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Deeghter
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PostPosted: Thu May 15, 2008 7:30 am GMT    Post subject: Reply with quote

AGREED!
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PostPosted: Thu Jun 19, 2008 11:43 am GMT    Post subject: Reply with quote

Quote:
58th:

Coil/Mutate


this next one just seems to want to follow the same concept....

59th:

Bear Hug/Feralize:


Using the Bear Hug on a rare (one that cannot kill the bear in a melee attack)
seems like your best bet....
until you consider that the Bear-folk can kill a monster...
and if the Bear-folk gets killed,
the Bear-folk can feralize right back.
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PostPosted: Tue Jul 22, 2008 7:21 am GMT    Post subject: Reply with quote

these latest tips may not seem very strong...
however,
it is the little things that help sometimes.

60th:

Multiple Kings




Well I tried the 2 King's die Battlefest...during Dragonfest.
I was able to roll 2 Kings sucessfully...
since the Dragons did some huge damage to my army in the game's opening I had plenty of dead.

So now my little tip or pointer...

When having allot of dead...even commons...
I opted to roll the kings rather than recruit.
Now what this does,
if successfull,
you will have plenty of units in the reserve now to roll for magic...
to bring back even more units...
and then leave the reserves to avoid mutation.

So where to take the 8 health in place of the Kings?
I chose to take the hit in the horde army....
so you need a horde that can roll fairly well,
as to make up for being short in health.
Being that it is in a battlefest mode...
22 health maneuver horde can still roll ok.
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PostPosted: Tue Aug 26, 2008 10:52 am GMT    Post subject: Reply with quote

61st:
Wilding/Burning Hands (optional Bronze medallion)

I've only seen Chuck use this... Evil or Very Mad
it's worth mentioning.

Burning Hands is a lasting spell...
so this combo is easier to get into play.
Perhaps a bronze medallion ....
one to add burning hands...and then cantrip in the Wilding


So a 4 melee result can then generate....
16 melee!! Shocked

bonus trick 102nd:
quadruple saves!!
http://sfr-inc.com/bb/viewtopic.php?p=57781#57781

(if the bronze medallion were to flurry then TSR... 20 melee)


Last edited by DEEPBLUEB2 on Tue Apr 23, 2013 12:35 am GMT; edited 2 times in total
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chuckpint
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PostPosted: Tue Aug 26, 2008 12:12 pm GMT    Post subject: Reply with quote

Jim, Flurry cannot be modified with any spell. Only normal melee results can doubled.

Note that in the rules, any effect that doubles cannot get multiplied by itself. So while Wilding allows you double melee results, if you have two Wildings cast on an army, then they would have to be used on two different units. However, any two different effects can get divided or multiplied on itself. So Feral units with a Trumpet, Wilding, and Burning Hands, could get 8 times! On the other hand, an army under the effects of Green Dragon Breath, Wall of Fog, and a Dust Devil would only get 1/8 of its missile results.
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PostPosted: Tue Aug 26, 2008 12:25 pm GMT    Post subject: Reply with quote

Chuck wrote:
Jim, Flurry cannot be modified with any spell. Only normal melee results can doubled.


I was not modifing Flurry...
Flurry as mentioned was only being used to get a reroll and add to the melee...and get a cantrip TSR.

so flurry would give you 4 melee...then the TSR would generate a cantrip.

So a unit with buringing hands....
which the bronze medallion provided in an earlier roll...
rolls 4 melee....
this melee (the unit with buring hands) is doubled to 8...
then use the cantrip from the Bronze medallion to double the 8 melee to 16 melee....(Wilding)
and add in the flurry for a total of 20...
unless you rolled flurry more than once... Wink


Chuck wrote:
So Feral units with a Trumpet, Wilding, and Burning Hands, could get 8 times!


So if this "Feral" unit had 4 melee....
that would be 32 melee...
yikes!!!
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chuckpint
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PostPosted: Tue Aug 26, 2008 1:53 pm GMT    Post subject: Reply with quote

So an army that consisted of a couple of Elephant-folk, Wolverine-folk, and a Bronze Medallion could generate 32 melee all in one action. I'm sure if we wait a little while, Brad could tell us the exact odds of that happening... Smile
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Deeghter
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PostPosted: Wed Aug 27, 2008 1:46 am GMT    Post subject: Reply with quote

Yep!! Feral can kick ass!! They're one of my strongest armies!

In the Example above, consider a Tiger Folk rolling Double Strikes!!

Talk about wiping your opponent off the table!!! Twisted Evil
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PostPosted: Wed Aug 27, 2008 6:44 am GMT    Post subject: Reply with quote

Ok the the Feral idea is nice...but I wanted to point out a trick I saw that was actually in play,
plus point out that it can be done with any unit and a Bronze medallion.

I like Chuck's missile defense...I'm going to modify it.

Chuck wrote:
an army under the effects of Green Dragon Breath, Wall of Fog, and a Dust Devil would only get 1/8 of its missile results.


Last edited by DEEPBLUEB2 on Wed Aug 27, 2008 6:59 am GMT; edited 1 time in total
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PostPosted: Wed Aug 27, 2008 6:50 am GMT    Post subject: Reply with quote

62nd:
Missile Defense

Scalder Army, Wall of Fog, Dancing Lights, Green Dragon Breath...
and if you want to add, a few ash storms.

Chuck presented...
Quote:
an army under the effects of Green Dragon Breath, Wall of Fog, and a Dust Devil would only get 1/8 of its missile results.


Substitute the Dust Devil with Dancing lights and the same result.

What's nice here is the Scalders have Intangibility:

Quote:
Intangibility: During a save roll against a missile action, each Scalder unit in the defending army provides one automatic
save result to this army against any non-SAI missile damage.


And the Scalders are Red and Green... perfect to cast Dancing lights..and a Wall of Fog...plus the Green Dragon. Mr. Green Razz Cool

This should neutralize normal missile....
however...missile SAIs are still very much alive.
Stone, Crush, Bullseye... to name a few.. Wink
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cliffwiggs
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PostPosted: Wed Aug 27, 2008 7:37 am GMT    Post subject: Reply with quote

chuckpint wrote:
So an army that consisted of a couple of Elephant-folk, Wolverine-folk, and a Bronze Medallion could generate 32 melee all in one action. I'm sure if we wait a little while, Brad could tell us the exact odds of that happening... Smile


Trumpet is 1 in 5
Cantrip is 1 in 6
Bronze logo is 1 in 3 (in melee)

So it depends on how many of each you want to have in your army, but with a single of each its 1 in 90

but statistics lie. I had 6 medallions in battlefest and didn't get near the logo's I'd expected to.
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PostPosted: Wed Aug 27, 2008 7:51 am GMT    Post subject: Reply with quote

Since there would have to be two Elephant-folk, one to get the Trumpet, and one to get 4 melee, that's not quite right.

Elephant-folk has 3 in 10 chances to get 4 melee (counting the ID)
Second Elephant-folk has 2 in 10 to get Trumpet
Feral Cantrip is 1 in 6
Bronze Logo is not 1 in 3, if we are talking the chance to get exactly 32 melee, it's 1 in 4. If we are talking the chance to get 32 or more melee, then it's 1 in 3.

So the chance to get exactly 32 melee is 1 in 400. Or so it would seem. But since either Elephant-folk could get melee and the other Trumpet, it's better than that. I'm off to work, so I don't have time to figure out the exact odds. If someone else doesn't post it, I'll figure it out later.
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PostPosted: Wed Aug 27, 2008 10:38 am GMT    Post subject: Reply with quote

chuckpint wrote:
that's not quite right.
I wasn't trying to get it exactly right. You weren't clear on the extra army makeup or where the base melee was coming from. :-p but anything over a 1 in 50 odd isn't worth building an army around, so it doesn't matter much.

Quote:
so I don't have time to figure out the exact odds. If someone else doesn't post it, I'll figure it out later.


Since your permutation is 2, you would just divide the odds in half. so 1 in 200 (assuming your base calculation was correct)
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PostPosted: Wed Aug 27, 2008 11:29 am GMT    Post subject: Reply with quote

Well again...the Wilding/Burning hands (bronze medallion)

this was from an actual game.

First the medallion adds the burning hands...this stays with the unit.

Next the unit attacks...even if it does not hit the TSR logo...the normal melee will still be doubled, (burning hands)
so this combo may come into play..but it's not make or break.

Also the medallion may flurry several times...causing extra melee...

so this combo only needs 1 unit and one medallion to produce some large melee results...

I don't think the odds are that bad if you consider the various ways that the dice interact together.

This combo works with any race,
as the wilding comes from the TSR on the bronze medallion during a cantrip.

If using a unit(s) with red...then they may be able to get the burning hands, even in the reserves.
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PostPosted: Thu Oct 23, 2008 8:36 am GMT    Post subject: Reply with quote

In addition to Wilding Buring Hands...
add Necromantic Wave.

This pretty much covers the Necromancer/Wolverine battlefest army.

As Chuck has displayed...it can empower staggering melee results,
as an all magician army.


Open grave would be a good defense as their are no smites. Razz
Also casting a Dancing lights will help tone down the Necromantic Wave.
If you have any Frostwing magicians,
Magic negation will also cut back the necromantic wave...
if you remember to roll them that is...Wink Embarassed Rolling Eyes
deleted
more on this...
http://www.sfr-inc.com/bb/viewtopic.php?t=1910&highlight=necromantic+wave[/s]
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PostPosted: Mon Nov 24, 2008 6:29 am GMT    Post subject: Reply with quote

63rd:

Rehide/Multiple Dragon Attacks


Ok this one I've heard Chuck talk about,
and Raven has just used it in an Online game.
So I think this is a real fantastic feral trick...
as it could be done as an Undead trick too...but not as effective, becuase the undead fade already has dragon protection at the beginning of the turn and until the end of the turn.

So what am I talking about...

simple..

the easiest defense against hide is to send a dragon...
however...if your opponent has to confront 2 separate dragon attacks...
if you let the dragons attack an army that can cantrip a hide spell first...
then the lone hidden unit...which hide has expired..
will now have a fresh new hide spell to protect it...from the second dragon attack.
(or however many armies you have...the order allows the unit to hide again with a cantrip...just in time)

Belly or Treasure Chest could save the unit but with multiple dragons...the hide covers it.
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PostPosted: Mon Nov 24, 2008 8:39 am GMT    Post subject: Reply with quote

64th:

Multiple Flash Fires


Chuck wrote:
Flashfire can be cast multiple times on the same army. But two things to note: First, since it's an "Instant" effect, all rerolls have to happen before any SAIs other than Instant take effect. You can reroll a singe die multiple times (if the first reroll does not get you what you want, you can use a second Flashfire to roll it again). But only the final roll counts.



for those combos that require the perfect roll

that about explains it all...



Trick 64 Bonus


Last edited by DEEPBLUEB2 on Wed Mar 02, 2011 9:19 am GMT; edited 2 times in total
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PostPosted: Wed Nov 26, 2008 7:20 am GMT    Post subject: Reply with quote

65th

Hide/Fade/Camouflage Defenses





Quote:
Hide Casting Cost: 2 Spell List: Feral
Target one health-worth of your units. Until the beginning of your next turn, the target unit 1) makes no rolls, 2)
cannot be the target of a melee, missile, magic, or dragon effect, 3) cannot be affected by any disaster effect from a
minor terrain or by any racial ability, 4) cannot be taken as a loss to account for damage, and 5) cannot be promoted.
Multiple castings increase the number of health affected.



Quote:
Fade Casting Cost: 3 Spell List: Undead
Target one of your Undead units. Until the end of your next turn, the target unit 1) cannot roll during a melee or
missile action or during a dragon attack, 2) cannot be the target of a missile, melee, or dragon effect or be taken as a
casualty for this damage, and 3) cannot be promoted. Multiple castings target multiple units.



Quote:
Camouflage Casting Cost: 2 Spell List: Treefolk
Target one health-worth of your units. Until the beginning of your next turn, only melee effects can affect the target
unit and only melee damage can kill a camouflaged unit. The target unit cannot be promoted. Multiple castings
increase the number of health affected.



Hide:

Send a Dragon

Elemental/Blast Hailstorm (Hailstrom...because that targets an army not a unit)

Elemental Blast followed by Melee or Missile (Cantrip can trigger the blast)




Fade:

Tidal Wave or Volcanic Eruption...
this will inflict 8 points of Damage.

Any direct damage spell works too...Finger of Death...Lightning Strike....


In the case of an army with Fade and Hide...
Send a Dragon and elemental Blast the Fade.
(Fade last until the end of the next turn...
So the army will be protected against a dragon attack...so get rid of the fade)



Camouflage:

Send a Dragon

Elemental/Blast Hailstorm


I'm planning on adding to this list...
as I see more combos...but feel free to add to this list.


So why do players use these invisibility spells?...
to move a terrain.

So typically...an "invisible unit" ...while being an army, can accept spells...
like windwalk...
or simply transmute the opponenet and win with zero maneuvers.
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PostPosted: Sat Nov 29, 2008 12:27 am GMT    Post subject: Reply with quote

Quote:
Magic negation will also cut back the necromantic wave...


Wait... I thought the racial ability said magic negation could only be rolled during magic rolls... thus a melee attack with Necromantic Wave in effect won't trigger a magic negation roll right?? You'd just be able to negate their magic to lessen their chances of casting or wanting to cast necromantic wave right?!?
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PostPosted: Sat Nov 29, 2008 7:32 am GMT    Post subject: Reply with quote

rules wrote:
Magic Negation: Frostwings may simultaneously make a magic negation roll when an opposing army conducts a magic action. Each non-ID magic result subtracts one point from the magic generated by the other army before any other modifiers are applied to the acting army’s magic roll. If multiple players with Frostwing units roll to negate magic, only the greater of the rolls is subtracted from the acting army’s non-SAI generated magic results. Other opposing rolls are ignored.


Since Necromantic Wave only works during a melee action, Frostwings cannot roll a Magic Negation roll since that can only happen during a magic action.

I've corrected Jim's text....
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