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Format: Clash of Steel

 
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DialFforFunky
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PostPosted: Wed Aug 24, 2011 1:34 pm GMT    Post subject: Format: Clash of Steel Reply with quote

Fire up the forges! Open up the vaults! A new battle awaits, and it will only be settled by the Clash of Steel!

The topic of magic items got stuck in my head last night. As most magic items are quite unpopular, I decided to create a simple format that would allow them to see more play. The result: Clash of Steel.

- 36 health (though other limits could work as well)
- at least 25% of the force must consist of magic items and/or artifacts.
- no medallions allowed.
- normal restrictions otherwise (no more than 50% mages)


The format is really simple, but forces you to take an interesting new approach to building your army. Dwarves are undoubtedly very strong in this format, making 1health items a much less obvious choice. But a few other races that could do pretty good as well. Airy acquisition has certainly improved in value. Firewalkers and path allow quick maneuvering of items as well. Anything that forces armies to the reserves puts your opponent in a tough spot. And undoubtedly there are other interesting approaches as well.

To spice things up a bit, I was also thinking of adding a tiny racial rule to each race involving magic items and artifacts. But for now I'll keep things simple and see what the responses are.


F
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DEEPBLUEB2
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PostPosted: Thu Aug 25, 2011 1:52 pm GMT    Post subject: Reply with quote

Are you aware of the new magic item construction bonus?


Rares and Uncommons

Razz
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DialFforFunky
rare



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PostPosted: Thu Aug 25, 2011 4:18 pm GMT    Post subject: Reply with quote

apparently, I am not... Please, do tell me more.


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stormywaters
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PostPosted: Thu Aug 25, 2011 4:21 pm GMT    Post subject: Reply with quote

I think he's referring to the rule under magic items where you can use a two-point magic item for two points, or two of them for three points. So you get a discount on cost for using two.

I don't understand the wording on the rares though.
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DialFforFunky
rare



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PostPosted: Thu Aug 25, 2011 4:32 pm GMT    Post subject: Reply with quote

I quickly downloaded the latest rules, as I think I had an outdated version (or it might have been an oversight). But I think I found it!

rulebook wrote:

Magical item dice come in three different sizes, just like the six-siders. The 18mm four-siders are common dice worth 1 health and cost one point of health to include in your forces. The 20mm four-siders are uncommon worth 2 health and cost two points of health.You may include a second uncommon for a cost of only 1 health. So a pair of uncommons cost 3 health. And the 22mm four-siders are rare worth 3 health and cost two points of health.


Effectively, the uncommon costs 1.5 (rounded up in case of uneven numbers), and the rare 2. Nice! This makes the quite a bit better in ordinary games! It also changes the format quite a bit. I'll need to process this stuff over a good night's sleep as I've got a pretty bad headache, so I'll probably say more about it tomorrow.


F

edit: I know I shouldn't think about it too much anymore, as my head hurts, but what's the use of calling a die 3 health when it actually is a 2 health die?
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chuckpint
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PostPosted: Thu Aug 25, 2011 5:25 pm GMT    Post subject: Reply with quote

It's 3 health as far as points of effect and other game mechanics. But it only takes up 2 points of health from your starting forces.
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cliffwiggs
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PostPosted: Fri Aug 26, 2011 7:18 am GMT    Post subject: Reply with quote

chuckpint wrote:
It's 3 health as far as points of effect and other game mechanics. But it only takes up 2 points of health from your starting forces.
yeah, its a whole... 'thing' Wink
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DEEPBLUEB2
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PostPosted: Fri Aug 26, 2011 9:29 am GMT    Post subject: Reply with quote

The rare and uncommon bonus will not allow you to boost your magic in a standard game...
in battlefest it will however. Evil or Very Mad

Here's a quick setup and what just one rare can do....



I like the seven-league boot (rare)

even though it cost 2....
it still is worth 3 when you build your setup.

So the extra point has to go somewhere else if you have an 18 point horde...
in this case I transfer the point to the campiagn to have an 18 point magic army...instead of 17 with the common mage at my home.

So this allows my to put a common (non mage) at my home.



Home: common 1 point

Campaign: 18 points mages

Horde: rare magic item (7-league) 3 points
and 15 points of units (calvary)


total 37 points

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

When you bring 2 bonus mi...
2 rares
1 rare and 2 uncommons
or 4 uncommons

this boosts your health to 38 points...
thus allowing a maximum of 19 points in any starting army.
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