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

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Posted: Mon Feb 12, 2007 10:51 am GMT Post subject: Tips, Tricks, and Secrets |
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Did you ever play a game of Dragon Dice and see a combo
that you never even thought of?
If you only knew that before you made your army.....
Tips, Tricks, and Secrets opens the doors to
enhanced Dragon Dice game play.
First on the list is a combo used by Chuck Pint in the latest Windy City Bone Rollers game:
Soiled Ground/Dragons
Simply let the dragons kill and bury units.
Second was a combo I made up:Same Meeting
Rise of the Vampires
An Army of 6 Vampires takes on an opposing army with an 8th face.
(to get a melee attack)
The Vampires do not save very well, so a few get killed.
This sets up the convert combo.
The Vampires attack or counter attack melee and when a convert is rolled,
and successfully kills 3 targeted health, the opponent will have no help from the 8th face,
bring in another vampire from the DUA and roll the unit,
if convert is rolled,
and successfully kills 3 targeted health,
bring in another vampire from the DUA and roll the unit.
(This is a loop)
Third:
I'm leaving this open for the forum:  |
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

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Posted: Mon Feb 12, 2007 11:04 am GMT Post subject: Re: Tips, Tricks, and Secrets |
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| Jim Rayborn wrote: | Soiled Ground/Dragons
Simply let the dragons kill and bury units. | This works best with ivory dragons. Then they can't be summoned away. So if the army can't kill the dragons, sooner or later, they are going to get killed and buried. _________________ 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). |
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ddicerc rare Public Relations Director Esteemed Author
Joined: 25 Jan 2005 Posts: 3238 Location: East Brunswick, NJ, USA

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Posted: Mon Feb 12, 2007 11:12 am GMT Post subject: |
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There's a nice trick you can use with Eldarim armies. Take on a missile army at a missile face, with a few of your dice (especially white or black) in reserves. Us ereserve magic to cast Open Grave on your army, then launch a missile attack. You won't likely get a great missile result, but you should get a Sneak Attack or two (or more if you're lucky) to wear down your opponent. This also works against magic armies, but they have a better chance of bringing back units.
This works really well in a BF format with an all-ELdarim army vs., say, an army of Pelters... _________________ Steve "DDice" Braun
The Diceman's Gaming Pages: http://ddicerc.weebly.com
2014-2015 U.S. National Champion
(Just when you thought it couldn't get any worse...) |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7894 Location: Des Plaines, IL

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Posted: Tue Feb 13, 2007 8:37 am GMT Post subject: |
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Fourth:
Tip of the Day:
Flash Flood/Mire
Flash Flood can turn a Mired terrain down.
(Chuck mentioned this at the last meeting)
also it's a nice way to get rid of a Deadlands.  |
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

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Posted: Tue Feb 13, 2007 8:48 am GMT Post subject: |
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Two favorite tactics:
Path to Victory:
This depends on large amounts of Gold magic. It only works if you have an eighth face, and someone else is turning another terrain up and it is at seven. You cast a number of Rock to Muds on the other army. You Path over a number of high-maneuverability units. Then for your second march, you attempt to maneuver the seven to eight. If you succeed, you win!
Flood to Victory:
This is a variation of the Path to Victory. But it also depends on getting at least 5 green. The setup for this is you have an eighth face, and so does an opponent. You cast a number of Rock to Muds on the other army. You cast a Flash Flood, and hope to turn the terrain down to seven. Then you Path a number of high-maneuverability units. Then for your second march, you attempt to maneuver the seven to eight. If you succeed, you win! _________________ 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). |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7894 Location: Des Plaines, IL

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Posted: Wed Feb 14, 2007 10:29 am GMT Post subject: |
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7th:
Centaur/Flaming Spears/8th Face Flatland
There has been some talk that the Centaur was not powerful enough.
Cast Flaming Spears on the Centaur,
note that Flaming Spears is not immediately used up until needed,
then Capture an 8th Face Flatland.
Now missile....if the Centaur Rolls a Maneuver,
(Trample Counts as a maneuver)
Maneuvers are Doubled on the 8th face,
Maneuvers count as Missiles at a Flatland for Amazons
and "Kick in" the Flaming Spears...
16 Missiles
Is that Powerful Enough?
Even Cupid would be proud. 
Last edited by DEEPBLUEB2 on Sun Jun 17, 2007 10:00 am GMT; edited 1 time in total |
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piMaster rare Stockholder
Joined: 16 Jan 2005 Posts: 3235 Location: Rockford, IL

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Posted: Wed Feb 14, 2007 11:34 am GMT Post subject: |
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| Jim Rayborn wrote: | 7th:
Centaur/Flaming Spears/8th Face Flatland
There has been some talk that the Centaur was not powerful enough.
Cast Flaming Spears on the Centaur,
note that Flaming Spears is not immediately used up until needed,
then Capture an 8th Face Flatland.
Now missile....if the Centaur Rolls a Maneuver,
(Trample Counts as a maneuver)
Maneuvers are Doubled on the 8th face,
Maneuvers count as Missiles at a Flatland for Amazons
and "Kick in" the Flaming Spears...
16 Missiles
Is that Powerful Enough?
Even Cupid would be proud.  |
Flaming Spears cannot be used on maneuver results; it doubles missile results. An Amazon's maneuver results are still maneuver results when you apply their racial ability. That and the fact that Flaming Spears is applied before their racial ability is activated (multiplication happens before racial abilities). So, either way, Flaming Spears cannot be used in this fashion.
Secondly, you could not apply Flaming Spears to a Trample result anyway because spells cannot modify the results of SAIs.
Sorry to burst your bubble Jim  |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7894 Location: Des Plaines, IL

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Posted: Wed Feb 14, 2007 11:45 am GMT Post subject: |
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The Centaur runs away......
7th:
Blazer/Flamming Spears/Bronze Medallion
well just add Flaming Spears to a Blazer,
The Blazer has Flaming Arrows which can bury....
it also has a 6 missile face.....which could double to 12 Missiles
and use the Bronze medallion to cast it.
The Blazer has no save icons, and the Bronze Medallion saves well. |
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piMaster rare Stockholder
Joined: 16 Jan 2005 Posts: 3235 Location: Rockford, IL

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Posted: Wed Feb 14, 2007 5:41 pm GMT Post subject: |
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| Teleport to Victory: You have your army at an eighth face and are trying to capture a terrain currently at a seven. You roll for magic and get Teleport, Firewalking, or Ferry. Use the SAI to instantly move some units to the terrain (thus forming a new army), then continue with your magic action to cast Wind Walks on your new army and possibly Transmute Rock to Muds on your opponents. |
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

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Posted: Wed Feb 14, 2007 6:16 pm GMT Post subject: |
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| piMaster wrote: | | Teleport to Victory: You have your army at an eighth face and are trying to capture a terrain currently at a seven. You roll for magic and get Teleport, Firewalking, or Ferry. Use the SAI to instantly move some units to the terrain (thus forming a new army), then continue with your magic action to cast Wind Walks on your new army and possibly Transmute Rock to Muds on your opponents. |
Slight variation of this. You have a dragon attacking your army at the eighth face. You get a Cantrip with Gold magic. You Path a unit over to the terrain at seven. Then after the dragon attack, you roll for magic and dump a ton of Wind Walks, Transmute Rock to Muds and maybe even another Path or two. In some cases, you even put the dragon on your army yourself... _________________ 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). |
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Pelter_Boy uncommon
Joined: 27 Jan 2005 Posts: 519 Location: East Brunswick, NJ

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Posted: Thu Feb 15, 2007 5:09 am GMT Post subject: |
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8th:
Restless Dead/Night Moves:
You get your undead army at a magic terrain to get 9. 13. 17, 21... points of magic and cast night moves and restless deads. The restless deads speed up your other undead army and night moves gives them an added maneuver attempt, giving your undead the potential to move a terrain up two faces per turn. _________________ Former Destroyer, son of Ddice
2006 World Champion of Dragon Dice
AKA Roburk the Insane Winged Demon Undead Pelter, Champion of S&JW
First person banished North
First person banished south of S&JW
First person with posts banished from the forum |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7894 Location: Des Plaines, IL

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Posted: Thu Feb 15, 2007 9:52 am GMT Post subject: |
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9th Teleport to Victory:
10th dragon attacking your army at the eighth face:
11th:
Survival Guide for the Single Unit
In the beginning of a Dragon Dice Game, the dice are split into 3 groups.
Typically one army will consist of a single unit.
Here are some survival and strategy tips:
If killed:
1. Swamp Stalker Armies are now setup for Mutation
2. Common Feral Unit can be Feralized
3. Kings Die can bring back 1 health instead of rolling
4. Cantrip can bring back a common (ie Breath of Life...)
5. Undead can be setup for step damage
6. Phoenix can Rise from the ashes
Here are other ways to survive
7. The Ghost can Vanish
8. The Unicorn can Teleport
9. The Griffin can Ferry
10. The Genie can use Firewalking SAI
Here are some spells:
11. Cantrip away with a Path
12. Fade
13. Hide
14. Camouflage
Some other tips
15: If the terrain has Blue...Firewalkers can Terrain Flight
16: Wayfare
17. Regenerate (Troll)
18 Gold Medallion TSR/SFR
19: Remeber to go to the Reserves 
Last edited by DEEPBLUEB2 on Thu Feb 15, 2007 11:16 am GMT; edited 2 times in total |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7894 Location: Des Plaines, IL

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Posted: Thu Feb 15, 2007 10:53 am GMT Post subject: |
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12th:
Hide/Missile to Victory
This one is another Chuck Special
Hide a unit at an opponents 8th Face,
then Missile from your 8th face at opponent until they are all killed.
Then the 8th turns down to a 7th and you capture the terrain with the hidden unit. and win!
13th:
Fade/Finger of Death to Victory
Although I never tried this, it works the same way as Hide/Missile to Victory.
The Ghost Vanishes to the opponent 8th. |
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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: Thu Feb 15, 2007 12:43 pm GMT Post subject: |
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| chuckpint wrote: | | In some cases, you even put the dragon on your army yourself... |
Man its been too long since I've played. This is the type of idea that i should've thought of. |
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Tinytode common
Joined: 03 Nov 2005 Posts: 238 Location: Morris County, New Jersey

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Posted: Mon Feb 19, 2007 10:46 am GMT Post subject: |
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[b]Leaving Trick
Ran into this combo accidentally at Dreamation. Two Armies, one at home consisting of Treefolk Magic Units, and one at opponents home consisting of Treefolk Melee Units. Unfortunately, Magic units were at a Melee face, and Melee Units were at a Magic Face. So I rolled my Melee Units and got enough ID's for Leaving. Then I threw my Magic army at my opponents Melee army. They were wiped out to a unit, which was nice because now all my units were at one terrain. Not really a winning move, but helps early game to consolidate units at one terrain. _________________ "If toast lands butter side down and cats always land on their feet, what would happen if you strapped butter toast to the back of a cat and dropped it off a building?" |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7894 Location: Des Plaines, IL

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Posted: Mon Feb 19, 2007 1:54 pm GMT Post subject: |
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14th:
Leaving Trick
| Tinytode wrote: | Leaving Trick
Ran into this combo accidentally at Dreamation. Two Armies, one at home consisting of Treefolk™ Magic Units, and one at opponents home consisting of Treefolk™ Melee Units. Unfortunately, Magic units were at a Melee face, and Melee Units were at a Magic Face. So I rolled my Melee Units and got enough ID's for Leaving. Then I threw my Magic army at my opponents Melee army. They were wiped out to a unit, which was nice because now all my units were at one terrain. Not really a winning move, but helps early game to consolidate units at one terrain. |
Leaving Casting Cost: 8 Spell List: Treefolk
Target all of your armies. Until the beginning of your next turn, for any army-targeting effect that causes damage to a
target army, any units taken as casualties immediately go to any other of your armies at a terrain rather than the DUA.
Effect: The influence of a spell, special action icon, racial ability, dragon breath, 8th face special location icon or
minor terrain upon a target or result.
I've never used Leaving, so I'm wondering how this works.
Tinytode Did your units get damage from SAI's?
Regular melee is not an effect.
I like this trick. |
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piMaster rare Stockholder
Joined: 16 Jan 2005 Posts: 3235 Location: Rockford, IL

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Posted: Mon Feb 19, 2007 2:03 pm GMT Post subject: |
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| We've had this discussion on the forum before. A melee attack is an army targeting effect. So is the damage from a dragon attack. |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7894 Location: Des Plaines, IL

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Posted: Mon Feb 19, 2007 2:16 pm GMT Post subject: |
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Thanks piMaster
Nice Trick Tinytode
| piMaster wrote: | | We've had this discussion on the forum before. A melee attack is an army targeting effect. So is the damage from a dragon attack. |
I did not seem to see that in the rules.
I would classify the Leaving Trick as a Secret.  |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7894 Location: Des Plaines, IL

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Posted: Thu Feb 22, 2007 8:07 am GMT Post subject: |
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15th:
Sprite Swarm/Flying Carpet
Since the Sprite Swarm is a Group monster, if the ID is Rolled , reroll the Sprite Swarm.
The Magic Carpet has Elevate, which doubles one unit's missile results.
In combination with Elevate,
if the Sprite Swarm's second roll is a Missile, the result would be 16 Missiles.
Two Flying Carpets that produce Elevate can be applied to a single unit.
In this case, if the Sprite Swarm Rolled an ID , followed by Missile,
the results would be 32 Missile.
Elevate does some nice things.
During a maneuver roll, Elevate generates maneuver results.
During a missile action, immediately double one
unit’s missile results.
During a save roll in a melee attack, immediately double one unit’s save results. During a
dragon attack, Elevate doubles one unit’s missile or save results.
The Flying Carpet is only 1 health magic,
The Sprite Swarm is 3 magic
Here is a mathematical all magic Standard Army:
Blue Flying Carpet x 5 ( lots of Elevates)
Sprite Swarm x 3
Magus x 2 (or use 4 Apprentices)
The Magus has a 3 missile side, and a 3 wings side,
both work well with the doubling the elevate provides.(Missile and Melee Saves)
I would suggest swapping out a few Flying Carpets for Frostwing Missile units,
or Build a Battle fest army around this army.
This can be a fun combo. 
Last edited by DEEPBLUEB2 on Wed Nov 21, 2007 12:21 pm GMT; edited 2 times in total |
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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: Thu Feb 22, 2007 8:13 am GMT Post subject: |
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| Jim Rayborn wrote: |
if the Sprite Swarm's second roll is a Missile, |
How mathematically likely do these Tip's and Tricks have to be?
I can write a whole bunch of them based on getting 12 health of cantrips, but that is so unlikely that I wouldn't even bring it up.
Cliff |
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