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dutchjohn common
Joined: 22 Oct 2008 Posts: 328 Location: Tilburg, NL

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Posted: Fri Aug 13, 2010 4:04 am GMT Post subject: Battlefields |
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Well I know they are new but the rules have been available for some time I was wondering if someone has found a masterplan for the use of the new terrains.
Yes, the new color combo's are a plus but actualy the eight face wil be the main strategy changing thing I guess.
Me myself I have read the rules but somehow I was absentminded and did not think up a watertight strategy......ok ok I didn't think up any strategy at all.
so I need to do scavenger like things, like this post, to get my strategies together
tell me your secrets in choosing and using the grounds for battle
cheers,
John _________________ tumble tumble little dice, look at that I'll strike you twice |
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Autpost common Stockholder
Joined: 18 Mar 2005 Posts: 471 Location: Vienna

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Posted: Fri Aug 13, 2010 6:14 am GMT Post subject: |
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I would have posted this elsewhere, but since you have started this topic it fits in here.
I have made a table for all 10 terrains:
| | #1 | 1-1-5 |        | Dragon's Lair
| | | #2 | 1-2-4 |        | normal Wasteland
| | | #3 | 1-3-3 |        | normal Flatland
| | | #4 | 1-4-2 |        | normal Coastland
| | | #5 | 2-1-4 |        | Castle
| | | #6 | 2-2-3 |        | normal Swampland
| | | #7 | 2-3-2 |        | Vortex
| | | #8 | 3-1-3 |        | normal Feyland
| | | #9 | 3-2-2 |        | normal Highland
| | | #10 | 4-1-2 |        | Grove
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Dragon's Lair => for your melee armies
Vortex => for missile armies (reroll for Bullseye and Stone; watch out for Medusas)
Grove => for your mages
Castle => if you cannot decide
What do other players think? Which is the terrain to get? |
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DialFforFunky rare
Joined: 11 May 2010 Posts: 1992 Location: Groningen

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Posted: Fri Aug 13, 2010 6:39 am GMT Post subject: |
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@ Autpost: Thanks for the nice table, very clear. I like it a lot!
I made a short analysis of the new terrain while I was studying (so I wasn't actually studying...) let me see if I can find it again...
Got it. Here's what I thought:
Castle: Dwarves might like this as an alternative highland. Flexibility is always a good thing. If you find yourself facing black magic, going for temple could be quite a pain for your opponent. But otherwise, this terrain is a bit bland. It doesn't really seem to favor any specific race, and the tower on this thing is nearly useless.
Vortex: The Vortex has fairly balanced distribution. The 8th face is good for amies with monsters or rares with good SAI's. Yet the distribution doesn't really suit troll-fireshadow armies. This terrain might be good for amazons?
edit: does the reroll apply to dispel rolls (and alikes)? That might make the 8t'h face just a bit better. oh nvm, I just read the army has to roll, so it won't apply. But what if the whole army consists of dispellers?
Grove: the blade cuts at both edges for mages. It's the safes terrain in respect to the initial die-roll, but it allows for slightly less explosive magic rolls. Still, I expect a lot of firewalker mages on this terrain. The 8th-face seems more like an extra than enything else really.
edit: 3 health goblin mages with a golden medallion could have fun with this terrain. Spirit furnace two 3-healths for 12 magic, put them back in the DUA, repeat... This might actually be quite good.
Lair: This is the terrain I expect to make the biggest impact on the game. The melee-centric distribution is brutal. This terrain is simply made for troll-fireshadow type armies. They love to start out in melee, and once it's captured, it gets even better. These kind of armies tend to struggle once it captures an 8th face. But with the lair they actually have a fair shot at summoning 2 dragons each turn, which is bound to hurt sooner or later. This terrain might also be good with dragonlord-kind-of-stuff, though I'm not too sure on what they actually do as I don't really like them . But watch out for this terrain.
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cliffwiggs SFR Treasurer Chief Wheedler SDA - Rules NitPicker
Joined: 25 Jan 2005 Posts: 10794 Location: Cumming, GA - USA

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Posted: Fri Aug 13, 2010 7:35 am GMT Post subject: |
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For the most part I agree with all thats been said, but a few things I wanted to point out...
I think you underestimate the Castle. I agree the Tower effect is not currently useful, but there are many times you don't know what your opponent will bring. The ability to choose your 8th face can really help in this case. If they bring the uber death magic , just jump into a temple. If you see a weakness in them that you could exploit (IF ONLY) you had access to a few points of magic in a color you didn't bring... jump into a standing stone. and if you think you need that extra help bringing back units, the City effect is perfect for you.
BUT BEWARE! The Castle is just as useful for your opponent. If you bring it and want to use it, put all your efforts into capturing it.
I believe the horde roll will be come more important in the future. Currently a lot of players will 'give-up' the horde roll and stack their units at the other two terrains. They can no longer do that, not just because they want to pick their frontier terrain, but you might really want your opponent to NOT have his terrain. If you see their entire strategy is around getting a special frontier terrain, keep them from doing it!
concerning the dispel question... There is fine point in the rules about this. An army roll and an individual roll are different, even if ever die in the army is involved in the individual roll. This is most common in armies that consist of a single common. Even if it is the only die there, individual is still individual.
I agree the Dragons Lair is going to make a huge impact in the game. I can't wait until next Gencon to see what people bring. _________________ Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99 |
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kainthedragoonx dragonfoal
Joined: 09 Aug 2010 Posts: 10 Location: Cincinnati Ohio

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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7894 Location: Des Plaines, IL

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Posted: Fri Aug 13, 2010 10:35 am GMT Post subject: |
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| Quote: | | Castle: Dwarves might like this as an alternative highland. Flexibility is always a good thing. If you find yourself facing black magic, going for temple could be quite a pain for your opponent. But otherwise, this terrain is a bit bland. It doesn't really seem to favor any specific race, and the tower on this thing is nearly useless. |
Amazons and Frostwings can get the Standing Stones double magic benefit at the 8th face of the castle.
As for the tower,
currently useless.
It would have made a rocking home terrain,
however special terrains can only be used as a frontier.
Perhaps in Cliff's multiple frontier game version,
the tower would then have merit,
but that's just for fun. |
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cliffwiggs SFR Treasurer Chief Wheedler SDA - Rules NitPicker
Joined: 25 Jan 2005 Posts: 10794 Location: Cumming, GA - USA

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Posted: Fri Aug 13, 2010 10:51 am GMT Post subject: |
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| Jim Rayborn wrote: |
Amazons and Frostwings can get the Standing Stones double magic benefit at the 8th face of the castle.
| Good point, let me move this to the rules forum for now to make sure everyone agrees. _________________ Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99 |
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jedijon dragonsteed
Joined: 05 Mar 2007 Posts: 57 Location: Moses Lake, WA

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Posted: Fri Aug 13, 2010 8:48 pm GMT Post subject: |
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I see a lot of terrains with only one magic icon. Nothing new there
Why no terrains with only 1 melee? I would imagine that given the prevalence of magic, that making them suffer through a few three faces of nothing on their way to eight isn't the end of the world. However, shooting armies only have two faces to go to regain viability - but why does only melee break the mold with 5 dedicated faces? I'd like to hear more about that.
My guess is playtesting shows that melee (sans charge) has more than enough risk to balance its rewards even with its smattering of excellent SAIs; but I'm not the expert. |
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piMaster rare Stockholder
Joined: 16 Jan 2005 Posts: 3235 Location: Rockford, IL

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Posted: Fri Aug 13, 2010 10:00 pm GMT Post subject: |
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| Because when the terrains are rolled at the start of the game, we want the possibility that any of the three action types could come up. Since face six is the highest face you can start at, faces 6 and 7 will always be melee. |
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cliffwiggs SFR Treasurer Chief Wheedler SDA - Rules NitPicker
Joined: 25 Jan 2005 Posts: 10794 Location: Cumming, GA - USA

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Posted: Sat Aug 14, 2010 8:04 am GMT Post subject: |
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| Jim Rayborn wrote: |
Amazons and Frostwings can get the Standing Stones double magic benefit at the 8th face of the castle.
| FYI - They convinced me that the current wording is valid. At the moment you turn the castle to an 8 and choose 'standing stones', then it becomes a standing stone as far as the amazons and frostwings are concerned. when it it turned back down to a 7, it becomes a castle as far as the amazons and frostwings are concerned. _________________ Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99 |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7894 Location: Des Plaines, IL

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Posted: Sat Aug 14, 2010 8:28 am GMT Post subject: |
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| Quote: | | Why no terrains with only 1 melee? I would imagine that given the prevalence of magic, that making them suffer through a few three faces of nothing on their way to eight isn't the end of the world. However, shooting armies only have two faces to go to regain viability - but why does only melee break the mold with 5 dedicated faces? I'd like to hear more about that. |
If you look at Autpost's chart,
you will see that every combination is met,
following the criteria of magic missile melee*
*Magic must be at 1
followed by misslie
followed by melee...
which must be...
6 and 7 must be melee |
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