agree.

At least, in my extreme p.o.v. I feel that atm Red/Blue hybrids are currently the most powerful in the game. They hit 5 with no saves, bury and cause paralysis. Still, with the changes Black/Gold hybrids are up there.
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PostPosted: Mon Oct 01, 2012 1:38 pm GMT    Post subject: Reply with quote

97th: Cantrip Dragon/ Dragonkin Champion SFR anti dispel

Quote:
So, if he summons the dragon to an unoccupied terrain and then moves it against an army with a dispel unit via the kins logo, there is no chance of a dispel.
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DEEPBLUEB2
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PostPosted: Mon Oct 01, 2012 1:48 pm GMT    Post subject: Reply with quote

98th: Magic Drain/ Magic Negation



Quote:
Magic Drain Casting Cost: 3 Spell List: Frostwing
Target any terrain. Until the beginning of your next turn, subtract two magic results at the target terrain. Multiple castings increase the effect or target another terrain.


This combo stopped magic very effectively.
This was done during a multi player game at our last windy city game.


Note:
The spell magic drain also subtracts from the anti magic.
Shocked

either way...
if you are at the terrain,
you get 2 subtracted from your magic with a single magic drain spell...
and the magic negation subtracts simultaneously.
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DEEPBLUEB2
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PostPosted: Sat Jan 12, 2013 1:58 am GMT    Post subject: Reply with quote

99th: Anazons/Reserves Flash Fire
optional troll

(Reserves Vortex)

This is directly from Ken's World Champions army.

Why this is a trick is to show how Magic/amazon missiles are actully separate functions and can work directly together.


In the reserves...
Since the rare Firwalker Mage rolls 3 magic most of the time...
it's perfect to cast a flashfire on your amazon missile units...
and in fact...
it acts like a cantrip, as magic and missile are conducted so to speak, seperately.

You roll at the same time, but then you declare what goes first...
magic...
or amazon missile.

Note you do however have to delcare your missile targeted army.

Ken used mostly Amazon Rare mages...(Bulleyes)
So this gives you an additional shot at bullseye.

The trolls can regen amazon rares if needed...
which can then use the flash fire.


NICE!!

Bravo!!


Last edited by DEEPBLUEB2 on Mon Feb 18, 2013 9:56 am GMT; edited 1 time in total
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PostPosted: Sat Jan 12, 2013 1:58 am GMT    Post subject: Reply with quote

100th: Wall of Fog/Wind walk/ SAI

or Flash Flood option


This is great for Coral elves...
if you don't have access to GOLD


The Wall of Fog cuts the manuevers in Half...
put in a Gryphon, if you get a ferry, you can pump it up with wind walks,
plus bring allong 4 extra health and magic items, like the gold medallions.
I like to bring along a firewalker to retreat (via terrain flight the medallion if things do turn out)

The gryphon is loaded with maneuver SAIs.

Terrain Control:

Wall of Fog/Flash flood:
use it to keep the terrain down until you get your "power roll".

Ferry/Wall of Fog/Flash Flood/Wind Walk






This is a simple concept...
but it's called tips and tricks for a reason...
if you don't have gold,
green is mighty nice.


Last edited by DEEPBLUEB2 on Tue Feb 19, 2013 9:08 am GMT; edited 7 times in total
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DialFforFunky
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PostPosted: Sat Jan 12, 2013 5:30 am GMT    Post subject: Reply with quote

DEEPBLUEB2 wrote:
98th: Magic Drain/ Magic Negation



I don't get the advantage... How does a Frostwing player benefit if both his and his opponents rolls are partially negated?


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PostPosted: Sat Jan 12, 2013 5:53 am GMT    Post subject: Reply with quote

Multi player...
it's not an advantage trick, rather...

just like I mentioned...
an effective way to control magic.
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PostPosted: Mon Jan 14, 2013 8:41 pm GMT    Post subject: Reply with quote

Quote:
98th: Magic Drain/ Magic Negation


One reason I posted this IS because of the Magic Drain subtracting from the anti magi roll.
You might say...
well why not just negate magic?

The magic drain is there...
and the frostwings attempt to overcome the drain to add further negation.

Sort of like a negative polarizing.

In the game I played in,
not much magic was cast at the terrain.
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PostPosted: Sun Feb 24, 2013 6:15 am GMT    Post subject: Reply with quote

101st: Eternal Night Moves:

Brad came up with this combo,
it's really cool.


Battlefest:
7 bronze Medallions
9 Liches
1 ashbringer (rare firewalker mage)
dryad

This army can start at 1 magic and maneuver up to an 9th in 1 turn...plus win the game.

The framework:

Cast Wall of thorns
Cast Open Grave
Cast Flash Fire
Cast Night Moves

Cantrips and TSR recast nightmoves when resolving the wall of thorns.

The spells like flash fire, open grave, wall of thorns stay in place...
so they don't need to be recast.

Slightly fragile in construction.
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piMaster
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PostPosted: Sun Feb 24, 2013 9:59 am GMT    Post subject: Reply with quote

Actually it was 6 medallions, 10 liches, ashbringer, dryad, skeleton.

(also, terrains don't have a 9th face Rolling Eyes )

You also forgot one important spell: finger of death

Unfortunatly, I only got one chance to try it out (darn terrains - most of them started at face six! and the game ended during round three) and it fizzled out on the first wall of thorns roll. Evil or Very Mad Crying or Very sad
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cliffwiggs
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PostPosted: Mon Feb 25, 2013 8:45 am GMT    Post subject: Reply with quote

DEEPBLUEB2 wrote:

Cantrips and TSR recast nightmoves when resolving the wall of thorns.


I love it, but it shouldn't be legal. Wink This is a true trick and combo.

Howver, it is another reason to change WHEN the victory condition is checked. At a minimum check victory at the end of the turn.

Then, you would need at least one unit to stay at the terrain after all those thorns are resolved.

So you need to cast fade on a single unit... our is wall of thorns still considered a magical effect? interesting questions...
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PostPosted: Mon Feb 25, 2013 10:03 am GMT    Post subject: Reply with quote

Fade? No, use a medallion to cast Hide.
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