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The Coral Elves
Introduction
The Coral Elves, also known as the Selumari, were the first
race created by Nature (she who is Mother of All).
Crafted of air and water, the Selumari, were beings of splendor
and light. They were a noble race, filled with wisdom and
guided by joy and compassion. But the mercurial nature of Air and
Water bred true in the Selumari, and after many generations the
Coral Elves lost some of their dignity and virtue. They
embraced warlike pursuits, and learned spells of destruction.
They fell from grace as the favored First Race and were cast aside
to make room for other Races.
Coral Elf special ability
As their only special ability, Coral Elf units count maneuvers
as saves when rolling for saves in a Coastland terrain.
Coral Elf magic
Formed from the elements of air and water, Coral Elves may call
upon any of the Blue and Green spells from the basic list, and in
addition, they have access to the following spells that are unique
to their race:
Blue Spells:
4 Blizzard
All armies at the target terrain have their melee results
halved until the start of this player’s next turn. Multiple
castings affect multiple terrains.
9 Degenerate Dragonkin
All dragonkin in the target army must roll an ID icon to save
or shrink to the next lower health-size. One-health dragonkin
dissipate and are buried. All dragonkin in the casting army are
instantly dissipated and buried. If a dragonkin cannot be
reduced to the next lower size, it is killed and buried. This
spell cannot be multiplied.
Green Spells:
3 Bloat Corpses
Choose 1 health worth of any player’s dead units to be
buried. Multiple castings can affect multiple units, larger
units, or both.
5 Part Water
Removes the water (green) element from the target terrain for
all but the caster’s units until the end of this player’s
next turn. No green magic can be cast at this terrain by other
players while the spell is in effect. Multiple castings affect
multiple terrains.
The Coral Elves have access to several powerful spells:
- Hailstorm is a nice, cheap spell that is ideal for picking
off those annoying one-health armies that your opponent keeps around
to advance a terrain die;
- Breath of Life allows you to restore even multi-health
units back to life, allowing you to hold your own in a war of
attrition;
- Bizzard is
primarily a protection spell, if you’re in melee range against a
superior force, and fleeing is not an option;
- Wind Walk is
frequently the key to victory when an Eighth Face is in contest;
-
Lightning Strike is
one of the most effective offensive spells to target large units
such as Rares and Monsters;
-
Watery Double is a
useful, low-cost protection spell, that stays in effective for
Dragon attacks the next round;
-
Use Bloat Corpses
to bury powerful units killed by your Lightning Strike spells,
especially Trolls wherever possible;
-
Wall of Ice
generates a few quick saves (even if temporary ones), often helping
your army survive an attack, only to better fortify their position
next turn;
-
Wall of Fog is a
useful protection spell, especially against missile-intensive
armies;
-
Part Water can be
useful especially against an annoying Swamp Stalker army that has
been casting Mire spells, taking away their ability to do this;
-
Flash Flood, cast
under the right circumstances, can change the flow of the game,
especially when it successfully takes control of a terrain away from
your opponent;
-
Dragon summoning is
important as a means to whittle away your opponent’s forces, and
both Blue and Green Dragon breath are very effective, especially
against large armies; and
-
Finally, if your
opponent gets off to a head-start on dragonkin summoning, hang back
for a couple of turns, and then hit your opponent with Degenerate
Dragonkin. It’s an expensive spell, but it’s worth the look on
your opponent’s face when he or she loses most of their dragonkin
in play. Then you can start bringing in your own dragonkin next turn
with Summon Dragonkin spells, and take an important edge in the
game.
Coral Elf SAIs
Entangle (Tako)
When rolled during melee, 4 health of your choice in the opposing
army are paralyzed (cannot make any further rolls) until the
beginning of your next turn. Killing the monster negates this
effect.
Ferry (Gryphon)
When rolled during any action (except maneuvers), immediately
move this monster to another terrain, if desired. It may stay there
or immediately return with 4 health of six-sided units.
Coral Elf units
Commons…
Trooper [maneuver, missile, melee, melee, melee x2]
This is a good standard melee common. Unfortunately, it lacks any
saves unless on a Coastland terrain.
Sentinel [maneuver, maneuver, melee, melee, missile x2]
This common has an equal split between melee, missile and
maneuvers. On a Coastland terrain, it has good save potential;
however, the even split between melee and missile renders this unit
less than useful in a specialized army.
Bowman [maneuver, melee, missile, missile, missile x2]
The Bowman is a competent missile unit, and on a Coastland
terrain it can produce a save result as well. The melee icon is
unlikely to be very useful in a specialized missile army, but this
unit does pack a strong punch.
Horseman [maneuver, maneuver x2, melee, melee, missile]
This is a fairly standard cavalry common, with the majority of
its faces having either maneuver or melee icons. With all the
maneuver icons, the best place for these units is at a Coastland
terrain, where they also generate large numbers of saves. In
general, the Coral Elves lack natural saves, so a few of these at
the right terrain provide some much needed saves for the Coral
Elves, in addition to a few protection spells.
Evoker [maneuver, melee, magic, magic, magic x2]
The Coral Elves have access to powerful Blue magic and
protection-oriented Green magic, providing a nice selection of
offensive, defensive, healing, and maneuvering spells. The Evoker is
a standard common mage, with the primary focus on magic. A few of
these can generate some powerful spells, but they are need of
protection early in the game, lacking any natural saves.
Uncommons…
Hero [melee x3, melee x3, save x2, missile x2, maneuver x2]
As compared with the Trooper, the Hero sacrifices some melee
icons in exchange for some natural saves. Thus, the Hero can add
some much-needed protection in a Coral Elf army operating outside of
the Coastlands.
Courier [maneuver x2, maneuver x3, melee x2, melee x2, missile
x3]
The Courier has as many maneuvers as any Uncommon cavalry unit in
the game. This makes it a very effective unit in the Coastlands, but
the split in focus between melee and missile makes it difficult to
find a place for this unit in a specialized army. This unit is more
effective in balanced, jack-of-all-trades armies.
Archer [melee x2, maneuver x2, missile x2, missile x3, missile
x3]
This is among the most focused of uncommon missile units, with 8
missile icons; a few of these are useful in any Coral Elf missile
army.
Knight [maneuver x2, maneuver x3, melee x2, melee x3, save x2]
The Knight is similar to the Courier, replacing the missile icons
with an additional melee icon and two save icons. At a Coastland
terrain, the Knight has an impressive 7 saves, yet it also has some
potential to operate at other terrain as well.
Conjurer [melee x2, maneuver x2, magic x2, magic x3, magic x3]
As with the Evoker, the Conjurer has access to a powerful
combination of spells. The Conjurer differs little in icon
distribution from the Evoker, with the same number of icons as a
pair of Evokers. Thus, while the Conjurer may be more of a target
for Lightning Strikes, it can be a useful addition in armies where
the goal will be to capture a City terrain. That way, commons can be
promoted back to Conjurers, boosting the magic strength of your
army.
Rares…
Champion [melee x3, melee x4, missile x2, save x3, Smite x4]
This is a powerful melee unit, with 7 melee icons and 4 Smite
SAIs. The main drawback is that it has no maneuver icons, and the 2
missile icons are unlikely to be useful very often.
Herald [maneuver x3, maneuver x3, melee x3, melee x3, Counter x4]
The Herald is one of the best Coral Elf units. At a Coastland,
this unit is a melee machine that maneuvers and saves extremely
well, and whose 4 Counter SAIs acts as a deterrent to opposing
skirmish attacks. A few Herald units co-located at the same terrain
can make an opponent think twice about sticking around.
Sharpshooter [missile x3, missile x4, melee x2, maneuver x3,
Bullseye x4]
In general, the Coral Elves have more missile icons than most
races, and the Sharpshooter is no exception. Its 7 missile icons and
4 Bullseye icons pack a useful punch in a missile attack, and the
maneuver icons also help to round out the usefulness of this missile
Rare.
Eagle Knight [Fly x3, Fly x3, melee x3, melee x4, missile x3]
The main benefit of this unit is that it is equally effective at
any terrain, since its Fly SAIs always generate either maneuvers or
saves as needed. However, it is generally preferable to go with some
cavalry commons and uncommons instead, keeping them at a Coastland
terrain, and taking advantage of the higher average number of icons
(per health) on these lesser-health units.
Enchanter [save x2, melee x3, magic x3, magic x4, Cantrip x4]
The main attraction of the Enchanter is the Cantrip SAI,
especially since the powerful Wind Walk spell only costs 4pts to
cast. The downside is that the Enchanter is an inviting Lightning
Strike target, and so it is important to find a way to protect these
rare mages early in the game.
Monsters…
Coral Giant [Trample, Trample, Smite, Smite, save, save,
maneuver, melee, Counter]
This monster is melee juggernaut, combining its lone melee icon,
with Tramples, Smites and a Counter. Two or three of these monsters
at a terrain will frequently drive away opposing armies, and it
saves 70% at a Coastland terrain.
Gryphon [Ferry, Ferry, Fly, Fly, Fly, Rend, melee, melee, melee]
Few monsters have 3 Fly faces, rendering the Gryphon an effective
part of almost any army. The Ferry SAI, while sometimes useful for
bringing reinforcements into the fray, is more often used to save
the Gryphon when the rest of the army is being wiped out by a
superior force. The Gryphon then lives to fight another day
Sprite Swarm [Fly, Fly, magic, magic, magic, melee, missile,
missile, missile]
This is a fun unit. While most monsters are geared primarily
toward melee, the Sprite Swarm divides its focus between missile and
power Coral Elf magic. In addition, its ID icon, when rolled, counts
as 4pts of whatever is being rolled for, and is immediately rolled
again. This can be especially effective during any magic action
where ID magic can be doubled; the ID then counts for up to 8 magic
points, and the Sprite Swarm then gets an opportunity to add to that
impressive total.
Tako [Entangle, Entangle, save, save, maneuver, maneuver, melee,
melee, melee]
While this monster packs some melee punch, there are better
monsters to include in your army. The Entangle SAI is not as
effective as most other melee-oriented SAIs, as it does not kill the
targeted unit, and even disappears if the Tako is killed.
Strategies
The Coral Elves are typically most effective when at a Coastland
terrain, where mages have access to their magic. Ideally this means
using your cavalry units to capture an Eighth Face, although if the
terrain face starts low, you might want to maneuver the terrain down
to a 1, and start your magic actions there. Typically the Coral
Elves have few natural saves, and Coral Elf mages are weak when left
unprotected. For that reason, it is a good idea to summon dragonkin
early in the game to protect them, keeping cavalry units around long
enough until the mages can stand on their own against enemy attacks.
Use Watery Double and Wall of Ice to protect your units, Wall of Fog
to thwart your opponent’s missile strikes, Wind Walk to ensure
successful maneuvers, and take the second Eighth Face. Along the
way, cast Lightning Strikes to kill off opposing mages, Rares, and
Monsters, and cast Breath of Life spells to heal up your own units,
taking the end in a war of attrition.
Some sample armies to try…
Heralds x6
Conjurers x5
Evokers x8
Pull your mages back to the reserves, and use your Heralds to
pack a strong melee punch, and clear the way to an Eighth Face City.
Bring your mages to the captured Eighth Face, where they can begin
to cast devastating magic strikes and heal up your forces. Fortify
your position, then move your Heralds to a different terrain, and
start the process all over again; this time your mages, now at a
terrain, can also use their Lightning Strikes to cut apart your
opponents along the way to your second captured terrain, and
victory.
Conjurers x5
Evokers x8
Horsemen x18
Use your Horsemen to win the maneuver roll, and bring your mages
into the reserves. Next turn, if your Horsemen are in a good
position at a Coastland terrain, move your mages to join the
Horsemen, where they will be protected. Move towards capturing an
Eighth Face, then fortify your position and move your Horsemen to
another terrain and work on capturing that as well, while your mages
support your cavalry with protection spells and Wind Walks.
Coral Giants x3
Gryphon x1
Heralds x6
Speed Slippers x2
This army is a melee powerhouse, and needs to take advantage of
Coastland terrains to be effective. Use your Coral Giants and
Heralds to send your opponents running as you move through the melee
faces towards one or two Eighth Faces. In the meantime, you can
expect some offensive spells to come your way, so you need to be
able to convert your maneuvers to saves. The Gryphon provides a bit
of fighter cover to your forces, and can move back and forth between
terrains as needed, when Ferry is rolled.
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