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Beginner's guide 2.0

Started by diesbudt, October 09, 2009, 07:02:37 PM MT

diesbudt

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.