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Anti Magic

 
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Skawilly
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PostPosted: Tue Jun 05, 2012 8:53 am GMT    Post subject: Anti Magic Reply with quote

I am starting to notice a trend as of late. just as general builds go there are 2 things that one cannot build without. The ability to res (Beyond hoping for a city) and some form of terrain manipulation (Be it a racial, a terrain hopping ability, path or the strongest of spells like night moves or mire).

But recently I am starting to think that some form of anti magic is important as well. Granted I have been seeing more and more scalders being played. Dispel magic has been detrimental to my success against them. Illusion is just so nice for LE's to win that Dancing lights war.

As I said at first, I have seen a lot of Scalders lately so this might be what is causing this view point. They are deadly if you face them without some kinda magic protection.

After playing the Coral Elves I think that 2 owls are so very nice for them. Adds the dispel, adds invincibility and adds path and backlash.

Throwing in 2 rakshasa's with the Undead is another good one. Get your illusion, burning hands/flaming armor and the OCCASIONAL dancing lights.

Whats great about the Rakshasa and Owl folk is that they are only 2 pts. of magic. So you can have 18 points of mages in one army which would include an owl/Rak, and in your 2nd army you can include another.
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Last edited by Skawilly on Tue Jun 05, 2012 8:57 am GMT; edited 1 time in total
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cliffwiggs
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PostPosted: Tue Jun 05, 2012 8:56 am GMT    Post subject: Reply with quote

There are definately 'patterns' in this game and each group of players navigate through it at a different pace and taking different routes.

as you change your army design, others will modify theirs and as they modify theirs you will modify yours.

however, I can tell you that I have played and see very sucessful armies that have no terrain abilities, no rez abilities and no magic or anti magic abilities.

it all depends on where in the strategy map your groups currently is.

sometimes all monsters rules, sometimes all commons rules.
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Skawilly
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PostPosted: Tue Jun 05, 2012 9:00 am GMT    Post subject: Reply with quote

Quote:
There are definately 'patterns' in this game and each group of players navigate through it at a different pace and taking different routes.


This is so very true. As I hop around playing with others, the 'style' is so very different.
I am glad you pointed this out. Makes me think of whats around the bend.
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cliffwiggs
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PostPosted: Tue Jun 05, 2012 9:04 am GMT    Post subject: Reply with quote

Skawilly wrote:
I am glad you pointed this out. Makes me think of whats around the bend.
Getting ahead of the curve is how you can win consistantly Wink
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stormywaters
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PostPosted: Tue Jun 05, 2012 9:28 am GMT    Post subject: Re: Anti Magic Reply with quote

Skawilly wrote:
Whats great about the Rakshasa and Owl folk is that they are only 2 pts. of magic. So you can have 18 points of mages in one army which would include an owl/Rak, and in your 2nd army you can include another.


Owl-Folk are three points of magic, not two.
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Skawilly
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PostPosted: Tue Jun 05, 2012 10:06 am GMT    Post subject: Reply with quote

Oh man... Thats what I get for not looking. I always thought there were only 2 icons on them. This changes things. Still a great unit though, but will need to exchange 2 heatlh of mage for something. Thnx for the heads up stormy.
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