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Tips, Tricks, and Secrets
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DEEPBLUEB2
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PostPosted: Mon Feb 12, 2007 10:51 am GMT    Post subject: Tips, Tricks, and Secrets Reply with quote

Did you ever play a game of Dragon Diceā„¢ 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 Diceā„¢ game play. Cool

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: Cool
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chuckpint
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PostPosted: Mon Feb 12, 2007 11:04 am GMT    Post subject: Re: Tips, Tricks, and Secrets Reply with quote

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.
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PostPosted: Mon Feb 12, 2007 11:12 am GMT    Post subject: Reply with quote

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...
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PostPosted: Tue Feb 13, 2007 8:37 am GMT    Post subject: Reply with quote

Fourth:
Tip of the Day:

Flash Flood/Mire

Flash Flood can turn a Mired terrain down. Cool
(Chuck mentioned this at the last meeting)
also it's a nice way to get rid of a Deadlands. Wink
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chuckpint
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PostPosted: Tue Feb 13, 2007 8:48 am GMT    Post subject: Reply with quote

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!
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PostPosted: Wed Feb 14, 2007 10:29 am GMT    Post subject: Reply with quote

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. Razz


Last edited by DEEPBLUEB2 on Sun Jun 17, 2007 10:00 am GMT; edited 1 time in total
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piMaster
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PostPosted: Wed Feb 14, 2007 11:34 am GMT    Post subject: Reply with quote

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. Razz

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 Sad
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PostPosted: Wed Feb 14, 2007 11:45 am GMT    Post subject: Reply with quote

Crying or Very sad 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 Very Happy
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
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PostPosted: Wed Feb 14, 2007 5:41 pm GMT    Post subject: Reply with quote

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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PostPosted: Wed Feb 14, 2007 6:16 pm GMT    Post subject: Reply with quote

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...
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PostPosted: Thu Feb 15, 2007 5:09 am GMT    Post subject: Reply with quote

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.
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PostPosted: Thu Feb 15, 2007 9:52 am GMT    Post subject: Reply with quote

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 Diceā„¢ 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 Wink


Last edited by DEEPBLUEB2 on Thu Feb 15, 2007 11:16 am GMT; edited 2 times in total
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PostPosted: Thu Feb 15, 2007 10:53 am GMT    Post subject: Reply with quote

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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PostPosted: Thu Feb 15, 2007 12:43 pm GMT    Post subject: Reply with quote

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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PostPosted: Mon Feb 19, 2007 10:46 am GMT    Post subject: Reply with quote

[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. Very Happy Not really a winning move, but helps early game to consolidate units at one terrain.
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PostPosted: Mon Feb 19, 2007 1:54 pm GMT    Post subject: Reply with quote

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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PostPosted: Mon Feb 19, 2007 2:03 pm GMT    Post subject: Reply with quote

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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PostPosted: Mon Feb 19, 2007 2:16 pm GMT    Post subject: Reply with quote

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. Wink
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PostPosted: Thu Feb 22, 2007 8:07 am GMT    Post subject: Reply with quote

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. Shocked


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. Cool


Last edited by DEEPBLUEB2 on Wed Nov 21, 2007 12:21 pm GMT; edited 2 times in total
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PostPosted: Thu Feb 22, 2007 8:13 am GMT    Post subject: Reply with quote

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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