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Majiken uncommon Esteemed Author Stockholder
Joined: 26 Jan 2005 Posts: 666 Location: Colorado Springs, Colorado USA "My dice are higher than your dice!"

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Posted: Mon Mar 14, 2005 8:07 pm GMT Post subject: How do you play 'em? |
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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? _________________ The Maj
Most people are like Slinkies ...
Not really good for anything,
but they still bring a smile to your face when you push them down a flight of stairs. |
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

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Posted: Mon Mar 14, 2005 10:13 pm GMT Post subject: |
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| 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 dragonsteed
Joined: 28 Jan 2005 Posts: 64
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Posted: Thu Mar 17, 2005 10:30 am GMT Post subject: |
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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.
Convinced?  |
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

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Posted: Thu Mar 17, 2005 11:07 am GMT Post subject: |
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| 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 uncommon Esteemed Author Stockholder
Joined: 26 Jan 2005 Posts: 666 Location: Colorado Springs, Colorado USA "My dice are higher than your dice!"

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Posted: Thu Mar 17, 2005 2:20 pm GMT Post subject: |
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| 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. _________________ The Maj
Most people are like Slinkies ...
Not really good for anything,
but they still bring a smile to your face when you push them down a flight of stairs. |
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Darth Macho dragonsteed
Joined: 28 Jan 2005 Posts: 64
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Posted: Thu Mar 17, 2005 4:03 pm GMT Post subject: |
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| 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.  |
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riolis common Rep
Joined: 25 Mar 2005 Posts: 281 Location: Naples, FL

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Posted: Sun Apr 03, 2005 11:30 pm GMT Post subject: |
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HELLO did we all forget that the Frosties can cancel out magic rolls  _________________ Got to love wolves, overwelming numbers, act as a team, Nature ready made army.
We walk a fine line between dream and reality. The border we dance upon is known as insanity!
It is through the beans of java that my hands aquire the shakes to roll Dragon Dice.
Fan Club Member
http://dragondice.ryanssaunders.com/ |
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

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Posted: Mon Apr 04, 2005 6:06 am GMT Post subject: |
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| Only Frostwing mages can cancel magic. IDs do not count in a magic-negation roll. Only actual magic icons. |
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riolis common Rep
Joined: 25 Mar 2005 Posts: 281 Location: Naples, FL

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Posted: Mon Apr 04, 2005 10:14 am GMT Post subject: |
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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. _________________ Got to love wolves, overwelming numbers, act as a team, Nature ready made army.
We walk a fine line between dream and reality. The border we dance upon is known as insanity!
It is through the beans of java that my hands aquire the shakes to roll Dragon Dice.
Fan Club Member
http://dragondice.ryanssaunders.com/ |
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