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Introduction to the Eldarim

 
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dburkley
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PostPosted: Fri Jul 29, 2011 10:49 pm GMT    Post subject: Introduction to the Eldarim Reply with quote

This "introduction" covers the Eldarim Champions, but will require adding in the Acolytes of the Eldarim.

Introduction
The Eldarim are an extremely powerful race in Dragon Dice™, but only the Dragonlord , Dragonmasters, Dragonslayer, and Dragonhunters were available as promotional dice, until the Acolytes of the Eldarim expansion was released in 2009, and the Dragoncrusader and Dragonzealots in 2011.

You can bring one Eldarim Champion of each type for each 24 health of battle size (i.e., the same as the required number of dragons) - so for a 36 health game, you could include 2 Dragoncrusaders, 2 Dragonlords, and 2 Dragonslayers, as an example.

Eldarim Racial Abilities
Resist Fear: When Eldarim are part of the same army as Dragonkin, Dragonkin are allowed to roll against elemental dragons of the same color, hybrid dragons with a matching color, ivory dragons, or white dragons. Pick Dragonkin up to the health of Eldarim with the exact matching color to roll in this dragon attack.
Sacrifice Dragonkin: During your Initial Effects phase, one of your Eldarim units in the DUA may be exchanged for any Dragonkin unit in play of equal health. Dragonkin go back to the summoning pool, while the Eldarim joins the army which had the Dragonkin. When an Eldarim unit is killed by an individual-targeting effect, instead of sending it to the DUA you may instead send a summoned Dragonkin unit in the same army of equal health back to the summoning pool.

Eldarim Champions' Effect on Dragons
Dragon Taming: Dragonlords and Dragonmasters have the ability to tame dragons. If their SFR/TSR logo is rolled, the dragon is immediately tamed. It does not attack the Dragonlord/Dragonmaster’s army during this turn. The battle ends with no damage to either side. The Dragonlord/Dragonmaster now controls the beast. During future turns, when the dragon would battle an opponent’s army, the army controlling the dragon decides whether the attack occurs. If multiple Dragonlords/Dragonmasters roll their SFR/TSR logos, their owner decides which take control of the dragon(s). If the taming attempt fails, the dragon proceeds to attack the army. During an attack by multiple dragons, if a Dragonlord/Dragonmaster takes control of a dragon, the owner of the Dragonlord/Dragonmaster chooses which dragon is controlled. Dragon taming cannot occur if a dragon attacks another dragon, only when dragons attack the army containing the Dragonlord/Dragonmaster. If there is a dragon of a different color (except ivory dragons) at the same terrain, the dragons will always fight each other (even if one or more of them are tamed). If a tamed dragon defeats the opposing dragon(s) and is the only dragon left at the terrain, it will remain behaving as a tamed dragon, attacking armies only if the taming player desires. If a tamed dragon attacks an army containing a Dragonlord/Dragonmaster, and that Dragonlord/Dragonmaster rolls its SFR/TSR logo, then control of that dragon is taken from the current Dragonlord/Dragonmaster and passed to the Dragonlord/Dragonmaster that just rolled its SFR/TSR logo.

A Dragonlord/Dragonmaster can lose or relinquish control of a tamed dragon (i.e. the dragon becomes untamed) in several ways:
1) the Dragonlord/Dragonmaster is killed;
2) the Dragonlord/Dragonmaster leaves the terrain without the tamed dragon (e.g. via reserve move, Path, Leaving or Open Grave);
3) the Dragonlord/Dragonmaster tames a different dragon;
4) another Dragonlord/Dragonmaster takes control of the dragon;
5) a Dragonkin Champion rolls its SFR/TSR logo and moves the dragon to another terrain;
6) a player rolls a Summon Dragon SAI on a Dragon Staff artifact; or
7) the dragon is killed.
A non-ivory dragon controlled by a Dragonlord/Dragonmaster can be summoned (per the spell) away from that control. In this case, it can even be summoned to the terrain it currently occupies. If this happens, the Dragonlord/Dragonmaster may attempt control again.

Dragon Slaying: Dragonslayers and Dragonhunters have the ability to instantly slay dragons. Each Dragonslayer and Dragonhunter that rolls its SFR/TSR logo allows the acting player to immediately kill one dragon. In addition, any dragons killed by the logo face of a Dragonhunter are banished (removed from the game and cannot be summoned back).

Dragon Controling: Dragoncrusaders can control any color of dragon if it rolls its SFR logo during a Dragon Attack phase prior to the dragon attack, while Dragonzealots can control a dragon of a matching color if it rolls its SFR logo during a Dragon Attack phase prior to the dragon attack.The dragon may be held motionless (do not roll it) and the army can attack it normally. Or the dragon may be made part of the attack against other dragons.


Eldarim Unit Summary

Dragoncrusader [Bash SAI, 4 x Sneak Attack, 4 x Fly, 4 x Save, SFT/TSR Logo]
Dragoncrusaders are part of the Eldarim race and are potent 4-health units. Dragoncrusaders can cast any color of magic (not just the colors at the current terrain). Dragoncrusaders can double ID magic normally (either by matching a color at the current terrain, or by doubling black magic). Dragoncrusaders can carry magical items of any color (including medallions). A Dragoncrusader can control any color of dragon if it
rolls its SFR Logo prior to the dragon attack.

Dragonzealot [Bash SAI, 4 x Sneak Attack, 4 x Fly, 4 x Save, SFT/TSR Logo]
Dragonzealot are 4-health units that are part of the Eldarim race and come in five different colors, but are virtually identical to the Dragoncrusader. They have several advantages and disadvantages when compared to the Dragoncrusader. The Dragonzealot can only cast magic of the same color as itself. Dragonzealot magic is doubled normally (i.e., by terrain or dead unit area advantage). Dragonzealots can carry medallions and magical items matching their color. A Dragonzealot can control dragons of a matching color if it rolls its SFR Logo prior to the dragon attack.

Dragonlord [4 x Smite, 4 x Sneak Attack, 4 x Cantrip, 4 x Fly, SFT/TSR Logo]
Dragonlords are part of the Eldarim race and are immensely powerful 4-health units.
Dragonlords can cast any color of magic (not just the colors at the current terrain). However, they cannot cast racial magic. Dragonlords can double ID magic normally (either by matching a color at the current terrain, or by doubling black magic). Dragonlords can carry magical items of any color (including medallions). A Dragonlord can tame any color of dragon if it rolls its SFR/TSR Logo prior to the dragon attack.
Note: If the Dragonlord rolls a Cantrip during the roll to tame a dragon, it does not count as instant magic. The Cantrip is simply ignored. Only the SFR/TSR Logo has any affect during this roll. You can bring at most one Dragonlord for each 24 health of battle size (i.e., the same as the required number of dragons). The maximum number of Dragonlord (DL) in an army is equal to the number of dragons you must bring. During the retreat step of a reserve movement, a Dragonlord can “ride” a tamed dragon to any other terrain.

Dragonmaster [4 x Smite, 4 x Sneak Attack, 4 x Cantrip, 4 x Fly, SFT/TSR Logo]
Dragonmasters are 4-health units that are part of the Eldarim race and come in five different colors, but are virtually identical to the Dragonlord. They have several advantages and disadvantages when compared to the Dragonlord. The Dragonmaster can only cast non-racial magic of the same color as itself. Dragonmaster magic is doubled normally (i.e., by terrain or dead unit area advantage). Dragonmasters can carry medallions and magical items matching
their color. A Dragonmaster can tame dragons of a matching color if it rolls its SFR/TSR Logo prior to the dragon attack.
Note: If the Dragonmaster rolls a Cantrip during the roll to tame a dragon, it does not count as instant magic. The Cantrip is simply ignored. Only the SFR/TSR Logo has any affect during this roll.
You can bring at most one Dragonmaster (of each color) for each 24 health of battle size (i.e., the same as the required number of dragons). The maximum number of Dragonmasters of each color in an army is equal to the number of dragons you must bring. During the retreat step of a reserve movement, a Dragonmaster can “ride” a tamed dragon to any other terrain.

Dragonslayer [4 x Smite, 4 x Sneak Attack, 4 x Counter, 4 x Fly, SFT/TSR Logo]
The Dragonslayer is a 4-health unit that is a melee machine. They are also part of the Eldarim race. A Dragonslayer can kill any color of dragon if it rolls its SFR/TSR Logo prior to the dragon attack. Armies with Dragonslayers in them cannot promote units when they defeat a dragon. The Dragonslayer is immune to all dragon and Dragonkin breaths. Furthermore, it extends this immunity to the rest of the army it is with and all individual units within that army. Dragonslayers can cast any color of magic (not just the colors at the current terrain). However, they cannot cast racial magic. Dragonslayers can double ID magic normally (either by matching a color at the current terrain, or by doubling black magic). Dragonslayers can carry magical items (including medallions) of any color. You can bring at most one Dragonslayer for each 24 health of battle size (i.e., the same as the required number of dragons). The maximum number of Dragonslayers (DS) in an army is equal to the number of dragons you must bring.

Dragonhunter [4 x Smite, 4 x Sneak Attack, 4 x Counter, 4 x Fly, SFT/TSR Logo]
Dragonhunters are 4-health units that are part of the Eldarim race and come in five different colors, but are virtually identical to the Dragonslayer. The differences are: a Dragonhunter, if it rolls its SFR Logo prior to the dragon attack, can kill only dragons of a matching color and a dragon killed by a Dragonhunter is also banished removed from the game and cannot be summoned back). Armies with Dragonhunters in them cannot promote units when they defeat a dragon of the same color. The Dragonhunters are immune to breath from dragons and Dragonkin of the same color. Furthermore, they extend this immunity to their army and all other units in it. Dragonhunters can only cast magic that matches their color. They double magic normally (either by terrain or dead unit area advantage). Dragonhunters cannot cast other racial spells, just spells from the basic spell list that match their color. Dragonhunters can carry medallions and magical items matching their color. You can bring at most one Dragonhunter (of each color) for each 24 health of battle size (i.e. the same as the required number of dragons). ). The maximum number of Dragonhunters (of each color) (DH) in an army is equal to the number of dragons you must bring.



Eldarim SAIs
Bash: Normal (non-melee save); Special (dragon attack or save against melee attack)
During a non-melee save roll, Bash generates saves results equal to the die’s health. During a save roll against a melee attack, choose a unit in the attacking army that generated normal melee results. Bash immediately does back damage equal to the melee results of the target unit, which must generate saves against its own damage. The defending army gets saves equal to the amount of damage that the target unit generated. During a dragon attack, target one dragon that did normal damage. Bash immediately does back damage equal to the melee results of the target dragon. The defending army gets saves equal to the amount of damage that the target dragon generated.
Cantrip: 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: 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.
Fly: During any roll, each Fly result generates one maneuver or one save result.
Smite: 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
Sneak Attack: During a missile or magic action, immediately kill up to four health-worth of opposing units in any army, with no save possible. The owner of the unit with this SAI selects the target army; the target army’s owner selects the unit(s) killed. Any Dragonkin selected as casualties are immediately buried. During a melee attack or a dragon attack, Sneak Attack generates melee results.
SFR Logo (Dragocrusader): Conditional (dragon attack); Normal (individual save, any other roll)
Before the dragons attacks the army containing this unit, immediately roll this unit; if and only if this icon is rolled then one dragon is controlled for this battle only. The controlled dragon can either be held motionless (do not roll it) and the army can still attack the dragon. Or the controlled dragon can be rolled, adding the dragon’s damage to the arm’s melee damage. Any breaths from the controlled dragon are directed toward another dragon (acting player’s choice). During a save roll against an individual-targeting effect, the SFR logo counts as four saves.
SFR /TSR Logo (Dragonhunter): Before a dragon with a color the same as the Dragonhunter attacks the army containing this unit, immediately roll this unit; if and only if this icon is rolled then one attacking dragon is instantly banished. The dragon is removed from the game and cannot be summoned back. During a save roll against an individual targeting effect, the SFR/TSR logo counts as four saves. During any roll, the SFR/TSR logo counts as a two point ID icon and as such may be doubled to produce magic of its own color.
SFR/TSR Logo (Dragonlord): Before a dragon attacks the army containing this unit, immediately roll this unit; if and only if this icon is rolled then one attacking dragon becomes tame and will not attack the Dragonlord’s army. During a save roll against an individual-targeting effect, the SFR/TSR logo counts as four saves.
SFR/TSR Logo (Dragonmaster): Before a dragon with a color the same as the Dragonmaster attacks the army containing this unit, immediately roll this unit; if and only if this icon is rolled then one attacking dragon becomes tame and will not attack the Dragonmaster’s army. During a save roll against an individual-targeting effect, the SFR/TSR logo counts as four saves. During any roll, the SFR/TSR logo counts as a two point ID icon and as such may be doubled to produce magic of its own color.
SFR/TSR Logo (Dragonslayer): Before a dragon attacks the army containing this unit, immediately roll this unit; if and only if this icon is rolled then one attacking dragon is instantly slain. During a save roll against an individual-targeting effect, the SFR/TSR logo counts as four saves.
SFR Logo (Dragonzealot): Conditional (dragon attack); Normal (individual save, any other roll)
Before the dragons attacks the army containing this unit, immediately roll this unit; if and only if this icon is rolled then one dragon with a matching color is controlled for this battle only. The controlled dragon can either be held motionless (do not roll it) and the army can still attack the dragon. Or the controlled dragon can be rolled, adding the dragon’s damage to the army’s melee damage. Any breaths from the controlled dragon are directed toward another dragon (acting player’s choice). During a save roll against an individual-targeting effect, the SFR logo counts as four saves. During any roll, the SFR logo counts as a two point ID icon and as such may be doubled to produce magic of its own color.

Eldarim Racial Spells
Note: All Eldarim spells are available to be cast in any of the 5 elemental colors. All points for the spell must come from the same color of Eldarim and/or magic items.
Demote Dragonkin (4): Target one color of an enemy army’s Dragonkin with a color different from the color magic used to cast this spell. All Dragonkin of that color must immediately roll an ID icon or be demoted (one health only). If any roll belly then they are buried. Dragonkin that cannot be demoted are simply returned to the summoning pool. All the Dragonkin of the targeted color in the casting army are buried. Multiple castings target multiple armies.
Dispel Dragonkin (4): Target any enemy Dragonkin with a different color than the color used to cast this spell. Immediately inflict one point of damage to the target unit with no save possible. Multiple castings increase the effect or target another unit.
Promote Dragonkin (3): Target one of your Dragonkin in any of your armies with the same color as the magic used to cast this spell. This Dragonkin can be immediately promoted. Multiple castings target multiple units or increase the health. This spell allows you to promote to a unit of greater health (not just one health more) with multiple castings.
Rise of the Eldarim (3): Target Eldarim units in your DUA. The target unit is immediately recruited into the casting army or promoted into your casting army. Multiple castings increase the number of health affected. This spell allows you to recruit or promote to a unit of greater health (not just one health more) with multiple castings.

Strategy
Only one or two of the Eldarim Champions can be considered in a 36-health army. Their primary impact is on dragons and melee. Their SAIs are all useful, but the choice of using a DragonlordDragonmaster vs a Dragonhunter/Dragonslayer vs a Dragoncrusader/Dragonzealot can be significant, due to their effects on dragons, and difference in SAIs (Cantrip vs Counter vs Bash).


Army Construction
With the addition of the Acolytes of the Eldarim expansion, the Eldarim Champions can now be used in a “single race” event – but even one or two of these powerful units can be a significant asset to most armies.
This Eldarim/Firewalker/Goblin army won the "World Event" at GENCON 2008:

3 x Trolls, 3 x Leopard Riders, 1 x Filcher, 1 x White Dragonlord, 1 x Fireshadow, 1 x Gold Medallion
The Dragonlord helps to tame dragons and provide an occasionally useful Cantrip, while supporting a melee/maneuver strategy that is mostly shouldered by the Goblin units in the army.
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Last edited by dburkley on Sat Jul 30, 2011 5:22 am GMT; edited 1 time in total
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piMaster
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PostPosted: Sat Jul 30, 2011 1:32 am GMT    Post subject: Reply with quote

The section on how many to bring is incorrect:

You can bring at most one Eldarim Champion (of each type and color) for each 24 health of battle size (i.e., the same as the required number of dragons). The maximum number of Eldarim Champions in an army is equal to the number of dragons you must bring.
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stormywaters
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PostPosted: Sat Jul 30, 2011 3:53 am GMT    Post subject: Reply with quote

Which is ridiculous. I mean, why not just play a slew of Eldarim Champions? When you're taking dice that have 2 ID icons, Counter, Smite, and Sneak Attack SAIs, it's absurd that the restriction allows for an entire army of these guys.
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PostPosted: Sat Jul 30, 2011 6:27 am GMT    Post subject: Reply with quote

Because an all Eldarim Champions army is easy to beat. They don't have a lot of maneuvers. They also don't have a lot of magic and worse, it's all different colors. You don't want to try and take them on at melee. Once you start killing them, they don't come back very easily.
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cliffwiggs
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PostPosted: Sat Jul 30, 2011 11:20 am GMT    Post subject: Reply with quote

chuckpint wrote:
Because an all Eldarim Champions army is easy to beat. .


agree. I used to beat them all the time and that was whe sneak attack worked during saves!

You don't do it via a direct assault which is a trend I've noticed lately.
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Matthias Maccabeus
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PostPosted: Sat Jul 30, 2011 11:47 am GMT    Post subject: Reply with quote

In the description of the SAIs, Sneak Attack is not mentioned.
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