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Amazon racial introduction

 
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PostPosted: Fri Nov 07, 2008 6:39 am GMT    Post subject: Amazon racial introduction Reply with quote

Introduction
The Amazons are fairly average when it comes to melee and magic. Every Amazon die has at least one face with a save icon, except the Centaur, so they are above average in save capabilities. Every Amazon die has at least one maneuver icon, except the Spearer and Hydra, so they have impressive maneuverability. The Amazons greatest strength lay in their ability to launch massive missile barrages in the Flatlands, due to their racial ability. Amazons may also conduct missile strikes from the Reserve. Many players consider Amazons as the most missile-potent race of all.

Amazon Racial Abilities
Terrain Advantage: Amazons may, when at a Flatland terrain, count maneuvers results as if they were missile results.
Magic Use: Amazons may only cast magic based on the colors of the terrain where they are located (e.g. an Amazon in coastland can cast both blue and green magic). Amazons can only double their ID results when at a terrain containing the Standing Stones as its eighth face (i.e. the eighth face does not need to be showing).
Reserve Attack: Amazons, when in the reserve area, cannot use magic. Instead they may target an enemy army at their home terrain or the frontier and take a missile action. If part of a multi-racial army in the reserve area, Amazon missile results are counted when the other units roll for magic. (Note: In this situation, the acting player can conduct either the magic action with non-Amazon units or the missile action with Amazon units first. But whatever action is chosen first, it must be completed before the second action is conducted.)

Amazon Units
Commons...
Soldier [maneuver, save, melee, melee, melee x2]
The Soldier is a good melee Common, with an effective mix of melee, maneuver and saves. Having some melee punch can be effective in keeping opponents out of your way as you march your way to an Eighth Face.

Runner [maneuver, maneuver x2, melee, missile, save]
The Runner is one of the most widely used Commons in an Amazon missile army. The 3 maneuvers and 1 missile icon add some serious punch to missile attacks in Flatlands.

Darter [missile, missile x2, melee, maneuver, save]
The Darter has only 3 missile icons, which is less than the missile Commons of several of the other races. However, it has added effectiveness in that it can also operate from the reserves.

Charioteer [melee x2, save, maneuver, maneuver, maneuver]
This is a standard cavalry unit. The difference here is that, unlike other cavalry Commons from other races, the Charioteer is more reliable when it comes to generating maneuvers, with 3 of its face containing one maneuver apiece.

Seer [maneuver, save, magic, magic, magic x2]
Amazon mages take a hit when they aren't in the vicinity of a Standing Stones, and a truly effective Amazon mage should have an additional magic icon to make up for this. For this reason, the Uncommon and Rare mages tend to be used more often.

Uncommons...
Warrior [maneuver x3, save x2, melee x2, melee x2, melee x3]
Like the soldier, the Warrior is a good reliable melee Uncommon. With 3 maneuvers, it can also add some punch to a missile attack from a Flatland terrain as well.

Envoy [maneuver x2, maneuver x3, melee x3, missile x2, save x2]
The Envoy is another unit that is widely used in Amazon missile armies. The 5 maneuvers and 2 missiles are quite effective in Flatland missile strikes.

Javelineer [missile x3, missile x3, melee x2, maneuver x2, save x2]
The Javelineer is much like the Darter in that it has twice the health and exactly twice the icon count for missiles, maneuvers, saves and melee. Like the Darter, the Javelineer is also a serious threat from the reserves.

Battle Rider [maneuver x3, maneuver x3, melee x2, melee x2, save x2]
The Battle Rider is a competent cavalry unit that can play a major role in a Flatland missile strike. An army of these at a Flatland Eighth Face can have some devastating results. A few of these in an army can allow for an opportunity for promotion when Amazon missiles slay a Dragon.

Visionary [maneuver x2, save, magic x2, magic x3, magic x4]
The Visionary has more magic icons than most Uncommon mages, save the Firewalker Sunflare. A few of these in at a Standing Stones can generate plenty of magic.

Rares...
War Chief [melee x3, melee x4, maneuver x2, save x3, Smite x4]
The War Chief, like most other melee Rares, has the powerful Smite SAI. A couple of these in an army can dissuade opponents from sticking around, once the terrain is in melee range.

Harbinger [maneuver x3, save x3, melee x3, melee x3, Counter x4]
The Harbinger is a good melee Rare that saves very well between its 3 natural saves and its 4 Counters. It can occasionally contribute to a missile strike with its 3 maneuvers, but is generally geared for skirmishes.

Spearer [missile x3, missile x4, melee x2, save x3, Bullseye x4]
On a per-health basis, the Spearer packs more missile punch than any other Amazon unit. An effective strategy can be to place a few Spearers in the reserves, generating a load of missiles and deadly Bullseyes.

War Driver [Trample x3, Trample x3, missile x3, melee x4, save x3]
The War Driver, with its 6 Tramples, as well as assorted missiles, melee, and saves, is a powerful all-around fighting unit that is especially effective in Flatland missile strikes.

Oracle [maneuver x2, save x2, magic x4, magic x5, Cantrip x3]
The Oracle has only 3 Cantrips, where most Rare mages have 4. However, it makes up for this deficiency by having more total magic icons than most of the other Rare mages. Including the Cantrip, it has 12 magic icons where most Rare mages have 11. This means you can count on some extra spells when working with Oracles.

Monsters...
Centaur [Kick, Kick, missile, missile, melee, melee, Trample, maneuver, maneuver]
The Centaur is effective in either melee or missile combat, and maneuvers well. However, don't count on it to provide any saves.

Chimera [Fly, Rend, Flame, save, save, Smite, melee, melee, melee]
The rarest of the Amazons, the Chimera combines a number of melee SAIs, and as a result is one of the tougher units to get into a melee brawl with. It also saves well, with two save faces and a Fly.

Hydra [Double Strike, Double Strike, save, save, save, save, melee, melee, melee]
The Hydra does two things, and two things only. It fights ferociously, and is very difficult to kill. The Double Strike SAIs allow the Hydra to keep inflicting greater and greater amounts of damage, and few monsters have 4 faces with saves.

Medusa [Stone, Stone, melee, melee, melee, melee, save, maneuver, maneuver]
The Medusa is another good fighting Monster, that can provide melee or missile as needed. The curious thing is that its SAIs are geared towards missile combat, whereas most of its other faces are melee-oriented. This means that finding a situation where a Medusa can be really useful requires some careful thought.

Nightmare: [ID, Firebreath, melee, Firewalking, Fly, Trample, Trample, Maneuver, Fly, Save]
The Nightmare is the recently added 5th monster that is considered my many to be the best of the Amazon monsters, whether incorporated in an all-Amazon army, in an army of all Nightmares, or as an add-in to a diversified melee-oriented army.

Amazon SAIs
Bullseye (Spearer): During a missile action, each Bullseye result immediately inflicts one point of damage. The total damage may individually target one or more units in the defending army as the acting player chooses. Each target unit must immediately generate saves against the damage assigned to it. During a dragon attack or missile avoidance roll, Bullseye generates missile results.
Cantrip (Oracle): During a magic action or magic negation roll, Cantrip generates magic results. During any non-magic action, save roll or non-maneuver avoidance roll, Cantrip can be used to purchase spells that are immediately resolved.
Counter (Harbinger): During a melee attack or melee avoidance roll, Counter generates melee results. During a save roll, Counter generates save results. During a save roll in a melee attack, Counter immediately generates both save results and melee results upon the attacking army or unit. Only magical saves protect against this damage. During a dragon attack, Counter generates save and melee results.
Double Strike (Hydra): During a melee attack or melee avoidance roll, Double Strike generates melee results; roll this unit again and apply the new result as well.
Firebreath (Nightmare): During a melee attack, 4 health are killed with no save possible. Those units are rolled again, and any that do not generate saves or maneuvers are buried.
Firewalking (Nightmare): During a maneuver roll, Firewalking generates maneuver results. During any non-maneuver roll, the Firewalking unit may immediately move itself and up to three health-worth of units in the army containing this unit to any other terrain.
Flame (Chimera): During a melee attack, choose up to two health-worth of units in the defending army to be immediately killed and buried with no save possible.
Fly (Chimera, Nightmare): During any roll, each Fly result generates one maneuver or one save result.
Kick (Centaur): During a melee attack, for each unit that generates Kick results choose one unit in the defending army. Kick immediately inflicts four points of damage on the target unit, which must generate saves against this damage. During a dragon attack or melee avoidance roll, Kick generates melee results.
Rend (Chimera): During a maneuver roll, each Rend result generates one maneuver result. During a melee attack or melee avoidance roll, each Rend result generates one melee result; roll this unit again and apply the new result as well.
Smite (Chimera, War Chief): During a melee attack, each Smite result immediately inflicts one point of damage on the defending army or unit; no saves (including those provided by spells) can stop this
damage. During a dragon attack or melee avoidance roll, Smite generates melee results.
Stone (Medusa): During a missile action, each Stone result immediately inflicts one point of damage on the defending army; no saves (including those provided by spells) can stop this damage. During a dragon attack or missile avoidance roll, Stone generates missile results.
Trample (Centaur, Nightmare, War Driver): During any roll, each Trample result generates one maneuver or one melee result.

Amazon Magic
The Amazons have the most varied selection of spells in the game, including some interesting racial spells - but spell options are limited by the colors of the terrain the army is at. This means that the Amazon player needs to have a firm grasp of all colors of magic, save black. Should another player cast Deadlands on a terrain though, then even Death magic becomes available to the Amazon player. The key to success with Amazon spellcasters is to be versatile and to be prepared for anything, as game circumstances may find your Amazons at a terrain that you hadn't planned on, with spells that you wouldn't normally have planned on casting.

Amazon Racial Spells:
Honor the Dead (4 black): Target any DUA. Until the beginning of your next turn, only dead units with a black color in the target DUA can be buried. This spell may only be cast once/action.
Airy Acquisition (3 blue): Target one of your magic items, artifacts, or medallions in play. Move it to any of your other armies. Can be cast multiple times at different targets.
Deluge (6 green): Target any terrain. Until the beginning of your next turn, subtract four maneuver and four missile results at the target terrain. Multiple castings target multiple terrains.
Flaming Spears (4 red): Target a unit not already effected by Flaming Spears. The target unit’s Missile results are doubled. This spell remains in effect until used by the unit or until the unit generates non-SAI melee results needed by the army. Can be cast multiple times at different targets.
Higher Ground (5 gold): Target any enemy army. Until the beginning of your next turn, whenever that army rolls, subtract 5 Melee results. Can be cast multiple times at different targets.

Strategies
Away from the Flatlands, the Amazons are much like any other race in the effectiveness of their missile attacks. In order to be truly effective, it is essential that the Amazons find themselves at a Flatland terrain. You'll want to use plenty of cavalry units in order to be able to maneuver the terrain into missile range, and then to boost the power of your missile strikes. At the same time, you'll want to consider using some missile troops, in case you need to pull back to the reserves in order to continue the fight. Even with their magic-doubling restrictions, the Amazon mages can be very effective, especially at a Flatland terrain, where they have access to the very powerful combination of blue and gold magic. That way, they can cast Lightning Strikes to soften the enemy, Wind Walks to help their forces control the terrains, and combinations of Path and Transmute Rock to Mud spells to steal a dramatic victory at a crucial moment. Amazon players often opt to place a Flatland Standing Stones at the Frontier for just this reason.

While the Scalders are much feared as a missile threat, due to their Intangibility ability that allows them automatic saves against missile attacks, the Amazons have one trick up their sleeve. While in control of an Eighth Face, their maneuvers double before being converted to missiles, launching a missile strike so massive that it can often overwhelm even the Scalders. For this reason, most Amazon players bring a Flatland Tower as their Home terrain, and then do whatever is necessary in order to capture it. An Amazon cavalry army in control of a Tower is one of the most feared sights in the game! The key is to capture an Eighth Face before the other players pay enough attention to try to stop you.
Here are a few strategies when building an Amazon army:
1. Use plenty of cavalry or light melee units, for maneuvering ability, and to bolster your Flatland missile strikes. The common Charioteer or Runner are excellent choices, with the Runner having a missile icon and one face with 2 maneuver icons.
2. If you expect to spend time in the Reserve, bring lots of missile troops (Darter, Javelineer, Spearer), to hinder your opponents that set up camp at your Home terrain, or at the Frontier. The rare Spearer is an excellent choice for this important mission.
3. Bolster your Horde army in order to help ensure that you can install a Flatland as the frontier. Without a second Flatland terrain in the game, it becomes that much more difficult for you to win.
4. Pool your units together as you move towards capturing that first terrain; there's safety in numbers and you need to be prepared for players that will try to stop you from taking any terrains.
5. Bring flatland Knolls to the game. A Flatland terrain has missiles only on faces 2-4, and it's a long set of marches from there to the Eighth Face. While moving through the melee faces, you're likely to be a sitting duck. A flatland Woods would also be helpful to have, as it can give you a better shot at doubling your saves and shaking off any attacks that come your way.
Strategy for playing an Amazon army:
1. You primary abilities lie in offense, not in defense. In order to win, you will need to damage your opponents in large numbers, filling up their dead unit areas in the process.
2. Do your best to win the horde roll, so as to have at least two Flatlands in play; pool your units at a Flatland, and begin to move it towards an Eighth Face.
3. Before moving the Flatland into melee range, take time for one or two missile strikes against your opponents. You'll need to soften them up a bit, and reduce their chances to hurt you once you maneuver the terrain into melee range and towards the Eighth face.
4. If you have plenty of missile troops and are getting beaten up at the terrains, don't be afraid to pull back to reserves and deal out damage from there. Your opponents may forget that your javelins can reach all the way to the Frontier.
5. Once you capture an Eighth Face, begin the missile barrages. Once you scare your opponents away from the other terrains, move a few (not too many) of your units to a second terrain and start to move that terrain up as well. In order to stop you, your opponents will have be at a terrain, either to oppose you directly or to harm you with missiles with spells, and they'll once again be within your range if you have a Tower.

Army Construction
Example of a Missile-Cavalry Amazon Army:
15 Runners
2 Darters
2 Javelineers
4 Spearers
3 Speed Slippers or 3 Charioteers

Stock your Horde army with Runners and Speed Slippers (or Charioteers) and try to win the horde roll-off. Gather your Javelineers and Spearers at the Frontier. If your horde roll is successful, place a Flatland City or Flatland Standing Stones as the frontier; your home terrain will be a Flatland Tower. If you're lucky and another player has a Flatland terrain as their home, then move your Horde army there. If possible, take missile actions with both armies, then pull your missile troops back to the Reserve where they can do some damage next turn. If your Horde army is out of place, then pull it back to Reserve as well. Next turn, re-deploy your troops in large numbers at a Flatland terrain, so that there is safety in numbers. The following turn, launch another missile strike if possible, and then begin to move the terrain die up. When you reach a Flatland Eighth Face, attack your opponents with massive missile barrages. Chances are good that your opponents will flee the field of battle back to the Reserve. Then send one or two units to another terrain, and move it to an Eighth Face as well. Once you are in control of your first Eighth Face, the battle is well over half won.

All-Amazon ATACSS Army:
19 Runners or Charioteers
9 Speed Slippers
8 Trueflyers

This is the Amazon-Trueflyer-Any Cavalry-Speed Slipper (ATACSS), variants of which had been popular at past conventions. Max out your horde with 9 Runners and 9 Speed Slippers to win the horde roll at all costs. Once the flatland frontier is in place, move your campaign army of 9 Runners and 8 Trueflyers into missile range. Your missile army will have enough firepower to knock out most armies (with the possible exception of a Scalder army) on the very first strike. If successful, your opponent may have to pull back his forces in disarray, and you will be in control, free to move the terrains up. Be careful with this army, though. With almost half of its total health in magical items, you'll start losing magical items very quickly if your armies begin taking damage. If you aren't in control of the game by the second turn, then you're in trouble.

Example of an army that’s not afraid to melee:
2 Battle Riders
7 War Drivers
1 War Chief
2 Hydras

Use the War Drivers to immediately start moving a flatland terrain towards an Eighth Face. You'll have the bases covered, whether by missiles or melee. The War Drivers will also count their Tramples as missiles in the flatlands. Once you reach melee range, you will be a formidable foe as your War Chief leads your forces into battle, aided by the pair of Hydras that he keeps as "pets". It will be a brave player that stands against you in your march toward an Eighth Face.

(Edited by dburkley, Sept 14, 2015)
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Raven Bloodeyes
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PostPosted: Fri Nov 07, 2008 10:09 pm GMT    Post subject: Reply with quote

Quote:
The War Driver, with its 6 Tramples, as well as assorted missiles, melee, and saves, is a powerful all-around fighting unit that is especially effective in either Flatland missile strikes.


..."in either Flatand..." remove EITHER.
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Genghis Khan
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PostPosted: Fri Jul 23, 2010 8:40 am GMT    Post subject: Amazon reserves Reply with quote

Hopefully this is not addressed anywhere else in the forums but it might because I am pretty bad at searching in them.

I am a bit confused but this might be because I do not have much experience playing:
At page 14 of the Starter Rules, v. 2.4c, the Reserve Magic section lists Airy Acquisition as a spell allowable to be cast from reserves. However, at page 34, Airy Acquisition is listed as an Amazon-only spell. My understanding was that Amazons cannot cast Reserve Magic yet it is listed as Reserve Magic.

Is this because some other race can cast Airy Acquisition even though it is listed as Amazon-only or am I completely missing the boat here?

Please forgive my ignorance.
Erik
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piMaster
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PostPosted: Fri Jul 23, 2010 9:22 am GMT    Post subject: Reply with quote

That is an oversight. Airy Acquisition and Flaming Spears cannot be cast from reserves. Honor the Dead is the only Amazon spell that could be cast from reserves (and then only if you've got an Amazon/Goblin army and use the Spirit Furnace spell).
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PostPosted: Sat Jan 12, 2013 4:56 pm GMT    Post subject: Reply with quote

Deluge is missing.


F
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PostPosted: Sat Jan 12, 2013 5:16 pm GMT    Post subject: Reply with quote

DialFforFunky wrote:
Deluge is missing.


That's okay, Deluge kinda sucks anyway. Razz
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PostPosted: Sat Jan 12, 2013 8:13 pm GMT    Post subject: Reply with quote

stormywaters wrote:
DialFforFunky wrote:
Deluge is missing.


That's okay, Deluge kinda sucks anyway. Razz


Laughing Laughing Laughing Laughing Laughing Laughing Laughing
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PostPosted: Mon Sep 14, 2015 7:35 pm GMT    Post subject: Nightmare? Reply with quote

It's appears to have been a year-ish. Can the Nightmare be added to this forum?
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PostPosted: Tue Sep 15, 2015 7:57 am GMT    Post subject: Re: Nightmare? Reply with quote

virtualflesh wrote:
It's appears to have been a year-ish. Can the Nightmare be added to this forum?


I have no issue with it, this topic is several years old and possibly needs to be refreshed and rewritten anyway.

Any takers?
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PostPosted: Tue Sep 15, 2015 7:19 pm GMT    Post subject: Re: Nightmare? Reply with quote

cliffwiggs wrote:
virtualflesh wrote:
It's appears to have been a year-ish. Can the Nightmare be added to this forum?


I have no issue with it, this topic is several years old and possibly needs to be refreshed and rewritten anyway.

Any takers?

You're a day late and a dollar short, Cliff. I added the Nightmare and expanded the SAIs on the 14th.

But not having played Amazons often, I welcome anyone with new or different insights on strategies & tactics, and any synergies with other races.
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PostPosted: Wed Sep 16, 2015 12:22 pm GMT    Post subject: Re: Nightmare? Reply with quote

dburkley wrote:

You're a day late and a dollar short, Cliff. I added the Nightmare and expanded the SAIs on the 14th.


story of my life.

thanks!
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