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dbeman dragonmount Stockholder
Joined: 12 Jan 2010 Posts: 34

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Posted: Fri Nov 25, 2011 7:21 pm GMT Post subject: Treefolk Army for Critique |
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Dragon Dice is a game I've been attempting to "get into" for the better part of a decade; even going so far as becoming a member of the rep program shortly after WotC acquired TSR. Despite my best efforts, the game never caught on in my area.
I wound up selling my collection on ebay; and I believe Chuck Pint bought the vast majority of my dice. (although I think someone else snagged my Battle Box!) Every now and again I have bought a few pieces back from Chuck, as well as picking up the occasional kicker pack. Long story short I've managed to get a few friends interested in learning the game so I'm trying to put together a few armies with the dice I have on hand.
The following is a Treefolk Single Race army I've constructed. I'd like some advice on fine-tuning it.
Summoning Pool: 2 Gold Wyrms
Home: Flatland City
1 Nymph
Proposed Frontier: Flatland Standing Stones
2 Elder Dryad
3 Dryad
4 Hamadryad
2 Oakling
Horde:
2 Oakling
1 Noble Willow
2 Willow
1 Lady Nereid
1 Naiad
3 Nymph
Last edited by dbeman on Sun Feb 19, 2012 7:55 pm GMT; edited 3 times in total |
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DialFforFunky rare
Joined: 11 May 2010 Posts: 1992 Location: Groningen

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Posted: Sat Nov 26, 2011 3:07 am GMT Post subject: |
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I think you've got a pretty solid army here. I like the fact that your mages are at the frontier. A few points caught my eye:
- terrains: swamps are home to some of the more popular races in Dragon Dice, most notably the goblins. This could mean that you'll get outmaneuvered at your own terrains, which would be annoying to say the least. Apart from that, I've found that doubling to one color is usually enough anyways. So instead of a swamp as a frontier, you might consider a highland (+1 magic face, but still 2 races who like the terrain) of the feylands (this one seems ideal, though you'll need to be prepared for casting green). For your home terrain it matters slightly less: your opponent can double his maneuvers all he wants, as you're not there anyways. Still, you could consider a less popular terrain. This is a tricky choice with few 'better' options though.
- Dragonkin: I highly suggest including them, especially because you've also included a noble willow. The noble willow is a tricky die to use properly, and including dragonkin makes it slightly easier for him to make use of those free promotions. Oh, and you've got cities as well, which are great with dragonkin. I'd go for the whole health-range of 'kin, to make full use of any promotions you might get.
- 2x oakling at frontier: these two don't really contribute to the army they are in, as you don't need melee over there, and there are dice that save better. Perhaps you could find a way to swap them for the noble willow.
F _________________ 717 |
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dbeman dragonmount Stockholder
Joined: 12 Jan 2010 Posts: 34

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Posted: Sun Feb 19, 2012 8:05 pm GMT Post subject: |
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I found myself with some time to kill today and decided to rework my Treefolk army before tomorrow's game night. I'm expanding this from "Single Race" to a standard army.
Home: Flatland Standing Stones
3 Elder Dryad
3 Dryad
2 Hamadryad
Proposed Frontier: Flatland Temple
1 Hamadryad
Horde:
2 Oak Lord
4 Lady Nereid
Summoning Pool:
2 Green/Gold Drakes
1 Green Dragonkin Champion
1 Gold Dragonchamp
1 Green Dragonmount
1 Gold Dragonscout
1 Gold Dragontroop
1 Green Dragontroop
4 Forest |
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