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Galeforce- worst ability?

 
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UltimaGabe
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PostPosted: Thu Mar 17, 2011 7:20 pm GMT    Post subject: Galeforce- worst ability? Reply with quote

As far as I can tell, all it does is force units who rolled Fly to reroll. Is that such a common thing that there needs to be a SAI specifically to shut it down?
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dburkley
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PostPosted: Thu Mar 17, 2011 7:36 pm GMT    Post subject: Gale Force Reply with quote

Only one monster has this SAI, so apparently not.

Against certain dice, this SAI can be effective at denying saves (Examples: DragonLords, Dragonne Knights, Eagle Knights, Eldarim Sorcerers, Frostwings, and Wyvern Riders).
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cliffwiggs
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PostPosted: Thu Mar 17, 2011 8:56 pm GMT    Post subject: Reply with quote

Some of the monsters have funky sai's. They would make up an sai that seemed like it fit for whatever the die was...

Now as far as needing an anti-fly... It is sometimes common to dump several 'transmute rock to mud's on a terrain and then an sai like fly isn't affected. So a single unit can outmaneuver an entire army...

Now you might say it's rare to get a gale force exactly when you need it, but when we making rulings or design sai's we frequently have to deal with 1:36 or even more rare cases. You would think getting a triple cantrip wouldn't happen a lot... 1:216 or better, but we have to keep that in mind when we design. Weird stuff like undead casting night moves at the weirdest times via cantrips.

Or the pat pint maneuver or moving magic items from army to army via things like a cantrip path or a ferry or fire walking so that it starts in one army and gets to roll as part of two other armies and might end the turn in a 4 th army...

Compared to all those, a gale force when you need it is a pretty common occurrence.
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piMaster
rare
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PostPosted: Thu Mar 17, 2011 8:57 pm GMT    Post subject: Reply with quote

Galeforce finds its best use in an all-monster format.
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cliffwiggs
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PostPosted: Thu Mar 17, 2011 8:57 pm GMT    Post subject: Reply with quote

Btw, there are lots of sai that are only on one monster, it's why the sai list is so huge
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DEEPBLUEB2
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PostPosted: Sat Mar 19, 2011 9:06 am GMT    Post subject: Reply with quote

I was considering incorporating the Genie,
because of Galeforce.

The Genie (Monster) is rated as a 3 point mage.
That and it is part of the firewalker race.

One reason I abandoned this idea was that I reflected on the armies I have played,
and found that Fly was not as prevalent as I thought it would be in opposing armies.

The Genie has a bunch of other useful SAIs as well that work at various actions.
Since the Genie is a firewalker,
flash fire might help get the results when you need them.

I'm more of a risk taker.
So a Single Genie and getting lucky is more my style,
I'll then use the additional magic health in other areas.

If I were to construct Cliff style...
the I would bring as many Genies as I was allowed.

So 36 health...
6 Genies...
24 health units (18 health rated magic)

the other 12 health would be related somehow...
but they would be the same unit.

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

Against a frostwing army the genie is a Sleeper...
that is, it will probably give a frostwing army some trouble...
maybe drop a white dragon on them.

Razz
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cliffwiggs
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PostPosted: Sat Mar 19, 2011 9:41 am GMT    Post subject: Reply with quote

Cliff style? I think you just mean mini-max.Wink
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DEEPBLUEB2
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PostPosted: Sun Mar 20, 2011 12:14 pm GMT    Post subject: Reply with quote

Quote:
Cliff style? I think you just mean mini-max.


Most of the armies I have ever seen that you (Cliff)
have played consist of 3 units...
basically multiples of the same unit,
I think you even said that you prefer to construct armies in this fashion...
Cliff Style.
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cliffwiggs
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PostPosted: Sun Mar 20, 2011 12:55 pm GMT    Post subject: Reply with quote

When I used to play intermediate I used 4 units! Pony rider,spider rider,adept, and that other one I can't spell thaumigist
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