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Topics - diesbudt

#21
Events / THE FIRST DIESBUDT OPEN TOURNAMENT
April 15, 2010, 09:57:24 PM MT
CONGRATULATIONS TO Diesburgz FOR WINNING THE TOURNAMENT LATE MAY 12th 2010!

The first game was won by him, against my Sorceress, Psionist, Rogue by getting a well placed blizzard with his team sorceress, Rogue, Paladin.

The second game was taken by me, with my Fighter Mage, Warrior, Bard. With the key move repositioning his Fighter Mage with an iron golem I summoned a turn earlier, so that my whole team could whack on him with bard buffs and a seeker missile.

The third game was a close one with me killing his soul reaver early on, Though in a desperate attempt, when i moved my paladin and warrior too close to his team He sent his 3/6 HP Fighter mage, to sprint and flash to my Wizard, Disentigrated him with all 4 dice hitting doing 6 damage. He than proceeded to shield himself at which point sealed my fate.


Thats right folks you heard it straight from me, I am holding a challenge/tournament. The winner of it will receive 1 hero set (from me) that they do not currently own.

Requirements
-You must not own both hero packs already
-You must have at least have had 10 games played already, whether they were all wins or loses, ranked or unranked, it does not matter.

The Rules
-Once per week, a person may challenge me to a Match. A match consists of a Best 2 out of 3 games. I must be on the game to be challenged.
-In every match, when you or I win a game, the 3 units that won the game may not be used in any other game per the match. (So pick your team setup wisely)
-I Host the game, at the location of my choosing. (A custom map for the event.)
-The first player to beat me wins
-You cannot act crude, rude, or any other over the top offensive. Cursing I don't mind, but Ross's DO NOT CURSE bot will yell at you for it.
-Turns will last 2 minutes.
-If at anytime you give up between games (games must be played in succession), you lose the rest of your turn for the week.

Secondary Rules
-At anytime I am away/busy and my brother is on, if you get his permission AND my permission (through him, or from a previous time), he may fill in for me for a match (same rules apply). As long as I get proof afterwards too that the game was played. (A screenshot per game played won/lost)

These games will not be ranked, so you have nothing to lose.

This Tournament will start Friday April 16th (I cannot be challenged until after that date.) This tournament is also to help give someone who doesn't have 1 or both sets of "extra" units a chance to get a set.


ENJOY!

-Diesbudt

UPDATE: I decided in all the fairness of competition, I will remove the 10 game requirement for the tournament!  
#22
Bugs & Support / Spelling error
April 14, 2010, 03:19:02 AM MT
My brother was busy in an FFA game, and he pointed out a spelling error on Demonic Lash:

Roll 3 attack dice against target unit. If any dice hit, unit loess exactly 2 life.
#23
Bugs & Support / Diesbudt's List of 1.3 bugs
April 09, 2010, 09:17:25 PM MT
I will keep a list of things I find starting here:

Complication: If you only have 1 available space to summon a creature, and try to summon skeletons. It will not let you click the light up area, and will stay dark w/ the square lighted up until you click a different spell, hit cast, than hit cancel.

-Maybe also, set it up so you can only summon 1 skeleton if there is no other room for the second?
#24
Battle Blog / First amazing battle of 1.3
April 09, 2010, 08:54:07 PM MT
For all those interested, first ranked big battle done in 1.3 was me, vs Warmage (at the time #2).

Diesbudt team: Wizard, Warrior, Paladin
Warmage team: Fighter Mage, Minotaur, Psionist.
Location: Drendal Firepit

The match started off pretty slow, just testing the waters between him and me, with his psionist and Minotaur moving behindsome walls to the left and right.

Meanwhile I stayed behind my starting point and was trying to prepare an assault for a unit and combo I have not faced before.

First real move was done by me, with my wizard moving into the field of battle, summoned an Iron golem, and sent him to attack and stun the psionist. Which afterwards the wizard sprint back to safety blocking both ports off by the warrior and paladin.

Warmage sent skeletons to the iron golem to kill it (to no avail) and sent the minotaur at my paladin.

(fast forward) A few turns of a stalemate, his FM moved to the middle of the field to buff his minotaur. He hit my paladin for a few damage. My move I sent my warrior and paladin after his FM along with any spells I had, dropping his FM to 2/6 hp. Sadly his turn, he full healed the FM and than damaged my Paladin some more.

(fast forward) At one point all 6 units were in the middle of a no holds bar match, and my paladin/warrior were able to fall the minotaur and psionist with the wizard helping shooting a fireball (that hit my paladin, his psionist, minotaur and a skele... only doing 1 damage to the skele) and whatever else he had. in return he killed my paladin.

A few turns later, after knocking his FM to 4/6 and hexing him, he was able to sprint and flash to my wizard (who was in a corner) and trapped him between an iron golem and his FM, with his Iron golem stunning my wizard (now at 3/7 hp).

My warrior immediatly sprinted to the only spot open next to the wizard and protected the wizard. Warmages turn, he used everything he had, and dropped the wizard to 1/7 and the warrior to 1/7 (But the Iron golem and blizzard did not stun the wizard, however the warrior was stunned.) 

Warmage used his last card to flash near the warrior to run as far away as he could. My turn I used sleep on the iron golem to draw a new card, used shield on the warrior, attacked my own warrior to wake him up, than sent him to the Fighter mage. Knocking him down to 2/6 hp. At this point I summoned a crystal golem who went in for the final blow of warmages fighter mage.

Overall: The game seems well done on balancing, and was a very fun/intense match, and glad to see someone of warmages caliber to return to HM. (Even though he cheats with his minotaur)
#25
General Chat / Everyone's previous Tactics experience.
April 06, 2010, 04:48:55 AM MT
I am just curious where everyone else stands on experience for tactic games (similar to Hero Mages).

Mine:

-Was the strategist for a guild in WoW during BC and first patch of Wotlk, to get relm firsts, on how to kill the bosses through pictures I crudely drew on Microsoft paint.
- Have beaten 2 Fire emblem games on the hardest mode (Radiant Dawn and shadow Dragon)
- I loved Advance Wars and  Final Fantasy Tactic gameboy games
- I have some (not much) experience of table top tactic games like: Mageknight, Warhammer, Star Wars and so on.
#26
Suggestions & Comments / New card type idea
April 06, 2010, 04:33:41 AM MT
(auras)

Auras have an ongoing effect until discarded from the hand once used. (Either by ability, or manually.)

Offensive aura: cost: 2 mana. All your units have +1 Strength. At the start of each turn, you gain 1 less mana at the start of each turn while this aura is active.

Defensive aura: cost: 2 mana. All your units have +1 Defense. At the start of each turn, you gain 1 less mana at the start of each turn while this aura is active.

Mastery Aura: cost: 2 mana. All your units abilities now cost 1 card less (to a minimum of 1 card). At the start of each turn, you gain 1 less mana at the start of each turn while this aura is active.

Inspiration Aura: cost: 2 mana. All your units have +2 to dice rolls. At the start of each turn, you gain 1 less mana at the start of each turn while this aura is active.

OR

Offensive aura: cost: 2 mana. All your units have +2 Strength and -1 Defense. At the start of each turn, you gain 1 less mana at the start of each turn while this aura is active.

Defensive aura: cost: 2 mana. All your units have +2 Defense and -1 Strength. At the start of each turn, you gain 1 less mana at the start of each turn while this aura is active.
#27
Game Balance / V 1.3 (surprise I am first to post no?)
April 06, 2010, 04:16:48 AM MT
I'll just go out and say it. I think you did a great job on the balancing of spells. I especially like the extra dispell card... though that card alone is responsible for me losing over 200+ combined points in my history of HM. Now a Hero won't feel as safe running into the middle of the field and think (Oh! a shield!)

Though my wizard will miss my free card draws from imprision, and gateway.

Questions:

A minotaur? Where's mine? and No Diesbudt the ruler hero unit?

Also the minotaur... a possible 9 dice attack on a sprint?  haha oh... kamikaze on a hero... (bulls charge).

The other ability seems interesting.


Otherwise besides reavers DUEL >>>  TAUNT   >:( :( :-X

Overall, nice balance changes.

Ill post more when i take a closer look.

Edit 1:  Since you didn't add that augu. card to lose 1 armor (unless you forgot to mention it), and cripple is the only card that can lower defense, which also has (Defense cannot go lower than 11 as 15 - 4 = 11 )... And you posted def can now go lower than 11... but come to think of it can it really???  (This is assuming you cannot stack sunder Armor)

Edit 2: Also the Party builder, what is it exactly? I can now premake my team for easier picking or what exactly?

#28
Battle Blog / New Game style
April 02, 2010, 02:17:10 AM MT
So my brother and I have played many games against each other, to the point that we created our own style of game.

The name? We haven't come up with one yet, but the objective is, both players pick a Sorceress + 2 random guardians. This is an Assassination type game.  Next on each persons first turn they must move the guardians to the 4 certain spaces on the map and NOT use them the entire game (Pic included).
That means:
1. No Body blocking. (Unless Rule 3 changes that)
2. No using guardian's abilities.
3. You may reposition with guardians, but the guardian must stay at that space the rest of the game (like a wall)

Rules:
- Both players may not attack on their first turn (but they may summon creatures) creatures are usable as it does come from the sorc's magic.
- Sleep and Entangle is forbidden
- If you use ice shards, it can be the only card you use that turn. (You may however melee attack)

#29
Bugs & Support / Barbarian Bug
February 26, 2010, 05:01:01 AM MT
So, dueling with my brother earlier tonight, I came across a new bug that I can't believe hasn't been found yet.

If the barbarian kills a unit, he can still sprint (because of his attack again ability) when sprint itself says cant be used after an attack or before one.

Unless I happen to be wrong about this rule.
#30
Battle Blog / Super Powerful Fighter mage
February 08, 2010, 07:03:09 AM MT
My brother and I did a series of battles, and during one of them my FM was able to kill his sorceress, at the sacrifice of my 2 guardians. With no cards Left and at 2 hp, I had to run and hide from his high defensive paladin and range attacker rogue.

As I ran I had to gather cards and stay outta range of the rogue, as I needed more power to kill him or the paladin without exposing my FM.

Long story short his paladin and my Fighter mage were the last main units left in a showdown and I drew almost all the Augumentation cards after hitting 10 valor:

Screenshot enclosed

#31
General Chat / Myself
January 04, 2010, 05:29:29 AM MT
For anyone interested, unless something comes up, I will be on (for the first time in a long while) from 7pm-10pm EST time tomorrow (Monday) if anyone is interested in playing a game.

#32
Battle Blog / 3 FFA
November 04, 2009, 10:12:37 PM MT
So yesterday I was in a 3-way FFA with Froglegs and Verabian.  Random heroes of course.

I got my favorite setup for 3FFA  Wizard, soul reaver and paladin.

The battle was long, especially the end where they had 3 17 def units left and all i had (until I drew res. was my paladin and wizard.) The game was so long I neared 100 valor [Screenshot posted].
#33
Suggestions & Comments / Map Idea
November 03, 2009, 08:49:29 PM MT
I think for when you prepare to release new maps, set up a map making contest (Dont need map saves to use as you can make and screen shot)

Either make it a 2p, 3p, or 4p map.


#34
Meeting Place / Welcome all those from the twin cities.
November 03, 2009, 08:39:46 PM MT
Hello and welcome to heromages all of you from the twin cities.

If any of you brave souls wish to play a game with me, hit me up.

-Diesbudt
#35
Suggestions & Comments / New unit
October 26, 2009, 03:03:38 PM MT
I remember you saying something about possible new unit(s) coming *soon.

Any hints?

And is the "balance testing of said unit(s)" going well?

Will I like said new unit(s)?

#36
General Chat / :O
October 20, 2009, 01:37:12 PM MT
Hey my peeps, sorry I have disappeared for the last week, but I have been busy Beta testing a game called Heroes of Newerth.

For anyone that has played DotA in Warcraft 3 would know what this game is like.

Anyways, look for me to appear randomly at times, im itching for a game.
#37
Battle Blog / Skittles Reinvented
October 12, 2009, 06:13:58 PM MT
In August a game idea was started where it was a 4 man FFA with no walls. I think it was called it a Mexican stand-off. After hearing of this Joshua reinvented it to not only be wall-less, but have all units start sporadically across the board. We called it Skittles!!!!! As Joshua is no longer here…

I have brought Skittles!!!!! Back.

For those interested in trying this game (It has helped numerous people get better at the game with fast decision making) here are my rules

-30s Turn timer
-Unranked
-FFA (4 players is best but can be done with 2-3)
-If all that is left is 2/3/4 guardians (1 by 2/3/4 different players) and 1 (or both) are paladins, they may no longer use Combat healing.


Just ask me for a game of skittles if you see me in the lobby.
#38
I think the aliens got him...

P.S. Joshua U better show back up soon, we still need our rubber match (currently 2-2)
#39
General Chat / Diesbudt's Guardian Guide
October 12, 2009, 03:09:45 PM MT
DIESBUDT’S GUARDIAN GUIDE

WARRIOR: (Offensive and Defensive): The Warrior is one of the most basic and most used hero’s by players in Hero Mages. It has both a decent offense and a strong defense. It really shines though when augmented as he gets 2x the augmentation (he attacks twice a turn). Also, with his high defense and the ability to share that defense with any friendly unit, he can help keep heroes and other low defense units alive, even your partner’s in a team battle. “The bravest warriors know no bounds, not even enemy territories”.
   Stats
      -Strength 2, Defense 17, Life 5
   Abilities
      -[Duel Wield] Passive: May attack twice a turn
      -[Protect] (1 card cost): Lower warriors defense by 4, to increase a friendly adjacent unit’s defense by 4

*Strengths â€" With the Ability to attack twice, he can be considered a strong offensive character. With a single augmentation, Dragon’s fury for example, the warrior now gets 10 dice to attack this turn. Also, he is the only character, that can regularly earn you 2 valor a turn (the barbarian can also if he kills a unit on his first attack).
*Weaknesses â€" He only has 5 hp. To most this doesn’t seem to much of a factor, but that 1 hp can go along way especially with luck in this game.

*“Good/Bad Unit Combinations”*

Good:
---Paladin: With the Paladin, you have 2 very defensive units that can enter the middle of the field and not be as worried as LoS from enemy mages than other units. And with the Support of Both you could pin or push opponent units to where you want, giving you a slight advantage “controlling the field”. Also the ability for the paladin to heal, your 17 def guardians could survive a while (Depending on luck).
---Rogue:  With a Rogue, he can stand back and force your opponent’s to be more conscious of LoS, as you can close the distance with a buffed warrior with lots of Dice to roll, without taking too much LoS damage.
---Soul Reaver: With this unit, not only can you have 2 offensive and defensive units, but some maps have “chokepoints” where a soul reaver can stand and duel an opponent unit, while the warrior stays behind the Soul Reaver protecting him.  [Think about it, a 4 STR 20 DEF counterattacking unit standing in the only entrance to your unit? Mmmmm]
---Bard: With a bard, you will have a semi-offensive unit helping to damage but also giving a “20%” better hit chance to the warrior. Give the warrior the Bard’s inspiration and a buff, and watch the warrior put the hurt on units. Also if the bard is the focus of your attacks, and you need the bard more (to help with your hero) than your warrior, you can protect him giving him 18 DEF at the sacrifice of your warrior’s DEF.
Bad:
---No actual bad combinations as of the moment

**Duel rating (8/10); Team Rating (9/10); FFA Rating (8/10)


PALADIN: (Defensive and Support): The paladin is another basic unit used highly by all Hero Mage players, new and pro. It has a strong defensive but lacks a comparable offense (Considered 2nd worse offensive unit, behind the psionist). The paladin, however makes up for that in support abilities, with the ability to heal 1 damage a turn and remove stuns and immobilizations for a card each. “It is a well known fact that paladins have cured the incurable for millenniums, all she sees this as, is another day of work”.
   Stats
      -Strength 3, Defense 17, Life 5   
   Abilities
      -[Combat Healing] (1 card cost): Heal a friendly unit in Line of sight 1 damage
      -[Bless] (1 card cost): Remove all stuns and immobilizations on a friendly unit in Line of sight.

*Strengths â€" The Paladin has a high defense of 17 and amazing support abilities at her disposal.
*Weaknesses â€" Same as the warrior, she only has 5 hp to live with and is considered a weak offensive unit.

*“Good/Bad Unit Combinations”*

Good:
---Warrior: <See above under Warrior>
---Soul Reaver: Having another high defensive and offensive unit to balance out the paladin’s support abilities, makes this setup a harder to kill set-up. The Paladin is known to survive the most devastating attacks, and yet your opponent will think extra hard when thinking about melee attacking a 16 Defense Soul Reaver.
---Samurai: The most offensive unit, mixed with the most defensive unit. Just imagine, 1 unit is destroying all your opponents’ hopes and dreams, as the other blocks access of some units trying to get to your hero or samurai and helps keep the samurai from being stunned/immobilized.
Bad:
---Psionist: The Psionist being a supportive unit, needs a strong offensive unit to balance it out, which the Paladin is not. As the only good thing a Psionist has is Mind control (Her offense and defense are bad). And with both paladin and Psionist having only card cost abilities, they are a combo eating cards incredibly fast, leaving you low on offensive cards too.

**Duel Rating (6/10); Team Rating (9/10); FFA Rating (7/10)


BARD: (Offensive and Support): This basic unit has the one thing other units wish they had, a way to get around the high armored units such as the Paladin and Warrior. Her strength is only an average 3, but her passive ability giving her +2 to all rolls, makes her hit more often. And with her ability to help increase the chance to hit to her allies, she is a team player with that support ability. “His sword skills are amazing, but his vocal skills are impossible to match, watch out when he sings the melody of inspiration”!
   Stats
      -Strength 3, Defense 14, Life 6
   Abilities
      -[Precision Strike] Passive: the bard gets +2 to all her rolls
      -[Inspire] (1 card cost): She can give any ally, or herself, in line of sight +4 to their attack roll that turn.   

*Strengths â€" The Bard only has a 3 STR offensive, but also +2 on her rolls, making it so her dice has a better chance to hit. The Ability to give +4 to attack rolls helps support stronger units getting them to do more damage, but also gives her the option to give herself a +6 modifier. Mix that in with a Cripple spell card, and you can almost guarantee most dice will hit.
*Weaknesses â€" The Bard however only has that 3 STR offensive and can’t usually make a strong, devastating hit. Her low defense also makes her a vulnerable target if she was to venture too close to enemy units for too long.

*“Good/Bad Unit Combinations”*

Good:
---Warrior: <See above under Warrior>
---Barbarian: The Barbarian has an amazing 5 STR, and can do damage. But also because the barbarian may attack every time he kills a unit, having the bard to give him +4 to his rolls could result in a fearsome beast. Inspiration + Charge and a bit of luck could see the barbarian doing 5 damage to any unit. Plus with 3 dice already at +2 on rolls, is extra damage that could be needed to help the barbarian kill a unit so it may attack again.
---Rogue: Basically inspiring the rogue and shooting from afar will slowly whither your opponents’ units’ hp pool. Mix this with spells, and he will have no choice but to close the distance. When he gets close enough, that is when the bard springs into action adding his own manipulated dice to the attack pool, helping kill unfortunate victims.
Bad:
---No Actual Bad combinations as of the moment.

**Duel Rating (7/10); Team Rating (8.5/10); FFA Rating (6/10)


ROGUE: (Offensive): This basic unit has one ability that sets it from the rest, the fact that he can attack from any point on the map to any unit within his Line of sight. This mixed with his ability to attack again against any unit at 1 hp is very handy. ”Unlike most Rogues this little guy isn’t stealing your treasure; he is just stealing your life. 1 attack at a time”.
   Stats
      -Strength 3, Defense 13, Life 6
   Abilities
      -[Bow and Arrow] Passive: The rogue can attack any unit in his LoS
      -[Finishing Shot] (1 card cost): The rogue has the ability to attack any unit in LoS that is at 1 hp with 3 STR   

*Strengths â€" The rogue can attack from range, keeping him safely away from danger. And with the ability to attack again at any target with 1 hp, he could do some major damage from a distance.
*Weaknesses â€" He has a very low defense and can die quickly if your opponent can close in on him fast. Also with him long range attacking, your other guardian (who is melee) or your hero is going to be the target of the force from your opponents’ attacks

*“Good/Bad Unit Combinations”*

Good:
---Warrior: <See above under Warrior>
---Bard: <See above under Bard>
---Soul Reaver: The soul reaver can get in the way of your opponents’ melee trying to hunt down your rogue, and keep them at bay. Not only forcing them to take damage from the Soul reaver, but also could force counter attack damage. Meanwhile your rogue is behind shooting more carefree doing damage to the target.
---Barbarian: The Rogue is amazing at keeping other unit’s hidden, which means your units can close distances without too much mayhem happening. The rogue can help the Barbarian move close enough to charge length of an opponents’ weak unit for him to go in for the final blow. And if for some reason the Barbarian couldn’t finish the job, the rogue still has his attack and an extra attack at 1 hp targets.
---Samurai: (Same reason as Barbarian) To help close the distance keeping enemy units hidden behind walls.
Bad:
---Psionist: the psionist’s main ability to mind control opposing unit’s is meaningless if your other guardian can attack from range. And with how small the board is, 2 range guardians isn’t a good idea as it wouldn’t take too long to close the distance with well played sprints. And with both being very low on the defense meter, once that distance is closed… goodbye guardians.

**Duel Rating (7/10); Team Rating (9/10); FFA Rating (10/10)


SOUL REAVER: (Offensive, Defensive and Support): This “expansion” unit has a lot to offer, and in my opinion is the most underrated unit in the game. First he has a good offense, a decent defense. She also has some interesting abilities, first her duel ability can help keep any or your opponents’ units from fleeing from you, but also any melee attacks that fail to hit her, causes her to counter attack. This means she can do damage when it isn’t even your turn! ”She is known as the Dark beauty of the sword; she is as beautiful as she is deadly”.
   Stats
      -Strength 4, Defense 16, Life 6   
   Abilities
      -[Counter Attack] Passive: Whenever a melee attack fails to hit the soul reaver, she gets to do an instant free counter attack.
      -[Duel] (1 card cost) She may immobilize herself until the end of your turn, to immobilize an adjacent unit until the end of its turn

*Strengths â€" She has a moderately high strength with a good defense to back it up. With her counter attacks and duel ability, she could run rampant in your opponents’ backfield if given the chance. The duel ability also means she could catch “prey” and wait for your remaining force to get there.
*Weaknesses â€" Her immobilize support ability, also immobilizes her, making her a main target of attack.

*“Good/Bad Unit Combinations”*

Good:
---Warrior: <See above under Warrior>
---Paladin: <See above under Paladin>
---Rogue: <See above under Rogue>
---Psionist: With a psionist’s mind control you could move an opposing unit into your protected territory and than duel him with the soul reaver forcing him to stay until saved, or killed. Also the Soul reaver has a decent offense and defense to help offset the Psionist’s horrible offense and defense.
---Samurai: Many good opponents realize the first rule when dealing with a samurai is to stay away. Well what if you have a defensive AND offensive unit (soul reaver) force a unit on an opponents’ team to not be able to move as you close in the distance with the samurai? Your opponent will panic trying to save him by killing/stunning the soul reaver wasting cards on her instead of the samurai or your hero. This also means more possible counter attacks.
Bad:
--- No actual bad combinations at the moment

**Duel Rating (8/10); Team Rating (10/10); FFA Rating (9/10)
   

BARBARIAN: (Offensive): This “expansion” unit is a power house of power (Yes I said it so shut it!). He has a very high strength which would put fear into any unit’s soul. He also has the ability to charge and move an extra 4 spaces to get to an opponent. But that isn’t all! He can also attack again every time his attack kills a unit, making him a 1 man army if luck is with you. ”It was recorded that one time he faced off with 100 skeletons and killed them all with a single breathe…”.
   Stats
      -Strength 5, Defense 14, Life 6
   Abilities
      -[Frenzy] Passive: Every time the barbarian kills a unit with his attack, he may once again attack this turn.
      -[Charge] (1 card cost) The barbarian can charge up to 4 extra spaces to an enemy unit.   

*Strengths â€" His high offense and ability to cover a lot of ground to do that damage will make opponents’ think second on moving too close to your army. Also the fact that he can kill multiple units in a single turn makes him a Power to be reckoned with.  I have seen him obliterate 2 man armies alone because of this. [Don’t believe me just ask Ross. /wink]
*Weaknesses â€" His low defense is a huge disadvantage for his specialty. He isn’t one to survive a charge into your opponents’ backfield after doing damage. He also has no support for his fellow units.

*“Good/Bad Unit Combinations”*

Good:
---Bard: <See above under Bard>
---Rogue: <See above under Rogue>
---Psionist: The psionist’s mind control moving an opposing unit closer to you 5 spaces AND the barbarian’s ability to charge and extra 4 spaces means a possible 14 space “closing” movement on any opposing unit. And with the barbarian’s high Offense, and the small offense a psionist can provide, added in with spells, could be good night to any of your opponents’ units.
---Samurai: The only thing more deadly than a samurai? A lucky rolling barbarian. With both closing the distance, you could wreck havoc if any of your opponents’ units gets too close. Also with the barbarian being lower in defense, he can be considered the “decoy” as the samurai closes the  distance for the kill.
Bad:
---No Actual bad combinations as of the moment.

**Duel Rating (9/10); Team Rating (7/10); FFA Rating (6/10)


PSIONIST: (Support): This “expansion” unit is a difficult unit to play, and I suggest learning the other units before trying to understand her tactics. She has a poor defense and even poorer offense.  All she is, is Support with the ability to add a few dice to your attacks. She however can manipulate the field, throwing your opponents’ plans off or causing them great grief when they realize she is a bigger threat than first looks show. ”An old man foretold a woman shrouded in a cloak would come and mess with everyone’s mind. No one believed the old man… until now”.
   Stats
      -Strength 2, Defense 13, Life 6
   Abilities
      -[Psychic Blast] (1 card cost) She can attack any unit in Line of Sight for 3 STR at a SET defense of 14.
      -[Mind Control] (1 card cost) She can mind control any 1 opposing unit in LoS 5 spaces of her choosing.   

*Strengths â€" She can move any 1 unit on opposing team 5 spaces, helping your other 2 units close in for a damaging combo of attacks. This also can mess your opponents’ strategy and confuse them on how to close the gap without getting too close. Seeing one requires a whole new expert strategy to stop her.
*Weaknesses â€" Her main attack (Mind Blast) cannot be buffed, and both cripple and the bard song will not increase how good her attack is. Not to mention it actually makes the 3 dice harder to hit on all heroes but the Fighter Mage. (Her Offense is pretty low) She also has a staggering low defense with the low offense. If she isn’t combined with a strong offensive guardian, she becomes less useful in the battle. She is also expensive unit to play as it costs her 2 cards a turn to do both mind control AND Mind blast.

*“Good/Bad Unit Combinations”*

Good:
---Soul Reaver: <See above under Soul Reaver>
---Barbarian: <See above under Barbarian>
---Samurai: Samurai’s key weakness, is your opponent will probably try and kill him as soon as he peaks his head around the corner. So, to fix that your psionist can bring an opponent unti to him! With devastating damage from him and spells, this move can spell disaster early in the game for your opponent… however if you miss…
Bad:
---Paladin: <See above under Paladin>
---Rogue: <See above under Rogue>

**Duel Rating (7.5/10); Team Rating (9/10); FFA Rating (6/10)


SAMURAI: (Offensive): This “expansion” unit is a pure offensive unit. He doesn’t need to hit more than 1 dice to do maximum base damage. He also has a decent high defense. With his Eviscerate ability, he can automatically kill any unit in melee range at 1 hp. ”The Samurai were thought to be an extinct way of life, until one day a mysterious adventure showed up in samurai armor with a katana in his sheathe.”
   Stats
      -Strength 3, Defense 16, Life 5
   Abilities
      -[Critical Strike] Passive: Samurai gets +2 to damage to his dice rolls
      -[Eviscerate] (2 card cost) The samurai kills any 1 opponent unit in melee range at 1 hp.   

*Strengths â€" The samurai’s strength is in the fact, that he relies a little less on luck, as only 1 dice needs to hit and not all 3. Also his decent defense can make him a bit hard to hit. Basically he is a great unit to “herd” your opponent a certain direction as he/she should try to stay away from him.
*Weaknesses â€" Unfortunately his damage is capped to his 3 strength, so unless buffed he can never do more unlike the barbarian that can do 5. Also he is short 1 hp, making him a bit easier to whither down to kill. His eviscerate ability is also expensive costing 2 cards. Also, because he is feared across the land, your opponent will try and jump/kill him once he does get close in range.

*“Good/Bad Unit Combinations”*

Good:
---Paladin: <See above under Paladin>
---Rogue: <See above under Rogue>
---Soul Reaver: <See above Soul Reaver>
---Barbarian: <See above under Barbarian>
---Psionist: <See above under Psionist>
Bad:
---No actual bad combinations as of the moment

**Duel Rating (9.5/10); Team Rating (8/10); FFA Rating (7/10)


EXTRA COMMENTS

----The Paladin guardian is a much better when run with the Sorceress, Summoner, and Wizard than if ran with the Fighter Mage. This is because her defense can help stall melee units from getting to the weaker Heroes (The fighter mage can take more of a hit) and can remove stuns without attacking your own hero. Granted immobilization can still slow down the Fighter Mage, there are only 2 cards that can immobilize while there is 5 cards that can stun.
#40
General Chat / Beginner's guide 2.0
October 09, 2009, 07:02:37 PM MT
TIPS FOR BEGINNERS From Diesbudt and Baker

Movement: Each character can move up to 5 spaces and attack on the same turn, they also have the ability to sprint. Sprinting can only be done on every OTHER turn, and can only sprint if you don’t attack on that turn with that character.  Also when you sprint it is a random number (1-6) of how many spaces you may move.
   ***This is important for Heroes, as they can move, cast a spell, and than sprint back behind a wall to safety
   ***Remember, your Mage is the “Body” of your army, and you should protect him/her from as much damage as possible. So you shouldn’t move them out into the open or within 5 spaces of other chars unless you have a good reason too, or 1 of the few defensive abilities.

Positioning: This is highly important, and the key strategy of this game. As said before keeping your hero out in the open will spell disaster for them, as they will be at your opponent’s mercy.
   ***Line-of-Sight (LoS) is very important in positioning. If you don’t know where LoS is at the tile, on the bottom right you see a little eye icon; you can use that and click a tile to see where that tile may see and where can see that tile. This is pivotal in the strategy part of the game, as you wouldn’t want your characters open by too many angles unless you had reason.

Attacking: Now, this is where the fun begins. When you attack, you want to line up your units close enough so they can attack next turn, but never too close so they are swarmed by enemy units.
   ***HEROES: These units are your main “power” source, they can cast spells and use abilities that they unlock throughout the game by valor (Will be explained later). Also, they can attack just like any other unit if you don’t wish to sprint them to safety to do a little bit of extra damage
      **Spells â€" You have a hand of spells, (maximum hand size = 7). They  each cost mana and can do many different things [Summon, attack, heal, “manipulate” the field] and so on. You get 3 mana every turn to use these awesome powerful spells. Make sure you plan a bit on how much mana you want to spend and on what, because at the end of your turn you draw a card for each mana you did not use that turn (Up to maximum hand size
         *Summons â€" These are extra units you can summon onto the field, they are not as strong as your 3 starting units, but they each bring a special power into the game and can be quite fierce. You may only have 1 summon card out on the field at any time (Unless you are a summoner). The summoned card can move and attack on the first turn it is summoned just like any guardian.
         *Heals â€" As you can guess these cards heal and don’t need much explaining
         *Destruction â€" These cards are the ones you will want to plane the most for. There are some that hit all units in your LoS. There are some that hit any 1 unit in your LoS, or even some that must be in melee range to use.  Just remember on some of these spells, positioning (and luck) is key.
         *Manipulation â€" This school is a variety of spells that teleport, or stun/immobilize units, and can be very powerful if used right, because you can make it so your opponent doesn’t get to have the positioning he/she wanted.
         *Augumentation â€" This is basically the buff/debuff school of magic, and the cards are self-explained.
   ***GUARDIANS: These units are basically your “bodyguards” and your main offensive melee attacking units. Their job is to protect your hero and kill other units. Each guardian comes with 2 abilities they can use, and finding the perfect combo can help you overcome many horrible situations.

Valor: Okay, time to talk to you about valor. There is multiple was to gain it, and gaining it quickly is key to unlock your Heroes strongest abilities to become stronger (Each hero has 3 unlockable abilities, at the 5/10/15 valor points)

***Ways to gain valor:
-Everytime one of your characters attacks and opponent, you get 1 valor (up to a maximum of 3 a turn
-If 2 different players (in FFA/team) attack you between your turns. You will gain +4 valor as a “Ganging up rule”
-[FFA only] Also, on your turn if Unit A of your Opponent attacks Unit B and does damage, and on your turn unit B attacks unit A, you will gain 3 valor. (up to max of 3) Trick is though, if this is your third attack, you gained 2 from 2 previous attacks, and than 3 from this. (Making it 5 a turn)  

Overall Tips: Here are some well placed tips that might help you in some “sticky situations”.

-If you have a stunned unit (especially a hero) and do not have a paladin who can cure it with Bless, you may have one of your own units attack the stunned character to free them from the stun. Yes you will take damage, but damage you control (1-2) is better than sitting there next turn till they come charging full force at you

-At the start of your turn, if you don’t like some of the cards you have, you can hide and spend the turn discarding (up to 3) what you don’t like to draw better cards (from your unspent mana) that could help you.

-Fireball, is a strong destruction card that can hit any unit in LoS, but also does damage to all units surrounding it, sometimes you opponent will have 2 characters close but not touching, so what you can do to remedy this, is either send a high Def guardian of yours, or summon a 1 mana summon between them, and attack your own unit with fireball “chaining” to both of his units.

-Also the most important tip of all time…. This game is 50% luck. No matter how good someone is, no matter how well positioned or poised they are, if they can’t get the rolls to kill, they won’t win. Simple as That.


Of course any questions type them here or ask me when I am on.