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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9166 Location: Evanston, IL

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Posted: Fri Sep 02, 2011 11:51 am GMT Post subject: |
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And #97 is a repeat of 25. _________________ You can never have too many dice.
First Place at the first ever Daemon Dice™ sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice™, 20,000 Daemon Dice™, and others (too many to count). |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7885 Location: Des Plaines, IL

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Posted: Sat Sep 03, 2011 8:38 am GMT Post subject: |
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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 rare SDA - Rules NitPicker
Joined: 21 Mar 2011 Posts: 1322 Location: Seattle, WA

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Posted: Sat Sep 03, 2011 10:42 am GMT Post subject: |
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That means if I get any more bright ideas, ill have to read it fully through and not "skim". Sorry folks. _________________ Will
"There is more philosophy in a bottle of wine than all the books in all the world" - Some random wine cap - |
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Skawilly rare SDA - Rules NitPicker
Joined: 21 Mar 2011 Posts: 1322 Location: Seattle, WA

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Posted: Tue Sep 13, 2011 9:30 am GMT Post subject: |
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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. _________________ Will
"There is more philosophy in a bottle of wine than all the books in all the world" - Some random wine cap - |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7885 Location: Des Plaines, IL

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Posted: Tue Mar 20, 2012 8:30 am GMT Post subject: |
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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.
UNOFFICIAL
Last edited by DEEPBLUEB2 on Tue Mar 20, 2012 10:28 am GMT; edited 1 time in total |
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9166 Location: Evanston, IL

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Posted: Tue Mar 20, 2012 9:28 am GMT Post subject: |
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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. _________________ You can never have too many dice.
First Place at the first ever Daemon Dice™ sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice™, 20,000 Daemon Dice™, and others (too many to count). |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7885 Location: Des Plaines, IL

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Posted: Sun Aug 19, 2012 12:43 pm GMT Post subject: |
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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. 
Last edited by DEEPBLUEB2 on Sun Oct 14, 2012 2:38 pm GMT; edited 8 times in total |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7885 Location: Des Plaines, IL

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Posted: Sun Aug 19, 2012 12:52 pm GMT Post subject: |
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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 rare SDA - Rules NitPicker
Joined: 21 Mar 2011 Posts: 1322 Location: Seattle, WA

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Posted: Tue Aug 21, 2012 8:47 pm GMT Post subject: |
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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. _________________ Will
"There is more philosophy in a bottle of wine than all the books in all the world" - Some random wine cap - |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7885 Location: Des Plaines, IL

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Posted: Mon Oct 01, 2012 1:38 pm GMT Post subject: |
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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 monster Stockholder
Joined: 20 Nov 2005 Posts: 7885 Location: Des Plaines, IL

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Posted: Mon Oct 01, 2012 1:48 pm GMT Post subject: |
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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.
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 monster Stockholder
Joined: 20 Nov 2005 Posts: 7885 Location: Des Plaines, IL

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Posted: Sat Jan 12, 2013 1:58 am GMT Post subject: |
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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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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7885 Location: Des Plaines, IL

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Posted: Sat Jan 12, 2013 1:58 am GMT Post subject: |
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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 rare
Joined: 11 May 2010 Posts: 1992 Location: Groningen

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Posted: Sat Jan 12, 2013 5:30 am GMT Post subject: |
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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?
F _________________ 717 |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7885 Location: Des Plaines, IL

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Posted: Sat Jan 12, 2013 5:53 am GMT Post subject: |
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Multi player...
it's not an advantage trick, rather...
just like I mentioned...
an effective way to control magic. |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7885 Location: Des Plaines, IL

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Posted: Mon Jan 14, 2013 8:41 pm GMT Post subject: |
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Quote: | 98th: Magic Drain/ Magic Negation
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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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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7885 Location: Des Plaines, IL

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Posted: Sun Feb 24, 2013 6:15 am GMT Post subject: |
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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 rare Stockholder
Joined: 16 Jan 2005 Posts: 3235 Location: Rockford, IL

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Posted: Sun Feb 24, 2013 9:59 am GMT Post subject: |
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Actually it was 6 medallions, 10 liches, ashbringer, dryad, skeleton.
(also, terrains don't have a 9th face )
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.  |
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cliffwiggs SFR Treasurer Chief Wheedler SDA - Rules NitPicker
Joined: 25 Jan 2005 Posts: 10794 Location: Cumming, GA - USA

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Posted: Mon Feb 25, 2013 8:45 am GMT Post subject: |
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DEEPBLUEB2 wrote: |
Cantrips and TSR recast nightmoves when resolving the wall of thorns.
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I love it, but it shouldn't be legal. 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... _________________ Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99 |
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piMaster rare Stockholder
Joined: 16 Jan 2005 Posts: 3235 Location: Rockford, IL

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Posted: Mon Feb 25, 2013 10:03 am GMT Post subject: |
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Fade? No, use a medallion to cast Hide. |
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