SFR, Inc. Forum Index SFR, Inc.
Forums that relate to SFR products
 
 Watched TopicsWatched Topics   FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Tips, Tricks, and Secrets
Goto page Previous  1, 2, 3 ... 6, 7, 8 ... 11, 12, 13  Next
 
Post new topic   Reply to topic    SFR, Inc. Forum Index -> Game Strategy
View previous topic :: View next topic  
Author Message
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Tue Dec 04, 2007 6:06 pm GMT    Post subject: Reply with quote

49th:

Health/Management

So what does this mean?
Well, this is just smart army construction.

A Smite will deal 4 unblock-able damage.
If you only have only one 4 health unit in your army,
and the rest are rares, 3 health,
you must take 4 damage....
Oh oh...there goes your troll.
So double check to see how your army will respond to simple math,
or you may lose key units.

Likewise,
if you build an army with Rares and Monsters,
they will be able to absorb 2 damage without saving.
This means that a 3 health unit can save with 3 saves,
and actually save against 5 damage.

Common magic items can be subject to Explode Stone.
You might want to consider an Uncommon Magic Item,
maybe you are playing a speed army and you need the common magic items,
if so.... use a few extra ones.

A monster can go thru the reserves without be at risk of mutation.

If you build an army that really can't promote,
ie all common army...
use incremental health of dragonkin,
this will allow you to promote,
and it also keeps you safer from degenerate dragonkin spell.

An all common army can be at risk of spells that affect only 1 health units,
it might be wise to add in a few uncommons.

Magic items (besides common) cannot be directly targeted,
use this to your advantage.

When taking damage,
consider which units to go to the DUA carefully,
if you are using Undead for example,
you might want to choose the smaller units to set up step damage,
if playing Feral, you may want to choose several one health units to take advantage of multiple feralization,
it also may be that your larger units will be harder to bury,
Swampstalker can mutate,
so when chosing Swampstalkers, leave one at a terrrain or you can't mutate.


The list goes on....
the point is,
take a look at your armies' health arrangement,
you may need to tweak some units so you won't be as vulnerable,
and also increase your armies' potential.

Bonus:

Dragon Attack...
choose your units carefully when taking damage in a dragon attack...if you kill the dragon...you can promote from the dead units.

Bonus 2:
Dragonkin can promote too...during a dragon attack...if the dragon is killed,
but becareful...dragonkin taken for breath get buried.

also see:
19th:
Dragonkin Tactics


Last edited by DEEPBLUEB2 on Fri Oct 09, 2009 1:09 pm GMT; edited 4 times in total
Back to top
 View user's profile Send private message Send e-mail
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Tue Dec 04, 2007 6:24 pm GMT    Post subject: Reply with quote

50th:

Dancing Lights/Magic Negation

Those pesky Frostwing Mages can really put a damper on things.... Twisted Evil
by putting Dancing Lights on a Frostwing Army,
it is like fighting fire with fire,
this will not only slow down the Frostwing mages from casting magic,
but it will also slow them down from magic negation,
and also slow down the missile attempts, (missile is the next face on a terrain past magic)
since frostwings mages have Missile.


Last edited by DEEPBLUEB2 on Mon Dec 01, 2008 7:33 am GMT; edited 1 time in total
Back to top
 View user's profile Send private message Send e-mail
Deeghter
rare



Joined: 03 Mar 2005
Posts: 2553
Location: Lost

germany.gif
PostPosted: Wed Dec 05, 2007 2:33 am GMT    Post subject: Reply with quote

Jim Rayborn wrote:
49th:

Health/Management

Likewise,
if you build an army with Rares and Monsters,
they will be able to absorb 2 damage without saving.
This means that a 3 health unit can save with 3 saves,
and actually save against 5 damage.



Very good tipps you listed there, Jim, but this one might be confusing to Newbies.

I would delete the last sentence, so nobody gets the idea that monsters and rares might have 5(!) saves. The damage you're talking about is from 2 different sources (e.g. 2 damage without saving from an SAI and three from somewhere else).

"absorbing 2 damage without saving" would be clear enough, I guess.
_________________
Mr. Green Mr. Green Fan Club President Mr. Green

Forum Games Record: W 5 / L 10

www.dragondicer.com
SFR's German electro-punk-bluegrass artist Deeghter @@ My S&JW Memorial Space! Tanx, Steve!
Back to top
 View user's profile Send private message Visit poster's website
goldbh
common



Joined: 05 Apr 2005
Posts: 264
Location: Yorkshire

scotland.gif
PostPosted: Wed Dec 05, 2007 4:49 am GMT    Post subject: Reply with quote

Deeghter wrote:
Jim Rayborn wrote:
49th:

Health/Management

Likewise,
if you build an army with Rares and Monsters,
they will be able to absorb 2 damage without saving.
This means that a 3 health unit can save with 3 saves,
and actually save against 5 damage.



Very good tipps you listed there, Jim, but this one might be confusing to Newbies.

I would delete the last sentence, so nobody gets the idea that monsters and rares might have 5(!) saves. The damage you're talking about is from 2 different sources (e.g. 2 damage without saving from an SAI and three from somewhere else).

"absorbing 2 damage without saving" would be clear enough, I guess.


Or a good example Smile
_________________
DDice Count: 0, Nil, Zilch, None
Back to top
 View user's profile Send private message
Thanomuert
dragonfoal



Joined: 28 Jul 2007
Posts: 14
Location: New Orleans La

usa.gif
PostPosted: Sat Dec 08, 2007 2:01 pm GMT    Post subject: Reply with quote

Jim Rayborn wrote:
Thanomuert
wrote:
This is interesting to me, however, with Entangle and Web they only last until the beginning of your next turn. Which means, barring cantrips in the melee, you would have to attack in a melee for your first march THEN roll for magic. I find this is rarely done as usually people will want to fortify their warriors with spells before the attack.

I find these two SIAs not worth wasting the 4 pts, but I may be wrong.



Well, here are a few "Melee" combos that require an avoidance roll,
(like lightning strike requires an avoidance roll)
there are many more combos, these are just a few examples:

Web/Convert (bonus...see trick #2 rise of the vampires)
Entangle/Gore (if you have more than one Gore they can be combined)
Web/Poisin (the second avoidance roll (DUA) is not covered by Web however)


Not wasting 4 health, sorry . . .


These are good, however, our army sizes are often small so it’s hard to construct combos like rhino/ rhino/drider in hopes of rolling that exact sequence. However it is totally my style to try. When it comes to building an army I’m much more concerned with some interrelational narrative going on in my brain between the dice then probability schemes.

Hmm . . . how could rhinos and spider-people come together to form an alliance? Figure that one out for me and I’ll try it.
Back to top
 View user's profile Send private message
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Mon Dec 10, 2007 8:04 pm GMT    Post subject: Reply with quote

Bonus:
45th:
Entangle, Sleep, Stun and Web/Individual Avoidance Roll


Stun/Poison
in this combo, roll the unit that rolled stun again,
possibly stunning another unit.
So if you had a Undead Carrion Crawler and Several Swamp Stalker Invaders,
the Carrion Crawler could stun twice,
and if you had an army of poison units, two could roll poison.
Back to top
 View user's profile Send private message Send e-mail
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Thu Dec 13, 2007 1:28 pm GMT    Post subject: Reply with quote

51rst:
Scorching Touch/Double Saves*

Raven wrote:
Then roll the save roll, keeping in mind that the Scalder saves (and thus Scorching Touch) are doubled (even if it's a fly, because fly's are doubled by terrain effects).

Dragonne Knight deals 8 damage with a wings save roll, on the attack phase of a melee with double saves.
Nice one Raven!!! Cool

*Double Saves with minor terrain or with an 8th face


Last edited by DEEPBLUEB2 on Thu Dec 13, 2007 2:12 pm GMT; edited 2 times in total
Back to top
 View user's profile Send private message Send e-mail
cliffwiggs
SFR Treasurer
Chief Wheedler
SDA - Rules NitPicker



Joined: 25 Jan 2005
Posts: 10794
Location: Cumming, GA - USA

usa.gif
PostPosted: Thu Dec 13, 2007 1:32 pm GMT    Post subject: Reply with quote

Jim Rayborn wrote:
Dragonne Knight deals 8 damage with a wings save roll on a counter attack with double saves.
Nice one Raven!!! Cool

*Double Saves with minor terrain or with an 8th face


I haven't look at the game yet, but now I'm not sure I want too...
_________________
Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99
Back to top
 View user's profile Send private message
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Thu Dec 13, 2007 2:11 pm GMT    Post subject: Reply with quote

I said counter attack by mistake...
meant to say attack phase of a melee.
That is when scorching touch works.

Scorching Touch/Double Saves:
This works because racial effects are added last.

Now if you have for example,
a Lava Elf with Flamming Armour (the spell Doubles saves),
the Lava Elf racial ability (manuevers count as saves at a highland terrain) won't work with the spell,
because racial abilites are added last.
Back to top
 View user's profile Send private message Send e-mail
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Mon Jan 21, 2008 9:46 am GMT    Post subject: Reply with quote

52nd:
Flatland Bridge/Amazons



Double maneuvers x2
ID

Flood requires maneuvers

With the Amazons on a Flatland...the double maneuvers come in real handy...
and the disaster is easy to overcome...
(halve the maneuvers will still be in affect though) Rolling Eyes
So this is a terrific combination.
(Thanks Cliff)
Back to top
 View user's profile Send private message Send e-mail
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Thu Feb 07, 2008 9:21 am GMT    Post subject: Reply with quote

53rd:

Elevate/Scorching Touch/Scalder Missiles

The Scalder Missile units have no saves.... Rolling Eyes
But they are loaded with missiles....
So combine a Dragon Knight....and a Blazer with a flying carpet.

When rolling for saves during melee....
Elevate can double the saves from the Dragon Knight,
then add the racial Scorching Touch for double damage.
Starter Rules wrote:
any
result (normal or special) generated by an SAI, cannot be modified by spells, other SAIs or dragon breath.
So wings will not be doubled by elevate.

When rolling for missile....
Elevate can double the missiles from the Blazer
the Blazer has a 6 missile face...so 12 missiles. Cool

The Flying carpet maneuvers excellent with a touch of magic.
The Scalder Maneuver units help get the terrain to Missile or the 8th or minor,
while using the saves to protect and defend the army,
also having more Scalders for missile defense (intangabilty).


Last edited by DEEPBLUEB2 on Thu Feb 07, 2008 10:37 am GMT; edited 3 times in total
Back to top
 View user's profile Send private message Send e-mail
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Thu Feb 07, 2008 9:47 am GMT    Post subject: Reply with quote

54th:
Summon Dragon/Terrain Flight

Drachenwürfel wrote:
A good trick is calling a dragon on your own terrain and leaving the opponent with it using your terrain flight.
Back to top
 View user's profile Send private message Send e-mail
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Thu Feb 07, 2008 10:43 am GMT    Post subject: Reply with quote

55th:

Flaming Spears/Elevate

Ok not sure if this is legal...
but if so.....

Flaming Spears a Blazer's 6 missile face....to 12
then use Elevate to double the missiles to 24 missiles.


note:
Quote:
7th:

Blazer/Flamming Spears/Bronze Medallion
Back to top
 View user's profile Send private message Send e-mail
chuckpint
White Dragon
SFR President
Site Admin



Joined: 10 Jan 2005
Posts: 9166
Location: Evanston, IL

usa.gif
PostPosted: Thu Feb 07, 2008 11:56 am GMT    Post subject: Reply with quote

Yes, it's legal. Basically the rule is that any two different effects that multiple or divide can be combined. So if you had two Flying Carpets in an army and both came up with Elevate, you could not double a unit with one, and then double those results with the second. Each would have to double a different unit. Also note, that effects that double a unit's results happen before the army modifiers. So if you had an Elevate come up during a missile roll, and the army was under a Dancing Lights spell, first you would double the unit, and second you would halve the army's results.
_________________
You can never have too many dice.
First Place at the first ever Daemon Diceâ„¢ 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 Diceâ„¢, 20,000 Daemon Diceâ„¢, and others (too many to count).
Back to top
 View user's profile Send private message Send e-mail Visit poster's website
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Wed Apr 09, 2008 11:28 am GMT    Post subject: Reply with quote

56th:

Common/Dragon Treasure

Ok so you are down to one health....(not a feral or swampstalker of course)
and you can't cast enough magic to rebuild....
capturing a city seems not too likely...
you are not using a King's Die....
no gold medallion....
is it over?

well,
not if you use this last ditch effort...
let a Wyrm attack you...
and cross your fingers for a "Treasure Only".
although this may not seem like a very good trick,
it does provide a possible rebuild.
(An all common army might have trouble with this one) Confused

This may also be a way a single unit could rebuild if you had other units,
but you wanted to take a chance with a single unit and were not at magic.

Paul came up with this one.... Wink
Back to top
 View user's profile Send private message Send e-mail
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Fri Apr 11, 2008 6:51 am GMT    Post subject: Reply with quote

57th:

Backlash/Open Grave

I was thinking of adding some sort of "open grave/reserves" trick..
this seems to be just the one.

Once the units are put into the reserves from the backlash damage,
they can freely move to another terrain during the reserves phase.
Not bad if you don't have any gold. Wink
Back to top
 View user's profile Send private message Send e-mail
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Wed May 14, 2008 7:09 am GMT    Post subject: Reply with quote

29th:plus


I'm going to add something to Dave's Trick...
so this is in reference to Trick 29

frdm02
wrote:
Swampstalkers with a gold medallion.

Due to mutate dead swamstalkers are burial targets. With the gold medallion in your army, a TSR logo while rolling for saves on your opponents turn Twisted Evil Twisted Evil digs up one of your buried snake friends just in time to mutate for the beginning of your next turn welcome back snakes Mr. Green


Simply....
If a Single Swamp Stalker monster is in your DUA...
you can still attempt to mutate...(provided you have Swamp Stalker at a a terrain of course)
however you won't be able to bring in any units if successfull...
so that means...
you remain in the DUA for further mutation.
If you become buried...use Trick 29 to set it up again.

So you have a mutation loop. Twisted Evil
Back to top
 View user's profile Send private message Send e-mail
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Wed May 14, 2008 10:54 am GMT    Post subject: Reply with quote

58th:

Coil/Mutate

What a perfect combo....
sure Coil can kill a monster...or the the unit that has coil may be killed...
(Wave Rider or Ormyrr)

So this sets up a double edged sword...

As now the Wave Rider is in the DUA set up to mutate back...
or the Ormyrr can just mutate loop...
see trick 29th:plus
Back to top
 View user's profile Send private message Send e-mail
Deeghter
rare



Joined: 03 Mar 2005
Posts: 2553
Location: Lost

germany.gif
PostPosted: Thu May 15, 2008 7:11 am GMT    Post subject: Reply with quote

My own experience with mutation is, that most players simply try to avoid as long as possible to go in reserves. No units in reserves, no mutation.
These loops sound good but will never work.
Mutation is good for pulling the break in reserve moves, but the actual killing and reviving effect hardly happens.
Second: IF you are lucky enough to be able to mutate, a lot of times the mutation will be avoided because the opponent's units save!

My experience with mutation (online games AND real life games) is pretty bad. Feral's feralization is and always was much more effective, if you ask me!
Or I'd rather play Undead Vampires (CONVERT!!), it's not restricted to DUA/Reserves. Together with stepped damage and Gold Medallion (maybe even a Troll) you get lots of units back and convert even KILLS other units to bring back yours. If you ask me, stepped damage is one of the most powerful racial abilities!
_________________
Mr. Green Mr. Green Fan Club President Mr. Green

Forum Games Record: W 5 / L 10

www.dragondicer.com
SFR's German electro-punk-bluegrass artist Deeghter @@ My S&JW Memorial Space! Tanx, Steve!
Back to top
 View user's profile Send private message Visit poster's website
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Thu May 15, 2008 7:26 am GMT    Post subject: Reply with quote

Deeghter wrote:
These loops sound good but will never work.


Not so.....

In a multiplayer game...
units Can be forced into the reserves...
since it is not their turn next, they will still be in the reserves...
and forced mutation Can happen.
I hear this allot about tricks...
when is that going to really happen....?
Just posing the threat of a trick can be a weapon in itself...
being aware of the tricks makes for stonger gameplay.


Last edited by DEEPBLUEB2 on Thu May 15, 2008 7:32 am GMT; edited 3 times in total
Back to top
 View user's profile Send private message Send e-mail
Display posts from previous:   
Post new topic   Reply to topic    SFR, Inc. Forum Index -> Game Strategy All times are GMT - 6 Hours
Goto page Previous  1, 2, 3 ... 6, 7, 8 ... 11, 12, 13  Next
Page 7 of 13

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group