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  1. Hier der Bericht von den diesjährigen amerikanischen Meisterschaften: DEXCON 17 (2014) US National Dragon Dice™ Championship The match to decide who would be the 2014 US National Champion would come down to two veteran players. Steve Braun is a long-time Dragon Dice™ player from the 1990†™s and for this match, he brought a Feral army that included 2 Trolls. Jared Schuller is a former Dragon Dice™ US National Champion and for the championship match, he brought a polyglot army with a core of 3 Echanters. Jared won the Initiative roll and elected to go first. The terrains came up †œ3† at Jared†™s Home (Coastland Standing Stones), †œ1† at the Frontier (Flatland Temple), and †œ5† at Steve†™s Home (Flatland Standing Stones). Steve feared that his Home army of mostly magicians would be cut down in melee, but only modest losses were suffered, which were recovered by the Troll†™s Regenerate in the following turn. Nonetheless, Steve withdrew to Reserve. After a couple of turns of positioning and posturing, the two armies settled in with Jared†™s entire army capturing the Flatlands Standing Stones, while Steve†™s entire force rallied at the Flatland Temple (still at †œ1†). Several turns went by in a desperate magic duel with Jared using Dragons against Steve, while Steve used Lightning Strikes against Jared†™s magicians. Dragons appeared to be Jared†™s best strategy, as he often generated magic from multiple color sources (but he definitely wished he had a second Fireshadow to help his other Fireshadow generate enough red magic to cast Dancing Lights). Steve survived several turns of Dragon attacks, eventually eliminating them all and recovering the few losses he did suffer. Jared managed to save against most of the Lightning Strikes, and recovered the first few losses with the help of his Troll, but as Steve continued the Lightning Strikes, Jared started to take losses that were not recovered †“ one Enchanter at a time. After the three Enchanters were in the Graveyard, Steve switched to massing all 4 dragons after rolling 33 points in magic. Jared took some modest losses after the first attack, but did not eliminate all the dragons. Steve massed 4 dragons again, and Jared†™s Unicorn and Dragonlord continued to fail to dispel or tame any of the dragons. The second Dragon Attack was telling, with a breath result from a blue/gold hybrid. Jared was forced to flee to Reserve with about half of his army, but Steve hounded Jared†™s army with more Lightning Strikes, which prompted Jared to come to the Frontier to force it off position †œ1†. It was too little too late at that point, but Jared went down fighting. DEXCON 17 awards trophies to all the championship events at their conventions, so Steve has a nice new shiny trophy, plus a promotional die and a customized set of Dwarven army cards for this achievement. Congratulations Steve! Steve Braun†™s US National Championship Army (Constructed Format) †“ Feral & Trolls 2 x Buffalo-folk 1 x Tiger-folk 3 x Wolverine-folk 2 x Badger-folk 2 x Weasel-folk 1 x Lynx-folk 3 x Antelope-folk 2 x Trolls (Goblin) 1 x Flatlands City 1 x Flatlands Temple 1 x Blue/gold Drake 1 x Blue/gold Wyrm 1 x Blue Dragonspy 1 x Gold Dragonsentry 1 x Blue Dragonsentry 1 x Blue Dragontroop 1 x Gold Dragontroop 1 x Blue Dragonscout 1 x Gold Dragonscout 1 x Blue Dragonfoal 1 x Coastland Woods minor terrain 1 x Flatland Woods minor terrain 1 x Highland Woods minor terrain 1 x Swampland Woods minor terrain Jared Schuller†™s Runner-up Army (Constructed Format) †“ The †œRainbow Coalition† 1 x Dragonlord (Eldarim) 1 x Fireshadow (Fire-walker) 1 x Unicorn (Treefolk) 1 x Swamp Giant (Swampstalker) 1 x Troll (Goblin) 1 x Leopard Rider (Goblin) 3 x Enchanter (Coral Elves) 1 x Gold Medallion 1 x Coastland Standing Stones 1 x Swampland Temple 1 x Ivory Drake 1 x Ivory Wyrm 1 x Blue Dragonkin Champion 1 x Green Dragonchamp 1 x Blue Dragonhero 1 x Gold Dragonsentry 1 x Green Dragontroop No minor terrains
  2. Hier die Top five vom Turnier in Hamburg: 1. Claas with firewalker 2. Thorsten with Feral 3. Frank with firewalker 4. Bongo with Feral 5. Marc with Gobbos
  3. Normalerweise bedürfen die Ausführungen von Chuck ja keines weitern Kommentars, hier jedoch möchte ich vehement widersprechen. Die Schotten sind exzellente Nahkämpfer. Es spricht nichts dagegen, mit ihnen forsch nach vorne zu preschen und den Mitspieler im Nahkampf zu vertrimmen. Schotten machen jede Menge Spaß, Iren sind vielseitiger.
  4. Die Veranstalter wollen Spielern aus anderen Ländern mit 7 Spielen viel bieten. Tun sie auch. Ist allerdings bei weiter Anreise nicht so einfach, pünktlich am Freitag da zu sein. Und eine Übernachtung am Donnerstag schraubt die Kosten in die Höhe. Koblenz als Veranstaltungsort finde ich prima, tolle Stadt, zentral und für die Spieler im Rhein-Main-Gebiet elegant zu erreichen. Ich hoffe auf gute Szenarien und ein Bonus-Malus-System a la Grand Melee.
  5. Das Turnier beginnt Freitagmittag um 13.00 und endet am frühen Sonntagnachmittag. Insgesamt sieben Spiele. Ein Saga-Hardcore-Wochenende...
  6. So wie es bei T3 steht, geht das Turnier über zweieinhalb Tage ?!
  7. Studio Tomahawk planen die Saga-Worlds (Weltmeisterschaft ?) für dieses Jahr in Deutschland. Ort ist Koblenz, 15.-17.August. Wer hat Interesse ,-) ? Kann mir gut vorstellen, zum Zuschauen vorbei zu kommen. Mitspielen ,-) ???? Mehr Infos findet ihr im Studio Tomahawk Forum unter Challenge to Battle !
  8. Ein Bild sagt mehr als 1000 Worte: Lnks oben Einheiten der Treefolk (Waldbewohner), rechts davon Zwerge, unten Gobbos und Korallenelben. Die meisten Völker haben 20 verschiedene Würfel: jeweils schwer gepanzerte Nahkämpfer, Magier, Skirmischer, Kavellerie und Fernkämpfer mit ein, zwei oder drei Lebenspunkten und fünf verschiedene Monster. Also endlose Kombinationsmöglichkeiten !
  9. Moin ! Dragon Dice ist ein schnelles Würfelspiel, bei dem Fantasyarmeen gegeneinander antreten. Dabei repräsentien die Würfel Enheiten mit speziellen Eigenschaften, z.B. Magier, Nahkämpfer, Fernkämpfer, Kavellerie, Skirmischer, Monster uvm.. Ziel des Spieles ist es, das Gelände unter seine Kontrolle zu bekommen oder die gegnerische Armee zu verputzen. Aktuell gibt es 13 verschiedene Armeen (Zwerge,Elben,Gobbos,Menschen,...). Die Hamburger Community trifft sich einmal im Monat Donnerstags in Hamburg-Altona zum freien Zocken oder zum Miniturnier. Hier kann man immer vorbeikommen und eine Einführung bekommen. Die Regeln auf Deutsch könnt ihr auch hier im Forum unter "Einführung in Dragon Dice" finden. Auf dem Nordcon gibt es dieses Jahr am 15.6.14 auch wieder ein größeres Turnier mit smarten Preisen, unter anderem bekommt der bestplatzierte Newcomer einen Armeesonderpreis. Have Fun....
  10. Ein must have, weil es solide und mit viel Liebe zum Detail (stimmungsvolle Bebilderung) gemacht wurde. Aus meiner persönlichen Sicht...
  11. Kann eine Einheit durch einen verlorenen Nahkampf beim Zurückweichen vom Tisch gedrängt werden ? Danke ;-) !
  12. Hier die Top 3 vom Turnier in Hamburg am 13.3.14: 1. Claas mit Feral 2. Frank/Firewalker 3. Jörg/ Zwerge
  13. Hier ein guter Strategieartikel zu den Swampstalkern von Dragon Dice-Titan Dan Burkley: Introduction The Swamp Stalkers are a fearful sight to behold, strangling the life out of their victims deep in the muck and ooze of the swamp. They have several significant advantages at a Swamplands terrain (racial ability and doubling green magic). The Swamp Stalker special abilities: Terrain Advantage: Swamp Stalkers may, when at a swampland terrain, count maneuver results as if they were save results. Mutation: During your Initial Effects phase, if you have at least one Swamp Stalker unit in an army at a terrain and have at least one dead Swamp Stalker unit in the DUA then you may attempt to mutate. Target up to 3 health-worth of units in an opponent’s reserve area, which must generate a save result or be killed. For those that are killed return up to that many health-worth of Swamp Stalker units from your DUA to the mutating army, promote a number of Swamp Stalker units equal to the health killed or a combination of both. Example: At the beginning of a turn the Swamp Stalker player has an army at his home terrain and some Swamp Stalker units in his DUA so he decides to try and mutate to bring them back into play. Selecting a player with a reserve army he targets three common units. These units must roll a save or be killed. Only one saves so two are sent to the DUA. The Swamp Stalker player may now bring in a 2-health unit, two 1-health units, bring in one 1-health unit and promote one unit, or promote two units. Swampstalker Unit Summary Commons… Warmonger [save, save, melee, melee, melee x2] The Warmonger is a good melee Common, concentrating on melee and saves. Striker [maneuver, missile, save, melee, melee x2] The Striker is diverse with a maneuver, missile, and save face, along with its two melee faces. Bog Runner [maneuver, maneuver x2, melee, save, save] A Bog Runner at a Swampland terrain saves 83% of the time (since maneuvers count as saves at the Swamplands terrain). For a “cavalry” class unit, it may not be as fast as most, but it offers a lot of damage resistance. Sprayer [melee, save, missile, missile, missile x2] The Sprayer is a fairly focused missile unit, but does not save as well as the previous three commons. Bog Adept [melee, save, magic, magic, magic x2] The Bog Adept is a good magic Common, with a melee face and a save face. While is does not maneuver well, it can offer more in a melee situation than magicians of some other races. Uncommons… Ravager [save x2, save x2, melee, melee x3, melee x4] The Ravager is a good “heavy melee” Uncommon, concentrating on melee and saves. Raider [save x2, maneuver x3, missile x2, melee x2, melee x3] The Raider is diverse with a maneuver, missile, and save face, along with its two melee faces. Marsh Swimmer [maneuver x2, maneuver x4, melee x2, save x2, save x2] Like the common Bog Runner, a Marsh Swimmer at a Swampland terrain saves 83% of the time (since maneuvers count as saves at the Swamplands terrain). For a “cavalry” class unit, it may not be as fast as most, but it offers a lot of damage resistance. Stormer [save x2, melee x2, missile x2, missile x2, missile x4] The Stormer is a fairly focused missile unit, but does not save as well as the previous three Uncommons. Marsh Mage [melee x2, save x 2, magic x2, magic x2, magic x4] The Marsh Mage is a very good magic Uncommon with a melee face and a save face. While is does not maneuver well, it can offer more in a melee situation than magicians of some other races. Rares… Annihilator [save x2, save x3, melee x2, Smite x4, melee x5] The Annihilator is a very strong “heavy melee” Rare (especially with the Smite x4 and melee x 5 faces) and saves 50% of the time, but don’t expect it to maneuver well. Invader [maneuver x3, save x2, melee x4, missile x3, Poison x4] The Invader is a very diverse “light melee” Rare. Instead of the Counter SAI, the Invader has the Poison SAI. If constructing an army that can be flexible to pursue a maneuver, melee and/or missile strategy, consider including this unit. Wave Rider [Coil x4, maneuver x2, maneuver x5, save x 2, save x 3] The Wave Rider is an excellent “cavalry” unit for a Swampland terrain with an 83% chance of rolling a save. The Coil SAI can be effective, but choose the target carefully, since any damage rolled during the target’s save will hit the Waverider. Deluger [save x3, missile x2, missile x2, missile x5, Bullseye x4] The Deluger is a very focused missile unit (and more so than the Common or Uncommon), counting towards a missile action 83% of the time, and it has the deadly Bullseye SAI. This is the unit to use for a missile-oriented strategy. Swamp Wizard [melee x2, save x2, magic x3, magic x5, Cantrip x4] An impressive-looking magic unit with 4 faces counting for magic, the Swamp Wizard also has a melee face and a save face. Monsters… Crocosaur [surprise, Surprise, Rend, maneuver, Tail, Tail, melee, melee, save] The Crocosaur is squarely focused on melee, with two melee faces and five SAI’s that count in a melee action. The Rend and Tail SAIs permit a second roll. Mudman [surprise, Smother, Smother, maneuver, save, save, melee, melee, melee] Despite its name, its actually a group monster (so when its ID icon is rolled, it is counted and re-rolled again). The Mudman is also focused on melee, with three melee faces and three SAI’s that count in a melee action. Ormyrr [maneuver, missile, magic, magic, Coil, save, save, melee, melee] The Ormyrr is a very diverse monster that counts as a magic unit, with a 30% chance of getting magic, 20% chance of maneuvers, 30% chance of saves (40% at a Swampland), and 40% chance of melee. Swamp Beast [Wave, Wave, Poison, Poison, Surprise, maneuver, save, melee, melee] The Swamp Beast is fairly focused on melee, with two melee faces and 5 SAI’s. It has a 50% chance of contributing to a melee, 10% chance of contributing to a missile action, 20% chance of maneuvers, and 20% chance of saves (30% at a Swamplands). Swamp Giant [Poison, Trample, Trample, Smite, Smite, maneuver, save, save, melee] The Swamp Giant is another monster that is melee-oriented, but can support a maneuver strategy as well. It has a 70% chance of supporting a melee action, 40% chance of supporting a maneuver action, and 30% chance of saves (60% at a Swamplands). This monster can work well in any army that promotes a melee strategy. Swampstalker SAIs Bullseye (Deluger): 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 (Swamp Wizard): 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. Coil (Ormyrr, Waverider): During a melee attack, for each unit that generates Coil results choose one unit in the defending army. Immediately inflict four points of damage to the target unit. The target unit makes a combination roll: to generate saves against the Coil damage and/or inflict melee damage on the coiling unit. The coiling unit cannot roll to save against this damage. During a dragon attack or melee avoidance roll, each Coil result generates one melee result. Poison (Invader, Swamp Beast, Swamp Giant): During a melee attack, choose one health-worth of units in the defending army per Poison result generated. Each target unit must immediately generate a save or be killed. Any units that are killed must roll a save or be buried. Rend (Crocosaur): 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 (Destroyer, Swamp Giant): 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. Smother (Mudman): During a melee attack, choose up to four health-worth of units in the defending army to immediately roll a maneuver result individually or be killed. Surprise (Crocosaur, Mudman): During a melee attack, choose up to 4-health worth of units in the defending army to be webbed unless each targeted unit immediately rolls a melee result. Target units that fail their avoidance roll cannot be rolled until the beginning of your next turn. Tail (Crocosaur): During a melee attack or melee avoidance roll, Tail generates two melee results. Roll this unit again and apply the new result as well. Wave (Swamp Beast): During a melee attack, after the defending army rolls for saves but before they finalize any results, subtract four from their save results. During a maneuver roll, after all the counter-maneuvering armies roll for maneuvers but before they finalize any results, subtract four from each counter-maneuvering army’s maneuver results. Swamp Stalker Racial Spells Decay (2 black): Target any enemy army. Until the beginning of your next turn, subtract one melee result from the target army. Multiple castings increase the effect or target another army. Foul Water (2 green): Target any enemy army. Immediately inflict one point of damage on the target army. Only 1-health (common) units roll for saves, and only 1-health units can be removed because of this damage. Multiple castings increase the effect or target another army. Mire (6 green): Target any terrain not already under the effects of a Mire spell or currently at the 8th face. Until the end of your next turn, no army at the target terrain can make a maneuver attempt to change the terrain face or bring in a minor terrain. Multiple castings target multiple terrains. Black Rain (7 green): Target any terrain with the green (water) element. Until the end of your next turn, halve all save results at the target terrain. Multiple castings target multiple terrains. The Swamp Stalkers also have access to several powerful Black and Green spells: • Ashes to Ashes provides an option to bury units in their opponents DUA, permitting the Swamp Stalker player to pursue a battle of attrition by denying opponents the opportunity to bring back their dead; • Reanimate Dead allows you to return even multi-health units back to the game, which is an important advantage in a battle of attrition; • Finger of Death is among the most effective offensive spells to kill off small or annoying units without allowing a save; • Deadlands offers an opportunity to double black magic, instead of relying on units being present in anyone’s DUA, but remember that it is lost when the face of the terrain is changed; • 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; • Watery Double is a useful, low-cost protection spell, that stays in effective for Dragon attacks the next round; • Wall of Ice generates a few quick saves (even if temporary ones), often helping your army survive an attack, only to better fortify their position next turn; • Wall of Fog is a useful protection spell, especially against missile-intensive armies; • Flash Flood, cast under the right circumstances, can change the flow of the game, especially when it successfully takes control of a terrain away from your opponent; • Dragon summoning is important as a means to whittle away your opponent’s forces, and Green Dragon breath has the potential to bury enemy units; 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. Swamp Stalker Magic The Swamp Stalkers also have some of the best spells in the game. They have access to black magic, allowing them to bury the dead of their enemies, which can be important in a battle of attrition. In addition, the 4-point Cantrip on the Swamp Wizard can bring back a Common unit with the Reanimate Dead spell, or kill off a troublesome Common with a Finger of Death spell. The spell that can vex all their enemies is the Mire spell, which makes it temporarily impossible to maneuver a terrain. By casting Mire spells upon the other terrains, you can delay the progress of other players, and have the opportunity to capture a terrain first. The Swamp Stalkers are somewhat weak in offensive spells. Black magic can be doubled if units are in the DUA (yours or theirs) or by casting Deadlands at a terrain you control, while green magic can be doubled at Swamplands. Swamp Stalker mages at an Eighth Face can summon Black or Green Wyrms upon their enemies, in the hope that the dragon(s) can cripple their opponent’s army. Strategies Strategy for playing a Swamp Stalker army: 1. The Swamp Stalkers tend to do well in capturing a terrain early, and then either looking for opportunities to snag a second Eighth face, or using Dragons to terrorize their opponents. 2. Do your best to win the horde roll, so as to have at least two swamplands in play; stick mainly to the swamplands because that is where you are the safest. In a multi-player game, if you appear to be untouchable, your opponents will likely turn on each other first, leaving you with some time to reach an Eighth face. 3. Use Mire spells to slow down your opponents while you march towards an Eighth Face. 4. Once you have an Eighth Face, send Dragons (preferably Wyrms) down on your opponents. Use Foul Water spells to get rid of pesky Commons here and there, and don’t forget to bury your opponents’ units wherever possible, to prevent them from returning to the game and give you an edge in a war of attrition. 5. Once the war of attrition has tipped enough in your favor, you’ll want to make the final move to capture a second terrain. Send a contingent of Bog Runners (or other cavalry) to a second terrain (preferably a swampland) and proceed to steadily move it up while your hapless opponents look on. 6. Swamp Stalkers may be tough to kill, but they can achieve their greatest potential when a few of their number lie dead, and they have an opportunity to mutate their enemies. For this reason also, players tend to be careful about killing Swamp Stalkers early in the game, when they may wish to head to the reserves in order to re-deploy their troops to more favorable terrains. Army Construction Here are a few strategies when building a Swamp Stalker army: 1. Use plenty of cavalry units. They maneuver well, and their maneuver icons count as saves at a swamplands terrain; 2. Consider combining the Swamp Stalkers together with other races that will complement their special abilities. For example, this could mean teaming them up with Goblins, who gain the ability to double their maneuvers in the swamps. A Swamp Stalker/Goblin army maneuvers well and saves well at a swampland; 3. Since your Swamp Stalkers are well-protected to begin with, consider combining them with some offensive magic, such as that of the Firewalkers. Mixed Swamp Stalker/Goblin army: 18 Bog Adepts 12 War Dog Riders 6 Speed Slippers An army very similar to this won the World Championship at GenCon in 1999, particularly when the Swamp Stalkers had greater powers of mutation than they do now. Still, this remains a potent army. The Bog Adepts protect the War Dog Riders as they march their way to an Eighth Face. The Bog Adepts gather at an Eighth Face and summon Dragons. One strategy is to bring a swampland Standing Stones to the game, in which case, the Swamp Stalker mages can cast gold magic, opening up the possibility of a Path-Transmute Rock to Mud victory at a crucial point in the game. Mixed Swamp Stalker/Firewalker army: 14 Bog Runners 8 Sunflares 2 Sunbursts 4 Speed Slippers This army won the World Championship in 1997. The Bog Runners work to run a swampland up to an Eighth face, while the Firewalker mages seek to help them out with Wind Walk spells, while at the same time whittling their opponents down with offensive spells such as Firebolt and Lightning Strike. “Single Race” Swamp Stalker army: 6 Marsh Swimmers 6 Bog Runners 6 Delugers This army combines the cavalry’s maneuver ability with the deadly missile potential of the Deluger, striking down opponents with missiles (and the occasional Bullseye SAI) while marching toward an Eighth face. Opponents will think twice about sending Dragons your way. When a Dragon is eliminated by missiles, promote as many units as possible. The Deluger is one of the best missile units in the game, combining 9 missile icons and 4 Bullseyes with 3 saves, rendering the Deluger less susceptible to Lightning Strikes than most of the other missile Rares in the game. Be patient with this army. It’s not likely to gain a quick 2-terrain victory, but can pursue war of attrition. If done properly, your opponents’ forces will be whittled away and buried out of reach.
  14. C&C ist wohl voll kompatibel zu Saga/Dark Age. Beim englischen Saga Grand mellee in diesem Jahr sind nämlich die Armeen aus C&C regulär zugelassen.
  15. Hier nochmal eine gute Analyse von den Amazonen ( Quelle: SFR Forum): 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. 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. 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. 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): During any roll, each Fly result generates one maneuver or one save result. 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, 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.
  16. Moin ! Können die Attacken eines Berserkers (Wikinger) noch durch weitere Würfel aus dem Combatpool ergänzt werden ? Danke !
  17. @ Darius Am Samstagmittag war das erste DIN A4 mit Vorbestellungen voll. Schon möglich, dass es 100 geworden sind. Bin gespannt auf den Bonuswarlord.
  18. Die Veröffentlichung ist für März/April vorgesehen....
  19. Stronghold Terrain hat auf der Tactica bekannt gegeben, dass sie SAGA auf Deutsch herausbringen werden. Erstmal das Grundregelbuch, welches fertig übersetzt ist und nur noch geprintet werden muss. Alle Errata sind berücksichtigt. Kann auf der Tactica besichtigt werden. Dort kann man auch Demomatches machen....
  20. Hier die Ergebnisse vom Miniturnier gestern im Hamburg: 1. Zwerge 2. Goblins 3. Feral Ich hatte mit meinen Zwergen ( Kavellerie/Magie) spannende Matches gegen Treefolk( gemischt mit Unicorn), Feral (gemischt) und Goblins ( Magie/Kavellerie/2 Trolle). An den Zwerge liebe ich die Magiekombo mit gelber Bewegungsmagie und roter Feuermagie. Man hat zwar nicht so viele direkte Schadenszauber wie ein Schwarz- oder Windmagier, aber man kann auf vieles gut reagieren. Have Fun....
  21. ....ist für die SALUTE 2014, also für Mitte April angekündigt. Da darf man sich schon freuen !
  22. Moin ! Wie nah darf man an ein Gebäude kommen ?! Wenn es vom Gegner besetzt ist, sicher nicht näher als VS ohne die Hausbesetzer anzugreifen. Und ein leeres Haus oder eins mit eigenen Truppen ? Eigentlich auch VS Abstand, oder ? Den wenn der Gegner es dann besetzen würde, ständen meine Jungs ja sonst in 'Impassable Terrain'. Kam mir gestern nach dem Spielen in den Sinn....
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