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How do you play 'em?

 
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Majiken
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PostPosted: Mon Mar 14, 2005 8:07 pm GMT    Post subject: How do you play 'em? Reply with quote

Okay, so just about everyone knows that I'm a player of Frostwings. I love those flying frozen kitties and always will. They are my favorite race and nothing will change that. In my gaming group I'm the only member that really has a decent set, and I don't let anyone touch them. I lose as much as I win, but still enjoy every game. However, I'd like to win more (who wouldn't?).

Following is my standard army make-up of Frosties. It's so-so at best, even when I vary it a little.

Rares: Magi, Bear Master, Assailer
UCs: Wolf-rider x2, Magus x1, Dispatcher x2
Cs: 5 Apprentice, 6 destroyer, 6 Hounder

It moves pretty good when maneuvering, pulls alright magic, and throws wicked missile attacks.

How would other Frosty players out there adjust this army?
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chuckpint
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PostPosted: Mon Mar 14, 2005 10:13 pm GMT    Post subject: Reply with quote

Ditch the Bear Master, Wolf Masters (Wolf-riders) and Hound Masters (Hounders). Replace with Vindicator, Defenders and Advocates. You'll have slightly less movement, but tons more saves (love those wings). Use your mages to throw Wind Walks from reserves, and you won't miss that extra movement. Get into melee range and kick butt. Even in missile range, you'll do pretty good.
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Darth Macho
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PostPosted: Thu Mar 17, 2005 10:30 am GMT    Post subject: Reply with quote

I was wondering why you used no monsters? Do you find their odds unreliable. Forget the frost ogre, he looks great, but try getting him to roll the right icon at the right time and your army will probably be already dead. I love the wolfpack because being a group and having two rends gives you a decent shot at a re-roll at 30%, an average any major league baseball player would envy. Howl isn't a bad SAI either, as it weakens an opponent, and with two rends, two maneuvers, and the id face, you get movement 50% of the time. I'd replace the cavalry troops with a wolfpack or two.

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chuckpint
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PostPosted: Thu Mar 17, 2005 11:07 am GMT    Post subject: Reply with quote

One Lightning Strike and its dead. It only saves 20% of the time. At 12 points of magic to bring it back, it's too vulnerable.
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Majiken
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PostPosted: Thu Mar 17, 2005 2:20 pm GMT    Post subject: Reply with quote

chuckpint wrote:
One Lightning Strike and it's dead. It only saves 20% of the time. At 12 points of magic to bring it back, it's too vulnerable.


Exactly why I don't use monsters most of the time. I might throw in the occasional troll, but that's the extent of my monster use.
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Darth Macho
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PostPosted: Thu Mar 17, 2005 4:03 pm GMT    Post subject: Reply with quote

chuckpint wrote:
One Lightning Strike and its dead. It only saves 20% of the time. At 12 points of magic to bring it back, it's too vulnerable.


Ah, blue magic, bane of monsters everywhere!

I see your point. Has there been any consideration to altering the rules so that these monsters aren't such wimps against magic? Isn't the concept of the monster about having some big bad allies for your regular army? They really ought to be toughened up!

On the ironic side, my nephew likes to load his armies up with monsters. Laughing
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riolis
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PostPosted: Sun Apr 03, 2005 11:30 pm GMT    Post subject: Reply with quote

HELLO did we all forget that the Frosties can cancel out magic rolls Twisted Evil
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chuckpint
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PostPosted: Mon Apr 04, 2005 6:06 am GMT    Post subject: Reply with quote

Only Frostwing mages can cancel magic. IDs do not count in a magic-negation roll. Only actual magic icons.
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PostPosted: Mon Apr 04, 2005 10:14 am GMT    Post subject: Reply with quote

true that only their mages can cancel magic, but often all it would take to fizzle a spell is one common rolling a magic result. Small easy to over look, to weak? sub two for an uncom, or better yet take out the other sides mages and bury them before they become an issuse.
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We walk a fine line between dream and reality. The border we dance upon is known as insanity!
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