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Frostwings racial introduction

 
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dburkley
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PostPosted: Wed Nov 26, 2008 9:26 pm GMT    Post subject: Frostwings racial introduction Reply with quote

Introduction
Frostwings have a number of unique advantages and disadvantages, compared to the other races. Unlike the other races, many Frostwings common and uncommon dice have the Fly SAI. Frostwings magicians have the ability to negate magic, but also have a limitation in being able to double their own magic only at a Standing Stones terrain. Many of the Frostwing D6’s are missile-oriented, while most of the monsters are melee-oriented. Their colors are blue (air) and black (death), which allows them access to some powerful spell options.

Frostwings racial abilities:
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.
Magic Use: Because of the anti-magical nature of the Frostwings, they only double ID results at a terrain containing the Standing Stones as the eighth face (i.e. the eighth face does not need to be showing).

Based on their racial abilities, most Frostwings players choose terrains that have blue in them. At least one Standing Stones is selected because of the ability to double magic, but also to access another color of magic when the 8th Face is reached. A Flatlands Standing Stones is usually chosen more frequently than a Coastlands Standing Stones, due to the selection of Gold spells to promote a maneuver strategy (such as Path and Transmute Rock to Mud).

The Units
Common units:
Advocate [Fly, maneuver, melee, melee, melee x2]
A nice “heavy melee” class unit with mobility. The Fly SAI gives it a save face, but counts as an extra maneuver face.

Attacker [Fly, missile, missile, missile x2, melee]
The Attacker is a “light missile” unit, that stands up well to any other race’s “missile” class common.

Destroyer [save, melee, Fly, missile, missile x2]
The Destroyer is a “heavy missile” unit, with an extra save face instead of a missile face compared to its “light missile” cousin.

Hound Master [maneuver, maneuver x2, save, missile, melee]
The Hound Master is a fairly standard “cavalry” class common, but has no Fly icons.

Apprentice [magic, magic x2, melee, missile, Fly]
Not as reliable a magician as other races’ magician commons to generate magic, but can contribute to other actions when magic is not an option.

uncommon units
Defender [Fly x2, maneuver x2, melee, melee x3, melee x4] This “heavy melee” uncommon can pack a lot of melee damage with some maneuverability.

Assaulter [missile x3, missile x3, missile x 2, melee x2, Fly x2] This “light missile” uncommon is fairly focused on missiles, but still can contribute to a melee.

Dispatcher [melee, save x2, Fly x2, missile x3, missile x4] The Dispatcher “heavy missile” uncommon is actually a little less focused on missiles compared to the “light missile” Assaulter (50% chance to contribute vs 66% with the Assaulter), but has extra saves.

Wolf Master [maneuver x2, maneuver x3, save x2, melee x3, missile x2]
Compared to many other races’ “cavalry” uncommon, it is inferior to others with respect to maneuvers (and no Fly SAI), but having a missile, melee, and save face gives it a 33% chance of contributing towards these rolls.

Magus [missile x3, magic x1, magic x2, magic x3, Fly x3]
A fairly reliable magician with 4 of 6 faces counting towards a magic action. The Fly x3 face is nice and can give a magician army some needed maneuverability and saves.

Rares
Vindicator [save x3, Fly x4, melee x2, melee x3, Smite x4] This “heavy melee” rare has 66% of the faces counting towards a melee roll with the Smite SAI that most “heavy melee” rares possess, plus it has a second SAI (Fly x4). Good company in a melee brawl.

Assailer [Fly x4, missile x3, missile x2, melee x3, Volley x4]
This “light missile” unit has the Volley SAI (the “missile version” of Counter) and Fly x4. Good company in a missile exchange, with a 66% chance of contributing to a missile action.

Devastator [save x2, Fly x3, missile x3, missile x4, Bullseye x4]
This “heavy missile” rare also has 66% chance of counting towards a missile action, but inflicts a little more damage, especially with the Bullseye SAI – and it also has Fly x3.

Bear Master [save x4, maneuver x3, melee x2, melee x3, Rend x4]
The Bear Master has a 50% chance towards a maneuver action, and a 66% chance towards a melee action (and perhaps a bonus roll with the Rend SAI). The only Frostwing rare that has one face with an SAI, while all the others have 2 SAI faces.

Magi [missile x2, magic x2, magic x4, Cantrip x4, Fly x4]
Like the common and uncommon magicians, the extremely rare Magi is a fairly reliable magician, counting 4 of 6 faces towards a magic action. The Cantrip and Fly SAI’s are very useful.

The Monsters, giant 4-health units:
Cryohydra [Double Strike, Double Strike, Frostbreath, maneuver, maneuver, save, save, melee, melee]
A good melee-oriented monster, the Cryohydra has a 60% chance of contributing to a melee (with 20% giving you the Double Strike SAI), a 30% chance of contributing during a maneuver roll, a 20% chance of contributing to a missile roll, and 30% chance of contributing to a save roll.

Remorhaz [Swallow, Swallow, melee, melee, save, save, save, maneuver, maneuver]
Although it only has two SAIs, the Swallow SAI is very useful for removing annoying or troublesome dice the opponent might have (such as a Troll) and burying it. Another melee-oriented monster, the Remorhaz has a 50% chance of contributing to a melee (with 20% giving you the Swallow SAI), a 30% chance of contributing during a maneuver roll, a 10% chance of contributing to a missile roll, and 40% chance of contributing to a save roll.

Wolf Pack [save, Howl, Howl, Rend, Rend, maneuver, maneuver, melee, melee]
The Wolf Pack is a fairly popular monster, primarily due to the Group Monster ID icon and the two Rend SAIs being able to generate additional rolls. Howl can be an effective SAI as long as other units in your army are dealing damage. Another melee-oriented die, the Wolk Pack has a 50% chance of contributing to a melee (with 30% giving you another roll), a 50% chance of contributing during a maneuver roll, a 10% chance of contributing to a missile roll, and 20% chance of contributing to a save roll. When a few of these are together for a melee roll, results can be devastating (especially with at least one Flashfire spell in effect).

Yeti [Rend, Rend, Surprise, Surprise, melee, melee, save, missile, maneuver]
At first glance, the Yeti might appear to be as potent as the Wolf Pack with it’s two Rend SAIs. The Yeti is not a Group Monster, so its ID icon does not grant an additional roll. The Surprise SAI can be useful in an attack (especially if you’re afraid the opposing army will survive your attack and can deliver a nasty counter-attack) but it doesn’t contribute any damage (or anything else). The missile icon is also not useful in a melee. Still, the Yeti has a 70% chance of contributing towards a melee action (with 20% granting an additional roll through the Rend SAI), a 20% chance of contributing during a maneuver roll, a 20% chance of contributing to a missile roll, and 20% chance of contributing to a save roll.

Frost Ogre [maneuver, save, save, Smite, Cantrip, magic, missile, missile, melee]
The Frost Ogre is a bit of a “jack-of-all-trades” while specializing in none. Only two faces have SAIs, and for a monster that qualifies as a magician, only 3 of 10 faces count towards a magic action. It’s one of the rarest monsters in Dragon Dice™ (perhaps destined to be, or driven to, extinction).

Frostwing SAIs
Bullseye (Devastator): 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 (Frost Ogre, Magi): 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.
Double Strike (Cryohydra): During a melee attack or melee avoidance roll, Double Strike generates melee results; roll this unit again and apply the new result as well.
Frost Breath (Cryohydra): During a melee attack or missile action, choose an opposing army. Until the beginning of your next turn, after the target army makes any roll but before they finalize any results, halve the results of that roll.
Howl (Wolf Pack): During a melee attack or missile action, after the defending army rolls for saves but before they finalize any results, subtract four from the save results.
Rend (Bear Master, Wolf Pack, Yeti): 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 (Frost Ogre, Vindicator): 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.
Surprise (Yeti): During a melee action, the defending army cannot make its counter-attack roll; however, it may make its save roll.
Swallow (Remorhaz): During a melee attack, choose one unit in the defending army to immediately roll its ID icon or be killed and buried.
Volley (Assailer): During a missile action or missile avoidance roll, Volley generates missile results. During a save roll, Volley generates save results. During a save roll in a missile action, Volley generates both save results and immediate missile results upon the attacking army. Only magical saves protect against this damage. During a dragon attack, Volley generates save and missile results.

Frostwing Racial Spells:
Magic Drain (3 black): Target any terrain. Until the beginning of your next turn, subtract two magic results at the target terrain. Multiple castings increase the effect or target another terrain.
Wind Wall (3 blue): Target any army. Until the end of your next turn, add three save results to the target army. Multiple castings target multiple armies.
Fields of Ice (5 blue): Target any terrain. Until the beginning of your next turn, subtract six maneuver results at the target terrain. While this spell is in effect, during a maneuver attempt at the target terrain the results of ties go to the non-acting player. Multiple castings target multiple terrains.

Frostwings have access to standard black and blue spells that can promote a number of different strategies:

Ashes to Ashes provides an option to bury units in their opponents DUA, permitting the Frostwing player to pursue a battle of attrition by denying opponents the opportunity to bring back their dead;
Breath of Life and Reanimate Dead allows you to return even multi-health units back to the game, which is an important advantage in a battle of attrition;
Hailstorm is a nice, cheap spell that is ideal for picking off those annoying one-health armies that your opponent keeps around to advance a terrain die;
Finger of Death is among the most effective offensive spells to kill off small or annoying units without allowing a save;
Lightning Strike is one of the most effective offensive spells to target large units such as Rares and Monsters;
Open Grave can be another effective spell in a melee or battle of attrition, sending your units to the Reserve instead of the DUA, but recognize that this only works for normal damage to the target army and does not apply to unit-targeting damage and damage from Smite;
Fields of Ice and Windwalk are strong spells to support a maneuver strategy, and is frequently the key to victory when an Eighth Face is in contest;
Magic Drain is useful to suppress enemy magician armies.
Windwall can provide some useful saves to bolster an army that's in danger, or to beef up a melee or missile army to help survive an engagement, and is effective vs the Scalders Scorching Touch racial ability.
Deadlands offers an opportunity to double black magic (but only at a Standing Stones terrain), instead of relying on units being present in anyone’s DUA, but remember that the spell is lost when the face of the terrain is changed;
Dragon summoning is important as a means to whittle away your opponent’s forces, and both Black and Blue Dragon breath are very effective, especially against large armies; and
Summon Dragonkin can provide important protection for your magicians, both in saves and the ability to melee, and remember that Dragonkin are eligible for promotion at a City 8th Face, a dragon’s Treasure Chest, or after a dragon has been killed. A Dragonkin Champion can have an important effect in the game. Dragonkin are like bonus units, but can’t move from the terrain they have been summoned at.

Army Construction
For the beginner, an all-Frostwing army is likely to focus on maneuver, melee, and missile (since that Magi is so difficult to find).
1 x Vindicator, 1 x Assailer, 1 x Bear Master, 1 x Devastator, 1 x Defender, 1 x Assaulter, 1 x Wolf Master, 1 x Dispatcher, 3 x Advocate, 3 x Attacker, 3 x Hound Master, 3 x Destroyer, 1 x monster (or 2 of each of the four commons and 2 monsters)

This 36-health army can be organized into a missile “wing” (Assailer, Devastator, Assaulter, Dispatcher, Attacker, Destroyer, and the Wolf/Hound Masters) and a melee “wing” (Vindicator, Bear Master, Defender, Advocate, monsters, and what left of the Wolf/Hound Masters) – or the two “wings” can be a mix of missile and melee units. The missile “wing” will want to keep the terrain in missile range and pick units off, while the melee “wing” will want to close as fast as possible. If the “wings” are a mix of each, they will be more versatile to handle the randomness of the terrain roll. Once you get an 8th face, hit your opponent with missiles non-stop and think about getting your melee units together to challenge another terrain die.

Frostwings can team-up well with other races, such as Coral Elves, Feral, Firewalkers, Goblins, Swampstalkers, and Lava Elves. Each of these races shares a color in common with the Frostwings, so a common color of magic can be shared.

The following monsters can be easily integrated into a Frostwings army: Fireshadows (arguably the best all-around monster, but remember they count as magicians), Trolls (to bring back your dead), Swamp Giants and/or Coral Giants (versatile melee units with many useful SAIs).

(Edited by dburkley 07-04-2009)
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Last edited by dburkley on Sat Jul 04, 2009 10:33 pm GMT; edited 4 times in total
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Raven Bloodeyes
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Joined: 19 Feb 2007
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Location: Rochester, NY

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PostPosted: Sat Nov 29, 2008 12:39 am GMT    Post subject: Reply with quote

Under the description of the Magi
"...the extremelt rare..." --> EXTREMELY Wink

Under Deadlands, mention that with Frostwings the terrain still needs to be a Standing Stones, thus lessening the use of this potential doubling of black magic.


Also, personally, I think the Assailer is more worth it than the Devastator due to all the extra saves and the powerful Volley when in a missile duel.


Otherwise, very cool!
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DialFforFunky
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PostPosted: Wed Apr 18, 2012 10:21 am GMT    Post subject: Re: Frostwings racial introduction Reply with quote

Spotted what I think is a tiny error:
dburkley wrote:

Dragon summoning is important as a means to whittle away your opponent’s forces, and both Black and Gold Dragon breath are very effective, especially against large armies;


I suppose gold was meant to be blue?


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