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Will's "Leg Up" section
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Skawilly
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PostPosted: Fri Sep 02, 2011 8:55 am GMT    Post subject: Will's "Leg Up" section Reply with quote

NOTE: This is not the deepest of tricks or un-noticed ideas that allow for certain actions or strategies. Those can be found here:

http://sfr-inc.com/bb/viewtopic.php?t=1255&postdays=0&postorder=asc&start=0

Also another good reference for the new player can be found in the "Common Mistakes" thread located here:

http://sfr-inc.com/bb/viewtopic.php?t=3007

This is just a general list of stuff in my experience that can be helpful to the inexperienced. Please feel free to add or correct me at anytime.
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PostPosted: Fri Sep 02, 2011 8:58 am GMT    Post subject: "Leg Up #1" - Reply with quote

"Leg Up #1" -
Bring a flatland standing stones and castle for the firewalkers. This is a big advantage if you can grab this 8th Face. Firewalkers dont inherently get to bury, they have no armor spells and dont get path. This tid bit provides all 3 options and maintains the doubling of blue magic along with preserving terrain flight.
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PostPosted: Fri Sep 02, 2011 9:03 am GMT    Post subject: "Leg Up #2" - Reply with quote

"Leg Up #2" -
I posted this earlier this week but I still think its important, though ill re-word a bit. When playing against a Treefolk or Swamp Stalker opponent be prepared for a long climb to 8 in most cases. Both armies have access to Flash Flood and Treefolk has Wall of Thorns and doubling moves on a counter maneuver and Swamp Stalkers have Mire. Before I suggested moving both down to your armies respected number, unless your melee, but now I might suggest moving one of them down. Your support army, if you will, for that long climb up. Of course a devil's game will stop this easy but this is just general information as it were.
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"There is more philosophy in a bottle of wine than all the books in all the world" - Some random wine cap -


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PostPosted: Fri Sep 02, 2011 9:24 am GMT    Post subject: "Leg Up #3" - Reply with quote

"Leg Up #3" -
When battling an undead opponent, try to kill the bigger units first so they dont take advantage of stepped damage. Also, try to grab a temple, as undead only cast black magic. This does more than protect from finger of death. Undead can stack minus save modifiers in real bulk.
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PostPosted: Fri Sep 02, 2011 9:29 am GMT    Post subject: "Let Up #4" - Reply with quote

"Let Up #4" -
This one is well known and probably obvious. When playing against a Feral or Swamp Stalker player, you should do what you can to bury their dead. Between mutate and feralization, its really annoying to see them keep coming back.
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PostPosted: Fri Sep 02, 2011 9:35 am GMT    Post subject: Reply with quote

My goal for tips and tricks was to raise awareness of the game's tricks,
and to improve your game, not get blindsided by someone exploiting ideas that other players are simply unaware of,
to discover new ideas... and basically have a place to notate some cool game strategies I have seen.

So your leg up post has shown me that players are thinking things though.
(Great Minds Think Alike)
Chuck mentioned the undead concept...Leg Up 3
kill the large Undead first.

I think it's great to see ideas penned.
I would suggest a small title for each leg up for easier reference.
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PostPosted: Fri Sep 02, 2011 9:49 am GMT    Post subject: "Leg Up #5" - Reply with quote

"Leg Up #5" -
If your going against a regular firewalker player, the worlds most annoying racial is terrain flight. However, like amazons, this race tends to be quick but lack saves. Dragons are an obvious answer to this menace but one thing I will recommend is ranged. A good 18 pts. of ranged damage will eat firewalkers up real good. It can catch them in most cases where ever they fly to.
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PostPosted: Fri Sep 02, 2011 11:04 am GMT    Post subject: "Leg Up #6" - Reply with quote

"Leg Up #6" -

Swamp Stalkers, Coral Elves and Lava Elves use maneuvers as saves. If you slow them down its makes them vulnerable. Just hit them with a gold dragon or transmute rock to mud and their saves will just go away.
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PostPosted: Fri Sep 02, 2011 11:08 am GMT    Post subject: "Leg Up #7" - Reply with quote

"Leg Up #7" -

Dispel is a sweet skill, but just about worthless with just one of these units.
Try to field 2 or 3 of them if your being serious about the dispel and if you do this your opponent will hate you. Also remember that dispelling is not just about your army, but its AWESOME to keep dragons off of you.
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PostPosted: Tue Sep 06, 2011 11:40 pm GMT    Post subject: "Leg Up #8" - Reply with quote

"Leg Up #8" -

Every races' mage class is a little light on both melee and saves except Undead. Dont randomly attack an Undead mage army unless you are prepared to make some saves and are ready for a fight. Every rarity of undead mages produce 50% usable icons in a melee attack, and atleast 1/3rd of them will make a save and of course the stepped damage.
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PostPosted: Wed Sep 07, 2011 5:59 am GMT    Post subject: Reply with quote

Also watch out for Feral mages. They are second only to the Undead for melee, and top all the mages for saves. If there are rare Feral mages, and they get a Cantrip, Wilding lets them double any unit's saves or melee and you get to pick which one after the roll.
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PostPosted: Fri Sep 09, 2011 2:02 pm GMT    Post subject: "Leg Up #9" - Reply with quote

"Leg Up #9" -

This is my comprehensive Bronze Medallion quick-list. Please please please read each spell in the rules carefully, as these are my summaries and as such I have a pre-understanding of what they do.

Good Medallion Spells that are BASIC
(Usable during a magic action or cantrip situation)

BLACK
-Deadlands (4) (Adds black to a terrain) Great for you if your using a white dragon and want to add an effect to its breath attack or a way to get amazons in with the black magic.
-Finger of Death (4) Deals 1 pt. of damage with no save possible
-Ashes to Ashes (2) Cheaper burying than alternatives

BLUE
-Hailstorm (2) Cheap way to remove a pesky common or uncommon unit from a terrain
-Wind Walk (4) Adds 4 maneuver results to a selected army. (Can be used on enemy armies which can be helpful in multiplayer games)

GOLD
-Path (4) Moves any of your units not in reserves to any terrain (Allowing for a 2nd March)

GREEN
-Watery Double (2) adds 1 save result until the END of your next turn (Better than stone skin)
-Wall of Ice (3) adds 3 save results until the BEGINNING of your next turn (More bang for your buck than watery double and can stack with Wind Wall)

RED
-Ash Storm (2) Minus 1 result from any armies roll at a terrain
-Burning Hands (4) Double a specific units melee results for the army

----------------------------------------------------------------------------------

Good Medallion Spells that are RACIAL
(Usable only in a cantrip situation)

BLACK
-Evil Eye (2) Subtract 1 save result from an army until the END of your next turn
-Decay (2) Subtract 1 melee result from an army until the BEGINNING of your next turn
-Magic Drain (3) Subtract 2 magic results at the target TERRAIN
-Honor the Dead (4) Prevents your DUA from being buried, it only protects NON black units. Also, if you get "immediately buried" this wont save you. That is VERY rare though.
-Necromantic Wave (4) Turns all your normal (not cantrip) magic results into melee results

BLUE
-Scent of Fear (2) This is good for removing a faded/unfaded undead uncommon with stepped damage from a terrain. Puts it in reserves but thats better than letting restless deads stack up. (This also maybe an alternative to hailstorm or foul water if you just dont want to risk the unit getting a save and you need them seriously out of there)
-Elemental Blast (3) This is the ONLY way to expose a hidden unit, and it must be a 1 health-worth unit. It can also expose a camo'd unit which are only vulnerable to melee, however it too must be a one health worth.
-Dust Devil (3) Halve all missle results into or out of (not AT) the target terrain
-Wind Wall (3) Adds 3 saves (Stackable with wall of ice)
-Airy Aquisition (3) Moves a magic item from one army to another (Like path but for items and also you can target your reserves' items to and from)
-Blizzard (4) Half all melee results at a terrain
-Wilding (4) Doubles a components melee or save results until the beginning of your next turn (Works on items too)

GOLD
-Earthen Armor (2) Gives any unit an auto save only usable for unit targeting effects. Great for protecting units from Bullseyes and Lightning Strikes
-Hide (2) Makes 1 health worth of units invincible (Can be stacked to an uncommon)
-Backlash (4) Any army at the target terrain takes damage for any spell points they use.
-Explode Stone (4) Its like finger of death but for 1 health magic items. The only spell in the game that can do this

GREEN
-Foul Water (2) Its JUST like a hailstorm except that it will only effect 1 health units in an army, so if there are only 1 or 2 commons amongst a few others you get to leave the others out of the roll.

RED
-Fearful Flames (3) Inflicts 1 pt. of damage to a unit, though they get a chance to roll a save or 2 and may just end up in reserves. (Use this over Finger of Death if your target is behind a Temple)
-Firebolt (3) Inflicts 1 pt. of damage to a unit, though they get a chance to save. (Use this over fearful flames if you would rather have that unit at the terrain and not in reserves, if they happen to survive, for whatever reason)
-Flashfire (3) allows for an army to reroll one unit (only using the new result)
-Firestorm (3) causes 2 damage at a terrain. This is a good chance to activate SAI's for your self, however you must have an enemy army present (even if its entirely immune to the spell)
-Reforge Item (3) Bring back a 1 health item (This is only 1 of 2 ways in the game to do this)
-Flaming Armor (4) double a single units save results usable for the army
-Flaming Spears (4) double a single units ranged results usable for the army

ELEMENTAL
-Promote Dragonkin (3) Promote to the next health-worth of kin. This is an easy way to build up to a Kin Champion (You can promote kin that are not at the same terrain as the medallion)
-Rise of the Eldarim (3) This is good for promoting Eldarim. If your Champion gets killed, promote back to it from a rare Eldarim. (You can promote Eldarim that are not at the same terrain as the medallion)

----------------------------------------------------------------

-Tip: Dont forget to cast your own spells with the Medallion, you dont always need other racial spells just because you can! A res spell or summon kin (either for one health-worth) is always an option also.
-Note: Any racial spells are castable during a magic action with a medallion as long as one unit of that race is present.
-Note: This list is assuming that A: you brought only one medallion and/or B: you rolled only one medallions' logo and C: no other magic results or cantrips were rolled.
-Note: I tried not to list redundancies or spells that I felt were exactly the same only lesser than the posted spells. i.e. camouflage vs. hide or restless dead. I also only posted one spell that effects only a certain racial unit and that is "Rise of the Eldarim" because it maybe over looked often and a lot of armies carry champions in them, the rest of them are left out. (Know your dice!)
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PostPosted: Mon Sep 12, 2011 10:53 pm GMT    Post subject: Ignored - Reply with quote

"Leg Up #10" -

You CANNOT play against feral w/o red or blue magic. I tried many a time against McCoy's rabid bunch and throw at them SS/Goblin/Undead I did in every combination. I was already warned about this property, or law if you will and now I am telling you all its very true.

In point of fact, the best Feral killer I believe are the Fire Walkers. See, feral are the only race that can cast invincibility, where the firewalkers can get around that with elemental blast. Combined with their ability to stop magic and further yet avoid the feral melee by means of terrain flight, which are a feral strong suit.


EDIT: This is a bad piece of advice hahaha. Sorry am getting a landslide of guff so ill strike this from the list. Ill just point this out in the mean time. I was told that red magic is the best way to fight feral, and so far in my experience its very true. Keep the feed back flowing dudes.
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PostPosted: Tue Sep 13, 2011 9:38 am GMT    Post subject: Reply with quote

Quote:
"Leg Up #10" -


10a: Unless you use blue

Blue alone can beat the feral...
but you need allot of it.
Reason being,
windwalks can trump transmutes.

I have won this way...
so it's not a theory.
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PostPosted: Tue Sep 13, 2011 9:46 am GMT    Post subject: Reply with quote

Actually Mr. Rayborn, now that you mention it thats how DProman won the last tourny. He was Blue Eldarim with some frostwing and he did beat the feral player. Its not just the windwalks alone though, because I cannot seem to make this happen with restless dead. I have another theory on this, but more to come.... This is excellent feed back.
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PostPosted: Tue Sep 13, 2011 6:41 pm GMT    Post subject: Re: "Leg Up #10" - Reply with quote

Skawilly wrote:
"Leg Up #10" -

You CANNOT play against feral w/o red or blue magic.

This is not a true statement, but merely an opinion.
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PostPosted: Tue Sep 13, 2011 6:45 pm GMT    Post subject: Re: "Leg Up #10" - Reply with quote

dburkley wrote:
Skawilly wrote:
"Leg Up #10" -

You CANNOT play against feral w/o red or blue magic.

This is not a true statement, but merely an opinion.


Skawilly wrote:
This is just a general list of stuff in my experience that can be helpful to the inexperienced.



F
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PostPosted: Tue Sep 13, 2011 10:03 pm GMT    Post subject: Reply with quote

#10 was rebuked.
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PostPosted: Mon Sep 19, 2011 1:42 am GMT    Post subject: "Leg Up #10" - Reply with quote

"Leg Up #10" -

Earthen armor does NOT protect your army only the unit its cast on. What this means is that if this unit is struck by lightning or hit with a kick, bullseye, convert, Dragon Breath or any such individual targeting breath they will have 1 extra save point. If your army is rolling for attrition saves and a unit has earthen armor it will do NOTHING. Dont mass cast this if you dont understand this.

It is important to note however that it will save against a dragons breath if a save is permitted. Especially in multiplayer games or if your opponent is known to be dragon happy. Just keep 5 or 10 health worth handy with this spell for free saves on dragon breath. Also, its great to hit your monsters and rares with this spell to stop errant lightning strikes. However.....

.... If say your Fireshadow is protected by this and I still want to kill it via fire bolt, I could cast 5 on that unit and do 5 damage, the earthen armor is only worth 1 auto save per cast. If the shadow did produce a save though, it would add to make for 5 saves. But the spell lightning strike just requires a save in general so this is 100% effective. The spell does stay if you manage to roll a save also. Also the above example is true if I hit your rare with a bullseye and want to use all 4 pts. of damage on him that is enough to penetrate one cast of earthen armor assuming they dont save.
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PostPosted: Tue Mar 27, 2012 10:07 pm GMT    Post subject: Reply with quote

I'm glad I stumbled upon this, especially the bronze medallion part... You got me conviced at GameStorm to always bring one, but when I get down to bronze tacks I have a hard time remembering about the racial spells! I'll keep trainin'.
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