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Terrain Racials

 
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Skawilly
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PostPosted: Fri Oct 12, 2012 6:33 pm GMT    Post subject: Terrain Racials Reply with quote

If a devils game comes up, you will want nothing less then a terrain racial. Specifically double movement.

Combined with their counter parts they are unmatched in strength. I heard a lot of talk from folk about wanting a revamp of the original races abilities, but I dont want this myself.

Back to a devils game. If one comes and and you go 2nd, doubling maneuvers at home is all your gonna care about.

Actually, terrain abilities can mean that you dont need as many mages either. The ol' Swamp Stalker/Goblin combo requires about 10 pts. of mages to be really effective, only.
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DEEPBLUEB2
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PostPosted: Sat Oct 13, 2012 6:57 am GMT    Post subject: Reply with quote

Skawilly,
what you are doing is called strategy. Cool

Part of the Game opening is about going first,
or choosing the terrain,
or possibly facing the devil,
or surving the round enough so the game is not determined in round 1.

So army build is part of the game of course...
but the build might incorporte the devil scenario.

Just like when playing Swamp Stalkers...
a lone unit at an opening terrain could be mutation bait.
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Skawilly
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PostPosted: Sat Oct 13, 2012 7:04 pm GMT    Post subject: Reply with quote

I mean, outside of feralization, most other racials are... ok...

Amazon racials are either the bomb dizzie or they get you killed.
Firewalkers are superb for that also. These are the 2 terrain racials I am not squeezing into my thoughts. But these are also unique and can be great.

But in the end terrain racials are just where its at. Elves are just so damn good so long as you stick to home. Its easy as pie to win with Corals or Lavas.

Dwarves and goblins are good with or without their comfort zone but man on a Highland forget it, let the stumpies have it.

Swamp Stalkers are great also, but the only thing is that they are very susceptible to Transmute Rock to Mud.
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stormywaters
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PostPosted: Thu Oct 18, 2012 9:11 am GMT    Post subject: Reply with quote

Skawilly wrote:
Swamp Stalkers are great also, but the only thing is that they are very susceptible to Transmute Rock to Mud.


Not any more so than Elves. In fact, arguably less so, because SS don't have terrible saves without the racial. The racial just makes their saves insanely good.
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Skawilly
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PostPosted: Thu Oct 18, 2012 9:21 am GMT    Post subject: Reply with quote

Well for the most part your correct, stormy. But elves have fly/rend.
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cliffwiggs
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PostPosted: Thu Oct 18, 2012 9:39 am GMT    Post subject: Reply with quote

note that the elves and swampies are very good in their terrain, so fine let them have that terrain. you can't stop them.

but unless they have a path to capture a second 8th. they are just going to be sitting there alone while you win.
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stormywaters
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PostPosted: Thu Oct 18, 2012 10:14 am GMT    Post subject: Reply with quote

cliffwiggs wrote:
note that the elves and swampies are very good in their terrain, so fine let them have that terrain. you can't stop them.

but unless they have a path to capture a second 8th. they are just going to be sitting there alone while you win.


Which is why I play Mages/Cavalry with Swampland Standing Stones. I can TRtM/Flash Flood, Mire, and Path.
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Skawilly
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PostPosted: Thu Oct 18, 2012 10:33 am GMT    Post subject: Reply with quote

Ya, I agree Mr. Wiggs. This is why terrain hopping SAI's are important. I think a griffon and genie are necessary combo for Corals and a Highland stones for lavas and swampland stones for SS's are important. These will give you the tools you need.
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cliffwiggs
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PostPosted: Thu Oct 18, 2012 10:37 am GMT    Post subject: Reply with quote

cliffwiggs wrote:
unless they have a path

Note, I wasn't referring to the spell.

read this as ' have a plan'.

This is why I love playing against all slayers. Let them have the 8th. They won't be able to do anything with it.

Ask Shoe, it is a very frustrating game when you are playing all melee and your opponent won't stand up and fight you.
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