| View previous topic :: View next topic |
| Author |
Message |
Denimwizard common
Joined: 01 Jan 2011 Posts: 356 Location: Maryland

|
Posted: Sun Nov 27, 2011 2:21 am GMT Post subject: Feral/Treefolk combo |
|
|
I have been playing around with a 36 treefolk/feral combo idea and i finally got to test it out
1 Dragon Lord
1 Satyr
1 Unicorn
Magic Units: 4 Hamadryad 1 dryad 1 badger folk 2 weasle folk
Cavalry/Light: 1 Noble Willow, 1 Willow, 1 willowling, 2 Oak, 1 Leopard, 1 Horse, 3 Antelope.
From my playing i discovered a good spell combo: Transmute Rock to mud, Flash Flood, Path and Wind Walk . I did this on my first march to my opponents army at an 8th face. (i had a captured terrain also). The flash flood turned the face back to 7 cause my opponent failed to generate enough maneuvers. I pathed my horse unit over and on my next march i manuvered and rolled 3 maneuvers + my wind walk and won the maneuver and won the game. Was a great combo just took a lot of magic lol. |
|
| Back to top |
|
 |
evylution dragonsteed
Joined: 20 Feb 2010 Posts: 78 Location: los angeles

|
Posted: Sun Nov 27, 2011 4:24 am GMT Post subject: |
|
|
| how did you path the horse over and cast windwalk on it? was there already an existing army at his 8th face? i think that is the only possible approach. perhaps i am wrong but the spell has to be cast on that unit already at the terrain. it would not travel with the unit nor could it be cast on the unit itself because it was not at the terrain already. maybe im wrong. |
|
| Back to top |
|
 |
chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

|
Posted: Sun Nov 27, 2011 7:26 am GMT Post subject: |
|
|
You cannot cast a spell on an army that does not exist at the time that spells are announced. Remember, it's roll for magic, finalize your magic results, announce spells, and then cast in any order.
So if you have no units at your opponent's terrain (i.e. no army) at the time you start casting magic, you cannot cast spells on any army that is formed after you start casting magic.
Now all that said, there is a way to do what you wanted to do. First Path a unit to your opponent's terrain, and then cast Hide on that unit. Then on your next turn, you have an army there, and you can cast all the Wind Walks you want. A slightly less reliable way to do that is hope for a Teleport from your Unicorn. Since the Teleport takes place before you finalize your magic results, the new army is in place before you announce spells, so you can cast Wind Walks on it. Plus it saves you the 4 points of gold since you don't have to cast a Path. _________________ You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count). |
|
| Back to top |
|
 |
Denimwizard common
Joined: 01 Jan 2011 Posts: 356 Location: Maryland

|
Posted: Sun Nov 27, 2011 9:19 am GMT Post subject: |
|
|
| Ahh ok yeah i figured imay have done something wrong (seemed too easy) . Yeah the teleport would have been great however like you say they are less reliable. Same as the dispell SAI, I can never get it when i need it lol. |
|
| Back to top |
|
 |
evylution dragonsteed
Joined: 20 Feb 2010 Posts: 78 Location: los angeles

|
Posted: Sun Nov 27, 2011 12:51 pm GMT Post subject: |
|
|
although...with one more point of magic instead of putting wind walk you could put another transmute rock on the army and send the horse over there. even if you get zero results from your horsey and they get less than 13 manuevers you will turn up the terrain and win...as active player wins the manuever in a zero to zero tie.
the only thing is if they get some sort of SAI such as fly that is unaffected by spells-- that would be a damper on your parade. however if you fail to roll what you want you can always retreat him so he doesnt get eaten up.
i do kind of laugh the fact that path to victory truly is that...path to win. no other spell i have seen so often used to outright bust a win. |
|
| Back to top |
|
 |
Skawilly rare SDA - Rules NitPicker
Joined: 21 Mar 2011 Posts: 1322 Location: Seattle, WA

|
Posted: Sun Nov 27, 2011 12:58 pm GMT Post subject: |
|
|
Either way you slice it, this is a very good race combo. I was discussing this with stormy a while back. All I have to say is, very good thinking and great idea. My largest pro for this set up is wilding on the treefolk with some oaklords. They are either going to smite or hit for 6 a piece. And with with feral and treefolk mages you can be sure you will get first melee strike on your opponent. Its very deadly. _________________ Will
"There is more philosophy in a bottle of wine than all the books in all the world" - Some random wine cap - |
|
| Back to top |
|
 |
Denimwizard common
Joined: 01 Jan 2011 Posts: 356 Location: Maryland

|
Posted: Sun Nov 27, 2011 4:59 pm GMT Post subject: |
|
|
| Well seems like from a story stand point both races would work together to benefit Isfah . |
|
| Back to top |
|
 |
|