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Tips, Tricks, and Secrets
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DEEPBLUEB2
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PostPosted: Mon Dec 01, 2008 7:40 am GMT    Post subject: Reply with quote

Ok sorry about the Frostwing error...

but do check out tip 50th..
this deals with Magic negation...and dancing lights
http://www.sfr-inc.com/bb/viewtopic.php?p=18381#18381

and remember that Dancing Lights does work against and army that is using necromantic wave.

So the key here is to cast the Dancing lights on an army at melee...(if you sense a Necromantic Wave is possible in a Magician/Melee Army)
it's something that can be overlooked.(minor terrains can bring in melee as well, so if you have the magic ...it's a good insurance against necromantic wave.)
(Usually I cast dancing lights on an army that is at missile or magic...)

(another tip of the day...although not really worth engraving...dancing lights can be cast on a reserves army.)
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PostPosted: Tue Dec 02, 2008 8:19 am GMT    Post subject: Reply with quote

66th

Blue Breath/Nightmoves to Victory: (against an 8th)

You'll need an 8th face of course to cast magic.
Unless you have enough reserves magic...and a potential 8th.

An Army at an 8th face...
they are hit with Blue breath

Simply Night moves to victory

Dial down the terrain for Nightmoves...
then March it up to win.

So the real trick...is how to get a unit (Undead) to the opposing 8th face..

Path if you have a standing stones gold...
the Ghost could vanish there..if you are facing a dragon yourself before you roll...
there are a number of ways...
you could simply have an Undead unit in the reserves..
and move them out to the opposing 8th...in hopes of the Dragon to roll blue breath.


This will also work as a standard nightmoves...if the opponent is at 6.
So here I'm pointing out this trick..because you overcome the 8th face power (Double maneuvers)...and supportive kin.

There are many blue breath victories...
ie Flash flood...path to victory...
but this trick allows an army to Fade to an 8th...
versus holding down a stand...
and then Nightmoves to victory, with very few units at terrains.
Example...

Quote:

just a sample of how to setup with few units at a terrains.
Faded unit and Dragonlord capture 8th face.
Dragonlord tames a blue dragon..(or summon one with doubling)
Rides it to opposing 8th face.
the rest are reserve units...(Undead)
send an Undead (faded..as you will still need to face the dragon) to opposing 8th during reserves.

if the dragon deals blue breath...then all you need is the Nightmove from reserves.



Key:
So you'll need to be able to summon a White Dragon to a terrain with Blue...
a Blue Black Hybrid...
or have a mix army with some blue...
or maybe just a Dragonlord.

I am pointing this trick out because it can be a sneaky way to win the game.
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PostPosted: Wed Dec 03, 2008 7:31 am GMT    Post subject: Reply with quote

67th

Fade/Camouflage:

This is a nice way of "staying" protected against a dragon.

If your ploy did not work...
then you still have protection against a dragon for next round,
likewise...
you'll be safe from magical attacks.

This also will work with hide,
however you won't be able to roll.

Key:
The order in which the spells are assigned is critical.
If you Camo first... then you won't be able to fade.

So Path/Fade/Camouflage will put you in position, and keep you safe until you get your victory roll.
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PostPosted: Tue Jan 13, 2009 7:30 am GMT    Post subject: Reply with quote

The new year is awaiting a new tip or trick...
if you have or seen anything in any of your Dragon Diceâ„¢ games...
feel free to post it...
please number the tricks.
Cool
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PostPosted: Mon Jan 19, 2009 6:59 am GMT    Post subject: Reply with quote

68th:

Plague\Dragonkin Auto Save

Happy New Year!

The first trick of the year....

If you have been Plauged...
and you now need to chose another unit to save from the plague...
Chose a Dragonkin...a common if you have one..

unless the roll a Belly... the Auto Save will count for a save and Stop the Plauge. Cool


of course Earthen Armor is a 100% way to cure the Plauge...
if your magician is the first one chosen for the Plauge..and you cantrip...use it to cast a Dragonkin or Earthen Armor.


The Dragonkin's thick dragonskin helps in resistance to the plague. Wink
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PostPosted: Wed Feb 25, 2009 10:10 am GMT    Post subject: Reply with quote

69th:

Wall of Thorns Fakeouts:

As Deadly was the Wall of thorns can be...
there is a way around it.

#1.

Instead of manuevering the Terrain when winning the Maneuver roll...
bring in a minor.

#2.

When a Player is attempting to maneuver with a Wall of thorns in play,
and they have a minor in play....
simply let them maneuver unopposed.
This forces them to turn the terrain.

#3.

The Super Secret Wall of Thorns Combo:

Wall of Thorns/Blizzard

Just don't try it. Twisted Evil



And yet another interesting Wall of Thorns Fakeout.... Wink

Chuck wrote:
The Wall of Thorns kicks in after the terrain face changes, but before the army can take an action. Normally this is not important, but if someone casts this on an army about to take their second eighth face, it's important. Since the game ends the instant the second terrain is at eight, the Wall of Thorns happens too late. In other words, the game is over before they have to make a melee avoidance roll. No chance of them getting wiped out.


Last edited by DEEPBLUEB2 on Fri Apr 03, 2009 9:33 am GMT; edited 4 times in total
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PostPosted: Tue Mar 31, 2009 6:44 am GMT    Post subject: Reply with quote

70th

Spirit Furnace/Night Moves:

units needed...
2 undead units
(I like the ghost and apparition)
Ghost (Terrain)
Appaition (Casting Army)
Death Mage (Casting Army)
Dragonlord (DUA)

(optional Gold medallion retrieval)


This can be cast at the reserves!


Basically...
The Dragonlord is sacrificed ...through the Spirit Furnace Spell,
so now you can add 8 Undead magic.
you'll need one Undead magic from the apparition...
(or bury more health to get the magic)
The Ghost is eligible and your army can use nightmoves.


I like using the Ghost because it can Vanish...
guard the medallion...
and even step damage down to the apparition if needed...
again saving the medallion.

The medallion is used to retrieve the Dragonlord from the BUA.

note:
any units can be used ...its just easier to retrieve a 4 health unit with the gold medallion.

The reason I like this combo is that I found it difficult to cast a night moves on demand, unless you had an entire army of undead mages...
perhaps you can get a lucky ID...but in the reserves it is a bit more difficult.
Here...the amount of undead units is used to the minimum.
I might also add... a Dragonstaff...or magic item
but then the reserves won't be able to roll the magic items.
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PostPosted: Thu May 07, 2009 7:46 am GMT    Post subject: Reply with quote

71st:

Army Dissection:

Wikipedia wrote:
Dissection (also called anatomization) is usually the process of disassembling and observing something to determine its internal structure and as an aid to discerning the functions and relationships of its components. It may refer also to some spontaneous natural process of disassembly.


Expert players will often discuss why or why not they would play a certain way against a particular army...
for instance...
if the army has a barrage of trolls and gold medallions...
attempting to kill and bury units may not be the way to spend your energy.

Finding the army's weakness..
is the key to the Dissection of the army.

Cliff has mentioned he likes to play with 3 types of units .
This works well to prevent against army dissection, as you still have key components in play.
(if you lose any units)

An army that consists of all the same units will also give you that protection.

Deciphering the strategy of a player, or army comes with experience.

Some players go after the units with gold...to prevent pathing and rock to mud.
So another thing a player will do in their army construction is make sure all their units have gold.

The Decoy:
I often use a Decoy die to help preserve my Key units.
Sometime I may even use a troll...to divert a would be attack on my key units.


Step Damage:
Kill the Larger units first.

Swamp Stalker Maneuvers: (Swampland)
Enough Rock to Mud will negate non-SAI maneuvers as saves.
same for Lava Elves at a Highlands

I'll add more examples as I recall them...
just keep in mind "expose/exploit the weakness" of an army.
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PostPosted: Mon May 11, 2009 7:50 am GMT    Post subject: Reply with quote

72nd:
Dragon Attack/Cantrip/Dragonkin :

Sounds moot...but it's really effective...in case you are short melee to kill a Dragon.

If you have say 9 melee and a cantrip,
summon a dragonkin (appropriate color) and roll for a melee result...
if you get it...not only do you kill the dragon..the Dragonkin promotes.

This happened several times in the last Windy City meeteing.


Last edited by DEEPBLUEB2 on Mon May 11, 2009 7:58 am GMT; edited 1 time in total
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PostPosted: Mon May 11, 2009 7:55 am GMT    Post subject: Reply with quote

Our First Eldarim trick.. Very Happy
might be a little early...but I'm just noting this as not to forget it....
the Eldarim really don't need this as a trick...but what if the wrong size Dragonkin are in play?

Burial Resistance

73rd

Dying Cantrip/Promote Dragonkin/Rise of the Eldarim :

It would work on things like poison...where you get to roll....failure to produce the appopriate results will send your unit to the BUA...however..if rolling a cantrip (Eldarim)you may promote a dragonkin to the appropriate size...thus allowing the racial ability rise of the Eldarim to save the unit from burial.
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PostPosted: Thu Jul 02, 2009 6:24 am GMT    Post subject: Reply with quote

74th

Flaming Armor/Wilding/8th face/Bronze Medallion (Scorching Touch)

Since we have listed these individually...
I decided to list this trick as a new one...even though they are related...
this trick won't work on the SAIs...


Quote:
51rst:
Scorching Touch/Double Saves*


25th:
Scalder's Counter

Raven Bloodeyes



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


http://sfr-inc.com/bb/viewtopic.php?t=2184



One more....

I'm fairly certain the Flaming Armor would work the same way...
(multiply) double the saves results...then racial...Scorching Touch
on non SAI saves however...so counter and fly won't work...

but (Scalder Shield Saves) burning shield save icons will.



So by using the bronze medallion...you can add your Flaming Armor.
(note only during a cantrip, can the bronze medallion provide racial magic from another race...so not during an initial magic action)
Quote:
Unique (non-magic action, save, or nonmaneuver
avoidance)

Then the wilding would need to be applied during your defense save...
during the intial melee attack...
provided you have the doubling power of the 8th or a minor terrain assistance...
a 2 save fire shield (Scalder Shield Icon)
would double from the 8th, flaming armor, wilding
to 16 saves and 16 scorching touch. Twisted Evil
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PostPosted: Thu Aug 06, 2009 9:00 am GMT    Post subject: Reply with quote

75th:

I'm sure GenCon will provide us with a new trick...
I'll keep you posted.

Hey!!! I'm a monster now. Razz Cool
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PostPosted: Mon Aug 17, 2009 8:57 am GMT    Post subject: Reply with quote

75th:

Gold Medallion TSR(SFR)/Sneak Attack/Burial
First I would like to say the Burial Part is from Scott Cobbs.

This could also be a Troll Regenerate ...
likewise a smite/Cantrip could do the same thing,
during melee.

This answers the age old problem...like path windwalk....
as you can't bury units in the same magic roll...via finger of death...then ashes to ashes.

So this technique is done during magic...
first the TSR...
bring back a Champion...
roll the Sneak attack...
now you use your magic for Burial.
(Since the SAI sneak attack is not magic...
then you you can bury units after the SAI is resolved during a magic action)

Thanks Scott.
Scott is going to add the Gold Medallion to his army...so I thought we could combine tricks.

Cool
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PostPosted: Mon Aug 17, 2009 2:28 pm GMT    Post subject: Tips, Tricks, and Secrets Reply with quote

#76 Opportunities to Gain a Local Superiority (always roll your dice)
The Gryphon, medallions, and Unicorn all have the ability to suddenly move themselves and a companion die to another terrain. This can provide opportunities to gain a local superiority at a terrain to make a critical maneuver or action that could be a game-changing move.

My examples use the Unicorn and Gold Medallion. Their effects trigger at different times. The Wayfare SAI activates during a maneuver, while the Teleport SAI activates during a non-maneuver action, so having both of these pieces in an army gives you two chances to get the appropriate SAI. When it happens, look at your situation. Does this army have everything under control? Can you afford to peal off two units? Is there an opportunity worth taking right now?

During the GenCon 2009 Worlds and Battlefest competitions I had three games that afforded "opportunities" on the first turn. In each instance, I activated the Horde army first, which had the Gold Medallion and Unicorn. (As a side note, I was the only one that did not have at least 50%+ magicians in their Battlefest army. Three players had 100% magician armies, making me wonder if I was the one that brought a knife to a gunfight...)

Example #1: The opposing army was a single common die. He elected to counter-maneuver. He looked at a partial roll of my dice and said I could stop, but you should always roll ALL your dice. There are opportunities waiting to happen. In this instance, the Wayfare SAI came up. The situation was well in hand, so I could afford to take the Gold Medallion and another die to my Home army to confront the opponent's Horde army with an advantage of 24-25 health to 18 health. My Home army won the maneuver and launched a very successful melee attack, with 10 damage contributed by the Medallion's Sortie SAI and the Leopard Rider's Rend SAI followed up by an ID icon.

Example #2: The opposing army was 29 health. During the Melee action the Unicorn rolled its Teleport SAI and a Leopard Rider had rolled missiles. The opportunity existed to move these two units to my Home army (anticipating another melee), but before I do that, will I need them for the opponent's counter-attack? After choosing to resolve the Rend SAIs, I had 4 Smites and 28 damage. I felt comfortable that whatever opposing magicians survived that would not be too difficult for the remaining 23 health army to deal with - so I moved the two units to my Home army to gain a 36 health to 30 health advantage. After committing to this move, the opponent had a less-than-average save roll and lost most of his Home army. My newly reinforced Home army won its maneuver roll, moved the terrain die up and butchered the opponent's Home army of magicians.

Example #3: Similar situation to #2, but the Gold Medallion had also rolled a Wayfare SAI during melee, which was useless in the melee - so I used the Teleport SAI to move the Unicorn, taking a Leopard Rider along, and the Leopard Rider brought the Gold Medallion. Now the Home army has 40 health vs the opponent's 30 health army. The Home army wins the maneuver roll, moves the terrain die to a melee face and delivers another devastating attack to the opponent's army - most of which don't survive.

I went on to win the games in each of these three examples, because I was able to to generate opportunities to re-deploy my units to gain a local advantage that proved critical in first turn melee actions, whether it be to change the terrain to an important face for my strategy or conduct the action itself. Although the examples used melee actions, it would apply just as well to a missile action or magic action. The opportunity presented itself to use assets that were otherwise useless at that point in time and give them another chance of contributing something towards my strategy and goals.
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PostPosted: Mon Aug 17, 2009 2:33 pm GMT    Post subject: Re: Tips, Tricks, and Secrets Reply with quote

dburkley wrote:
As a side note, I was the only one that did not have at least 50%+ magicians in their Battlefest army.

Hey, my army was only 33% mages.
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PostPosted: Mon Aug 17, 2009 3:43 pm GMT    Post subject: Tip, Tricks, and Secrets Reply with quote

This was mentioned in passing in the previous tip, but it deserves its own feature: Think before you roll your dice, and when you do roll, roll ALL your dice.

OK. What do I mean by that? I'll answer that by addressing the second part first.

Some players will treat situations or actions as mere formalities, and in many instances they are - but if you are required to roll, roll all your dice. I say this because many dice offer opportunities when their SAIs show up. Don't gyp yourself of an opportunity. Veteran players know this, and look for as many opportunities to roll their dice to get the SAIs and effects they need to promote their strategies. This leads to the first part.

THINK before you roll. You try to maneuver a terrain and fail, so its sitting on a Missile face. Your army can't shoot to save its life, but maybe you have a couple of dice that have missile faces - so you say "Maybe I'll take a shot and see if I'm lucky." Luck comes in several forms, and you just might have made your opponent's lucky day, especially if he's got magicians with the Cantrip SAI or units with the Volley SAI.

Don't give your opponent opportunities unless you have considered the risks and still believe that your actions will further your strategy, rather than your opponent. This is not always easy to assess, but I'm more comfortable going with a decision I've made (good or bad) versus "discovering" a mistake I made by not even thinking about it.

During the final round of GenCon 2009 Battlefest, I was playing a dangerous "cat and mouse" game with my highly talented and respected opponent, Chuck Pint. He had a 100% magician army, but don't let that description fool you. It was 50% Feral and 50% Lava Elf, and Lava Elves can cast Necromantic Wave for 4 black, which is a simple Cantrip. That spell turns all those magic icons into melee icons, so those magicians are not helpless at close quarters, and the Feral magicians have two save faces as well as their ID icon, so they can absorb some damage under adverse conditions.

The Frontier Flatlands terrain appeared to be the rallying point for my opponent, and it was at the 5th Face with half his army there and half in reserve. I held the Home Swampland terrain at 5 and my opponent's Home Flatlands terrain at 3. I determined that denying my opponent the Frontier terrain was going to be a key accomplishment of the game, which would prevent his army from establishing a strong base to cast much more powerful magic than I could muster. I pulled the army from the Flatlands to reserve and withdrew a few units from the Swampland to reinforce the Reserve, as I intended to challenge the Frontier terrain. I was concerned about the 5 units I left behind, but Goblins get double-maneuvers in Swamplands, so I though the 4 Goblin units would be enough, along with a Necromancer.

Chuck hides a common unit and holds his positions, moving the hidden unit to my Home Swamplands, and now the Frontier is at the 6th Face. I do some reserve magic (and Goblin magic is among the worst Reserve magic in terms of usefulness) and move the Reserve to the Frontier. The Home army moves the Swampland to the 6th Face.

Chuck does Reserve magic and gives the hidden unit two Wind Walks. The hidden unit's army is activated. It can't roll, but it has 8 maneuvers. I'm fortunate enough to roll 6 maneuvers with the Dog Rider and Troll, which double to 12. Chuck moves the reserve to my Home Swampland and abandons the Frontier, going to Reserve. As I digest this move, I say "Fake", and Chuck smiles. Now I'm at a 6th Face. Whether I move it up or down, its still a melee face and I can't roll my dice for anything - so now the Home army has to hang on without any help for my opponent's following turn (and they can't do anything either at their 6th Face). Chuck has gained a temporary advantage in being able to use all his assets next turn, while I can't use any of mine this turn. I move the Frontier to the 7th Face. The Home army elects to not change the terrain, and NOT start a melee - because the opposing army is larger and has six dice capable of rolling a Cantrip SAI.

Chuck rolls reserve magic and casts three Wind Walks to assist the army at the Swamplands, but Feral and Lava Elf magicians don't move very well, since they don't have a maneuver face. Both Trolls roll maneuvers, which is a bit of a miracle, and the Death Mage also rolls maneuvers, plus the Dog Rider gets his ID icon, giving me 12 maneuvers, doubled to 24 for Goblins at a Swamplands. Chuck curses the Trolls, but they don't seem to notice. He elects not to attack. The Reserves join the rest of his army at the Swamplands.

I capture the Frontier and cast magic, moving three units with Path and bringing the Gold Medallion. I attempt to maneuver, and the additional Goblins help win the maneuver and I turn the Swampland to the 7th Face, but despite my army's forte at melee - I do not attack. (Why? I don't want to permit Chuck to roll his dice and get any Cantrips, now that every Feral and Lava Elf magician is at the Swamplands Jamboree.)

Now the momentum has shifted. Chuck is now at the 7th Face and has no supporting spells. He has to maneuver, and if that fails, he must attack. The maneuver attempt fails in the presence of 7 Goblin dice and other assets. He attacks and does respectable damage after casting Necromantic Wave, but the Goblins and Medallion generate enough saves to hold fast. Again, I elect to not counter-attack. (Why? It's a free hit back and there are no units with the Counter SAI. Don't you want to just dive into a bunch of "defenseless" magicians? Sure I do, but there are lots of opportunities for Cantrips and I don't want to find out how many and what they will do to me.)

For a switch, the game was about positioning and maneuvering, not casualties or crippling the opposing armies. The Frontier army casts magic and moves more Goblins to the Swamplands, and the Home army easily maneuvers to wins the 8th Face.

A year ago or earlier, I would have taken that last counter-attack opportunity (and maybe a melee action earlier). A savvy player knows when to make opportunities for their army, and minimize opportunities for his opponent's army.
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PostPosted: Mon Aug 17, 2009 6:01 pm GMT    Post subject: Re: Tips, Tricks, and Secrets Reply with quote

piMaster wrote:
dburkley wrote:
As a side note, I was the only one that did not have at least 50%+ magicians in their Battlefest army.

Hey, my army was only 33% mages.


Sorry for the error, Brad. The Amazon missile troops were easy to distinguish from the Frostwings, and I made an assumption that most of those were magicians, for I saw a significant number of runes rolled. I was still the low army on magic with 16 health of magicians out of 60.
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PostPosted: Mon Aug 31, 2009 6:49 am GMT    Post subject: Reply with quote

77th:

Promote Dragonkin from terrain to terrain

No big secret here...not really a trick...but an excellent tip.

There has been some talk about being able to move dragonkin from one terrain to another...well this is as close as it gets.

So basically you can promote dragonkin from one terrain to another...not just from the summoning pool...
with the Eldarim Spell, Promote Dragonkin.


Last edited by DEEPBLUEB2 on Mon Aug 31, 2009 7:15 am GMT; edited 1 time in total
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PostPosted: Mon Aug 31, 2009 6:59 am GMT    Post subject: Reply with quote

Let me clarify something on that last trick.

You can promote a dkin who is at a different terrain than where the spell is being cast.

however the definition of 'promotion' still means that you are swamping units with the summoning pool.
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PostPosted: Mon Aug 31, 2009 7:15 am GMT    Post subject: Reply with quote

No, that's not what I said. I said the spell could be cast from one army to affect another. But the dragonkin has to come from the summoning pool. That's very clear once I looked up the rules.
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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).
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