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 

Feral Racial Introduction

 
Post new topic   Reply to topic    SFR, Inc. Forum Index -> Game Strategy
View previous topic :: View next topic  
Author Message
dburkley
rare
Director



Joined: 29 Jun 2008
Posts: 1167
Location: Hillsborough, NJ

usa.gif
PostPosted: Thu Dec 18, 2008 9:38 pm GMT    Post subject: Feral Racial Introduction Reply with quote

Introduction
The Feral are a race that work well together, but are also useful in combination with other races.

The Feral have some very strong points.
1. They do not need magic to bring units back to life.
2. As a whole, they have a great percentage for saves.
3. They have access to damaging magic (Blue), and maneuver magic (Gold & Blue)
4. They irritate the other players, because Feral are just so hard to eliminate. They can be beaten down, but they recover quickly.
5. A Feral army can use any rarity of unit without significant drawbacks.

The Feral do have some weak points.
1. Their magic is at best 50% of the magician’s icons.
2. They can not handle Dancing Lights (Red) very well.

The Feral have only one special ability, but it’s an important one...
Feralization: During the Initial Effects phase, any of your armies at a terrain with at least one Feral unit may 1) recruit one Feral unit to this army or 2) promote one Feral unit in the army.

The Feral units
Commons…

Lynx-folk [maneuver, save, melee, melee, melee x2]
The Lynx-folk is a good melee Common, concentrating heavily on melee, with a bit of saves and maneuvers. It can be very useful to have in an army that is marching to an Eighth Face, and the Breath of Life spell can bring the Lynx-folk back for a cost of 3 spell points.

Hound-folk [maneuver, maneuver, melee, melee x2, save]
The Hound-folk is similar to the Lynx-folk, except that it has one less melee icon and one more maneuver.

Falcon-folk [missile, missile x2, maneuver, maneuver, melee]
The Falcon-folk has less missile icons than most missile Commons, but makes up for it in terms of maneuver capabilities. The melee icon gives this missile unit some usefulness in melee, but the absence of a save icon is a weakness.

Antelope-folk [maneuver, maneuver x2, melee, save, save]
The Antelope-folk is a good Feral common unit for maneuverability and staying power.

Weasel-folk [melee, save, save, magic, magic x2]
The Weasel-folk is a popular Feral common unit. While it may have less than the “standard” 4 magic icons that are present on most magic Commons of other races, it provides two save faces and a melee face. With a 33% chance of contributing to a melee, and a 50% chance to contribute to a save roll, this magic unit doesn't have to avoid melee.

Uncommons…

Leopard-folk [maneuver x2, save x2, save x2, melee x3, melee x3]
Like the Lynx-folk, the Leopard-folk is a good unit to have in a melee brawl. It packs a heavy melee punch, but also saves well and has some maneuvers.

Fox-folk [maneuver x2, maneuver x3, melee x3, melee x2, save x2]
The Fox-folk offers more maneuvers than the Leopard-folk, but is still a good melee unit.

Hawk-folk [missile x3, missile x2, maneuver x2, maneuver x3, melee x2]
The Hawk-folk isn't quite as useful as most of the missile Uncommons from the other races. With only 6 missile icons, it's focus is diluted somewhat by its 2 melee icons. While it provides good maneuvers, it has a significant weakness with the absence of any save icons.

Horse-folk [maneuver x3, maneuver x2, maneuver x2, melee x3, save x2]
The Horse-folk is a very fast “cavalry” unit, with its 7 maneuver icons – and rounded out with a melee face and save face.

Badger-folk [save x2, save x2, magic x2, magic x3, melee x3]
Like the Weasel-folk, the Badger-folk is a little light on magic, but heavier on the saves, with a good melee face. Feral magicians may not move well, but they can put up a fight.

Rares…

Tiger-folk [melee x4, melee x2, save x2, save x4, Double-Strike x4]
The Tiger-folk, like most heavy melee Rares, is strong in melee (especially with the Double-Strike SAI), and saves. The absence of maneuver icons means other units will need to pick up the pace.

Wolf-folk [maneuver x4, save x3, melee x3, melee x2, Rend x3]
The Wolf-folk is a little different than the other “light melee” rare units of other races. Instead of the Counter SAI, it has a Rend SAI, making it a bit more offense-oriented (67+% chance of contributing to a melee roll) and a good maneuver unit (50% chance of contributing to a maneuver roll) – but not as feared as the Goblin Leopard Rider.

Vulture-folk [missile x2, missile x4, melee x3, maneuver x3, Bullseye x4]
”Eagle-folk” might have been a more appropriate name, considering the Bullseye SAI, but this Feral missile rare still shares the same weakness as the other Feral missile units with the absence of a save face.

Buffalo-folk [maneuver x3, maneuver x4, melee x3, Counter x4, save x2]
One might argue that the Buffalo-folk might be more fitting as a “light melee” class unit, versus the Wolf-folk. Both have a 50% chance of contributing to a maneuver roll. The Buffalo-folk has the Counter SAI, which earns some respect from opponents when it comes to a melee action – and has a 50% chance to contribute to a melee roll.

Wolverine-folk [melee x3, save x2, magic x3, magic x4, Cantrip x4]
Like the other Feral magicians, the Wolverine-folk has magic, saves, and melee – but has a higher ratio of magic relative to the Common and Uncommon mages. Its 4-point Cantrip is especially good for bringing in a reinforcement (by bringing in Dragonkin, casting a Path to move a unit, or Breath of Life to bring a dead unit back), throwing up some defense (by casting two Stoneskin spells), or to cast Dust to Dust to bury enemy dead that have a reasonable chance of returning to the game.

Monsters…

Bear-folk [Double-strike, Double-strike, missile, magic, Hug, maneuver, maneuver, save, save]
The Bear-folk is a somewhat varied unit, focused mainly on melee, but with a face of magic and a face of missiles to add to its maneuvers and its save faces. The Double-Strike SAI can be very helpful in generating large amounts of damage. The Hug SAI can be risky to use on larger units, but can eliminate any enemy without retribution as long as the target can’t generate four melee damage.

Elephant-folk [Trample, Trample, save, save, save, Trumpet, Trumpet, melee, melee]
The Elephant-folk is a monster that works best with other Feral units. The Trumpet SAI allows other Feral units in the army to double melee results in a melee roll or save results in a save roll (but is not cumulative with another Trumpet). It's highly recommended to have one (and maybe two) in an all-Feral army.

Lion-folk [Double-strike, Double-strike, save, save, Roar, Roar, melee, maneuver, maneuver]
The Lion-folk is a fairly strong melee-oriented monster. Although the Double-strike SAI is not as versatile as Rend, it still has the potential to generate a heavy amount of damage in a melee. With a 60% chance of contributing to a melee roll (with 20% permitting another roll) and 30% to a maneuver or save roll, the Lion-folk can be a worthy consideration towards a melee-oriented army. The Roar SAI can be a double-edged sword, as it can break-up a concentrated force, but could also scare a smaller force you would prefer to pummel to the relative safety of the Reserve.

Owl-folk [Dispel Magic, Dispel Magic, magic, magic, magic, Fly, Fly, Screech, Seize]
The Owl-folk is a magician monster, but instead of a Cantrip, it has two faces of Dispel Magic – which might prove useful, although not that reliable. Although the Owl-folk has six SAIs, it is not considered that useful a monster, due to the diverse nature of its SAIs. As a magician, the Owl-folk has only a 40% chance of contributing to a magic roll, and the absence of a Cantrip SAI is a weakness. It only offers a 20% chance to contribute to a melee or missile roll, and a 30% chance towards a maneuver or save roll.

Rhino-folk [Trample, maneuver, maneuver, save, save, Gore, Gore, melee, melee]
The Rhino-folk is another melee-oriented monster that appears as impressive as the Lion-folk, with a 60% chance to contribute to a melee roll, 40% chance towards a maneuver roll, and 30% chance towards a save roll. The Gore SAI does only 2 damage to a target unit, which is not that useful against armies that use a lot of 3-health and 4-health units, but can be effective against Uncommon units with the bonus of burying them if they are killed.

Feral SAIs:
Bullseye (Vulture-folk): 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 (Wolverine-folk): 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 (Buffalo-folk): 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.
Dispel Magic (Owl-folk): Whenever any magic targets this unit, the army containing this unit and/or the terrain this unit occupies, you may roll this unit after all spells are announced but before any are resolved. If the Dispel Magic icon comes up, immediately negate all unresolved magic that applies to the target(s). Only one dispel attempt is made per unit and, if it fails, then all the spell(s) are resolved normally.
Double Strike (Lion-folk, Tiger-folk): During a melee attack or melee avoidance roll, Double Strike generates melee results; roll this unit again and apply the new result as well.
Fly (Owl-folk): During any roll, each Fly result generates one maneuver or one save result.
Gore (Rhino-folk): During a melee attack, for each unit that generates Gore results choose one unit in the defending army. Gore inflicts two points of damage on the target unit, which must generate saves against this damage or be killed and buried. During a dragon attack or melee avoidance roll, Gore generates two melee results.
Hug (Bear-folk): During a melee attack, for each unit that generates Hug results choose one unit in the defending army. Hug immediately inflicts four points of damage on the target unit. The unit gets no saves, but does roll to counter-attack the hugging unit, which cannot save against this damage. During a dragon attack or melee avoidance roll, Hug generates melee results.
Rend (Wolf-folk): 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.
Roar (Lion-folk): During a melee attack, choose up to four health-worth of units in the defending army to immediately flee to their reserve area.
Screech (Owl-folk): During a melee attack, after the defending army rolls for saves but before they finalize any results, subtract four from the save results.
Seize (Owl-folk): During a missile action, choose up to four health-worth of units in the defending army to immediately roll an ID icon individually or be killed. Those that roll an ID icon flee to reserve area.
Trample (Elephant-folk, Rhino-folk): During any roll, each Trample result generates one maneuver or one melee result.
Trumpet (Elephant-folk): During a melee attack, melee avoidance roll or save roll, Trumpet allows each Feral unit in the army containing this unit to immediately double its melee or save results.

Feral Racial Spells
Backlash (4 gold): Target any terrain. Until the beginning of your next turn, if any army at the target terrain takes a magic action and casts magic, then, after all spells are resolved, the army must save against an amount of damage equal to the combined casting costs of all spells cast. For an army to be affected by a Backlash, this spell must be in effect before the magic action has begun. Multiple castings target multiple terrains.
Call of the Wild (3 Blue): Target any of your Feral units in play. Immediately move the target unit to the casting army. Multiple castings target multiple units.
Hide (2 Gold): Target one health-worth of your units. Until the beginning of your next turn, the target unit 1) makes no rolls, 2) cannot be the target of a melee, missile, magic, or dragon effect, 3) cannot be affected by any disaster effect from a minor terrain or by any racial ability, 4) cannot be taken as a loss to account for damage, and 5) cannot be promoted. Multiple castings increase the number of health affected.
Scent of Fear (2 Blue): Target any enemy army at a terrain. One health-worth of units in the target army must immediately flee to its reserve area. Multiple castings increase the number of health affected or target another army.
Wilding (4 Blue): Target any of your armies. Until the beginning of your next turn, one component in the target army may double its melee or save results. Select the component after the army’s roll is made. Multiple castings increase the number of components affected or target another army.

Other spells available to the Feral
Dust to Dust provides options to bury units in their opponents DUA, permitting the Feral player to pursue a battle of attrition by denying opponents the opportunity to bring back their dead;
Breath of Life 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;
Lightning Strike is one of the most effective offensive spells to target large units such as Rares and Monsters;
Stoneskin is an army-protection spell, and is especially useful when fighting Scalders in melee to counter their Scorching Touch racial ability, or versus opponents' Counter or Volley SAIs;
Path is a very useful spell to suddenly re-deploy your units, and is frequently combined with Hide to “steal a victory” when a terrain is at the seventh face;
Transmute Rock to Mud is useful as part of a maneuver strategy, but recognize that it only affects normal maneuvers and has no effect on maneuvers from SAIs, like Fly, Rend, Teleport, and Trample;
Wind Walk is frequently the key to victory when an Eighth Face is in contest, and can be used on a unit that has Hide cast on it;
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; 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.

Strategies
Here are a few strategies when building a Feral army.
1. Always use all the rarities in an army (Common, Uncommon, and Rare), with a monster thrown in every now and again. This allows lots of opportunities to capitalize on the Feralization racial ability.
2. Feral magicians save very well; do not fear when attacking opposing magicians with a melee attack. If you get a Cantrip, cast a Wilding. Doubling one of the 3 melee faces on the Feral will really tear up those other mages.
3. Backlash is an interesting spell to cast on opposing magicians that have not yet summoned Dragonkin to protect them.
4. The Buffalo-folk could be considered one of the best all-around Feral units; it saves 50%, maneuvers 50%, and melees 50% - and the Counter SAI is a deterrent to many attacking armies.
5. Feral combine well with races that offer magic advantages, such as Dwarves (for access to spells such as Dancing Lights, Earthen Armor). Firewalkers (for spells such as Dancing Lights, Firebolt, Flashfire), and Treefolk (maneuvers count double when counter-maneuvering, defensive spells like Wall of Ice, terrain-affecting spells like Flash Flood and Wall of Thorns).

Strategies for playing a Feral army:
The Feral usually win by controlling 2 terrains, rather than pursuing a battle of attrition or mass damage (unless magic is not involved). Try to get an 8th face as fast as possible. This gives them (or any other race) a significant advantage.

The Feral are one of a few races that have the ability to steal another terrain from a different player. This is usually accomplished by hoarding all your units on the 8th face, then using a Path spell on one common or uncommon unit over to another terrain and casting Hide on the unit so it can not be affected by magic, missile, or melee. Every turn, use the hidden unit to maneuver the terrain up one spot at a time. This pushes the game forward toward your goal, two 8th faces. It also makes the other players start maneuvering to gain an 8th face of their own control.

However, this maneuver can be countered by any race. The simple solution is to cast a dragon where the hidden unit is placed. The Hide spell expires at the beginning of the turn, and then the dragon strikes. Usually, the dragon will kill the Feral unit. The best race that counters the Feral are Firewalkers. They can use Blue or Red Elemental Blast to dispel the Hide spell, then follow up with Hailstorm on the "army". Note that they cannot Elemental Blast a hidden unit and Firebolt it in the same magic action.

Take advantage of the situation when it arises, if any player maneuvers a terrain to a 7, try to take the terrain by casting Path on a unit to send it over, then cast as many Rock to Mud spells as possible on the army opposing the Pathed unit. Ties go to the active maneuvering Player, so this “trick,” allows you to gain an 8th face with just one unit, and can be a game-winning move.

One way to get around this when facing Firewalkers is to cast Path on a larger unit to move it over to the terrain and then cast Hide on it. This forces the Firewalkers to generate more magic to tend with the unit. If it’s possible to keep a rare unit hidden, the Firewalkers would have to generate 9 points of magic to dispel the Hide spell - and then use more magic to try and destroy the unit. This becomes very costly and sometimes too much, especially when Dwarves are employed to cast Dancing Lights on the Feral’s foes.

Even if a player gets an eighth face, if you play with Feral and Treefolk you can steal the eighth face from them. Cast as many Transmute Rock to Muds as you can on the other army. Then cast a Flash Flood (with Treefolk green), and then cast Path on a unit to move it to the eighth face. If it works out and the Transmutes are enough to make sure your opponent does not get the needed 8 maneuvers to stop the Flash Flood, now the terrain is at 7 again. Use your second march with the new army from the Path, and try and turn the terrain back to eight. It's a sneaky way to win the game. Just having the ability to do that, pins your opponent's units with SAI maneuvers at the terrain.

Just remember to cast Wind Walks on your hidden unit. Otherwise you generate zero maneuvers, and your opponent can turn the terrain as well. Remember that you can't Path a unit to a terrain (forming a new army), and then cast Wind Walk on that army in the same magic action.

Overall, if you learn to use these tools, they can work to your advantage.

Examples of Feral Armies:

Feral with allies
1 Wolverine-Folk (Rare Mage)
1 Badger-Folk (Uncommon Mage)
11 Weasel-Folk (Common Mage)
2 Theurgest (Common Dwarf Mage)
1 Buffalo-Folk (Rare Cavalry)
1 Horse-Folk (Uncommon Cavalry)
7 Antelope-folk (Common Cavalry)
2 Speed Slippers (Common Maneuver Magic Item)
1 Dragonslayer (Eldarim)
This army keeps coming back, use the cavalry in the hoard with 4 common mages, then place the other magic units in the campaign with the Dragonslayer. Leave one lonely common Feral mage at home. Take the cavalry and Dragonslayer to the terrain closest to an 8th face. If any of the terrains you currently occupy are 5 or 6, move the cavalry there and place the mages in reserve (if they don’t have magic already). Cast Windwalks, Stoneskins, and Earthen Armor (Dwarven racial magic) to protect your larger units from Lightning Strikes. If you get the 8th face take all the units there and proceed with the Feral strategy as described above.

Mixed Feral/Dwarf/Firewalker Army:
1 Wolverine-Folk (Rare Mage)
1 Badger-Folk (Uncommon Mage)
5 Weasel-Folk (Common Mage)
4 Theurgist (Common Dwarf Mage)
4 Sunburst (Firewalker Common Mage)
1 Dragonslayer (See above, should be in almost all armies)
1 Buffalo-Folk (Rare Cavalry)
1 Horse Folk (Uncommon Cavalry)
8 Antelope-Folk (Common Cavalry)
1 Speed Slipper (Common Maneuver Magic Item)
The change to this army includes more Dwarf magic and some Firewalker magic. These provide options: they give you the ability to cast Dancing Lights. They also give you the ability to cast the Firewalker spells Firebolt, Elemental Blast, and Mirage. These in addition to the Feral spells make a very good combination that can do damage with magic, hinder your opponent, and allow you to execute your strategy to win the game.

(Last edited by dburkley, 07-29-2011)
_________________
Daniel Burkley
US National Champion (DEXCON 2007, 2009, 2010)
World Champion (GENCON 2008, 2009, 2010, 2013, 2014)
Battlefest Champion (DEXCON 2008, GENCON 2009, 2011, co-champion GENCON 2010, DEXCON 2011)
"No Magicians" (GENCON 2008)
"Single Race" (DEXCON 2008, GENCON 2010, 2011, co-champion 2014)


Last edited by dburkley on Fri Jul 29, 2011 5:34 pm GMT; edited 6 times in total
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: 8778
Location: Evanston, IL

usa.gif
PostPosted: Fri Dec 19, 2008 7:59 am GMT    Post subject: Reply with quote

Fixes:

maneuver: Gold & Blue

Added note about Wilding to Feral mages.

Fixed note that implied that you can Path and Wind Walk the same magic action.

Moved the paragraph about countering Feral with dragons to right after the paragraph about Hide.

Also added a note about combining with Treefolk.
_________________
You can never have too many dice.
First Place at the first ever Daemon Dice™ 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 Dice™, 20,000 Daemon Dice™, and others (too many to count).
Back to top
 View user's profile Send private message Send e-mail Visit poster's website
Raven Bloodeyes
uncommon



Joined: 19 Feb 2007
Posts: 576
Location: Rochester, NY

usa.gif
PostPosted: Fri Dec 19, 2008 11:17 pm GMT    Post subject: Reply with quote

Really nice job.... here's some editorial stuff:

Weasel-folk:
"it provides a two save faces and a melee face" --> "provides two saves" [delete "a"]

"This is a magic unit that is not that afraid of getting into a melee."
--reword, awkward: "...that is not (very) afraid of getting..."


Fox-folk:
"The Fox-folk can keep good company with the Leopard-folk, offering more maneuvers, but still being a good melee unit, but can be also be a good escort for the Antelope-folk, having slightly less maneuvers, but better melee power. "

REWORD ....but....but.... sorry, but ACK!

"The Fox-folk can keep good company with the Leopard folk, offering more maneuvers while still being a good melee unit. In addition, it can be a good escort for Antelope-folk or Horse-folk, with a touch fewer maneuvers, but better melee power."


Wolf-folk
"other “light melee” rare unit of other races" ---> "melee" rare units of other...." (this does need to be plural)

"more offensive-oriented" ---> OFFENSIVELY ORIENTED _OR_ OFFENSE-ORIENTED


Elephant-folk
"Highly recommended to have..." ---> "IT IS highly recommended...." _OR_ "It is advisable to have..."


Strategies

"Then cast a Flash Flood (with Treefolk green), and then Path a unit over there."
---change "and then" to "followed by Pathing a unit..."


"One way to get around this when facing Firewalkers is to cast Path on larger units, moving them over to the terrain and Hide them. This forces the Firewalkers to generate more magic to tend with the unit. If it’s possible to keep a rare unit hidden, the Firewalkers would ha"
----move this paragraph ABOVE the one added about the Feral/Treefolk stealing trick, as you are trying to tell them how to avoid a Firewalker Elemental Blast which was discussed further above.

"...to dispel the hidden spell." ---> "dispel the Hide spell." (the spell itself is NOT hidden)


Last army:
"provide options: They..." ---> ": they..." (should be lowercase after the colon)


I'd also suggest saying something other than "win many games" verbatim, as it is said about 4-6 times in this summary..... change it up!
Back to top
 View user's profile Send private message
dburkley
rare
Director



Joined: 29 Jun 2008
Posts: 1167
Location: Hillsborough, NJ

usa.gif
PostPosted: Sat Dec 20, 2008 8:20 am GMT    Post subject: Feral Racial Introduction Reply with quote

Edited to include suggested corrections.
_________________
Daniel Burkley
US National Champion (DEXCON 2007, 2009, 2010)
World Champion (GENCON 2008, 2009, 2010, 2013, 2014)
Battlefest Champion (DEXCON 2008, GENCON 2009, 2011, co-champion GENCON 2010, DEXCON 2011)
"No Magicians" (GENCON 2008)
"Single Race" (DEXCON 2008, GENCON 2010, 2011, co-champion 2014)
Back to top
 View user's profile Send private message Send e-mail
DarkKindness
common



Joined: 21 Apr 2010
Posts: 104
Location: Twin Cities, MN

usa.gif
PostPosted: Tue Apr 27, 2010 11:38 am GMT    Post subject: Reply with quote

It's probably worth mentioning that the Wolf-folk, like the Lava Elf Conqueror, is one of very few Rares that have 18 effective icons instead of the more usual 19 on most Rares.
Back to top
 View user's profile Send private message
stormywaters
rare



Joined: 22 May 2011
Posts: 1351

blank.gif
PostPosted: Fri Jul 29, 2011 11:03 am GMT    Post subject: Reply with quote

Your "All Feral" army contains Eldarim and Dwarves.
Back to top
 View user's profile Send private message
dburkley
rare
Director



Joined: 29 Jun 2008
Posts: 1167
Location: Hillsborough, NJ

usa.gif
PostPosted: Fri Jul 29, 2011 5:35 pm GMT    Post subject: Introduction to Feral Reply with quote

Edited to include additional comments and to add additional advantages.
_________________
Daniel Burkley
US National Champion (DEXCON 2007, 2009, 2010)
World Champion (GENCON 2008, 2009, 2010, 2013, 2014)
Battlefest Champion (DEXCON 2008, GENCON 2009, 2011, co-champion GENCON 2010, DEXCON 2011)
"No Magicians" (GENCON 2008)
"Single Race" (DEXCON 2008, GENCON 2010, 2011, co-champion 2014)
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
Page 1 of 1

 
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