Brushmaster Posted March 2, 2006 Share Posted March 2, 2006 When I'm bored on night duty I get to thinking and rereading the rules and discovered that I've never actually used "Scare" or "Fear" . And now I have the 3 faction books , I've been going through them and well , there are some spells I just can't be bothered with because they're too expensive . How do you use yours spell ? Offensive , support or healing ? Quote Link to comment Share on other sites More sharing options...
Storminator Posted March 2, 2006 Share Posted March 2, 2006 When I'm bored on night duty I get to thinking and rereading the rules and discovered that I've never actually used "Scare" or "Fear" . And now I have the 3 faction books , I've been going through them and well , there are some spells I just can't be bothered with because they're too expensive . How do you use yours spell ? Offensive , support or healing ? Haven't used this recently, but it was a favorite combo for a while: Bless on the Xbows, Scare on the targets, RAV4 at DV-2, which was a pretty hefty wallop. PS Quote Link to comment Share on other sites More sharing options...
Ranzadule Posted March 2, 2006 Share Posted March 2, 2006 I like the combo of CP9 or so and Firestorm, followed by missile fire to pick off the stragglers. Unless I have a big baddie on my side in which case it's all aobut Teleport, Speed, Quick Strike and Bandage. ;) Quote Link to comment Share on other sites More sharing options...
Vil-hatarn Posted March 2, 2006 Share Posted March 2, 2006 I'll usually go with offense, loading up a mage with an ice shard, a bolt, and a fireball or firestorm, plus dispel if I have the points. After that, I tend towards a balanced cleric toting a bandage or two, sometimes bless, and usually 1 casting of hold. Quote Link to comment Share on other sites More sharing options...
Brushmaster Posted March 2, 2006 Author Share Posted March 2, 2006 When I'm bored on night duty I get to thinking and rereading the rules and discovered that I've never actually used "Scare" or "Fear" . And now I have the 3 faction books , I've been going through them and well , there are some spells I just can't be bothered with because they're too expensive . How do you use yours spell ? Offensive , support or healing ? Haven't used this recently, but it was a favorite combo for a while: Bless on the Xbows, Scare on the targets, RAV4 at DV-2, which was a pretty hefty wallop. PS Yeh I thought of that but I was wondering , how long does the "shaken" marker last ? Couldn't find it in the rulebook , so is it idefinite ? Sorry to be picky but why does everyone refer to "shaken" as minus to DV when its actually + 2 to the dice roll ? Quote Link to comment Share on other sites More sharing options...
Vil-hatarn Posted March 2, 2006 Share Posted March 2, 2006 Shaken tokens last until you take an action to remove them (unless it's from all alone, then it can't be removed). I can't remember whether it's a combat or non-combat action though. Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted March 2, 2006 Share Posted March 2, 2006 Shaken requires a combat action to remove, so essentialy you are forcing the enemy to waste a turn to get rid of it or suffer the -2DV. Just make sur eyou use it the right way. Either use it on a enemy who has already activated and therefore cant unshake til the next round, giving you essentially 2 turns worth of either shaken or no retaliation. Quote Link to comment Share on other sites More sharing options...
ecs05norway Posted March 2, 2006 Share Posted March 2, 2006 When I play Darkspawn, I usually load the Queen with a Fireball, a Scare, a Dispell, and a couple of Ice Shards. Fireball to 'prime the pump' on the Pain Cage, and Scare to help deal with tough melee guys like Templar Knights. With Nefsokar, I have Clerical magic, so I usually take Fatima with a couple of Hold, Bless, and Bandage. Quote Link to comment Share on other sites More sharing options...
Darthiir Posted March 3, 2006 Share Posted March 3, 2006 I'm with Ranz. . .boost the CP to 9 and bring the noise. Firestorm and fireball, then a bolt for DM and and Ice Shard for good luck. Then run like the wind (or is that run like an elf) when all of the spells are gone. Quote Link to comment Share on other sites More sharing options...
mooseyjoe Posted March 3, 2006 Share Posted March 3, 2006 i usually bring ssudai with lesser magic empowerment, three iceshards, and the f-storm (the f can mean a number of things depending on which end of it you stand). Pound the grunts with that storm, then pick off the bigboys with the iceshards. Quote Link to comment Share on other sites More sharing options...
Qwyksilver Posted March 3, 2006 Share Posted March 3, 2006 Shaken tokens last until you take an action to remove them (unless it's from all alone, then it can't be removed). I can't remember whether it's a combat or non-combat action though. Rally is a Combat Action. So even if they haven't activated, they have to chose to remove the token, or take the chance of much more effective defensive strikes How I kit out my mage often depends on who I am facing. Suffice to say though, when Yagun is on the field, he almost always has Greater Magic Empowerment, Divine Favor, and Improved Protection. And when he is out of spells, MAV 3 is nice I will almost always carry at least a pair of Life Transfers on him. Quote Link to comment Share on other sites More sharing options...
spiritual_exorcist Posted March 5, 2006 Share Posted March 5, 2006 Yeh I thought of that but I was wondering , how long does the "shaken" marker last ? Couldn't find it in the rulebook , so is it idefinite ? For shame not knowing this! I've rallied troops when playing games against you at least once. Anyway, as everyone says, spend a Combat action, lose the shaken token, unless you are the last man standing then you're stuck with it. So if you cast it on a troop that has already activated in the turn, they are essentially at your mercy until they have a chance to activate again. If you cast it on a troop that hasn't activated, you better make it worthwhile stright away since they can rally as soon as an initiative card comes up. Quote Link to comment Share on other sites More sharing options...
Qwyksilver Posted March 5, 2006 Share Posted March 5, 2006 True, but if they activate and Rally, they lose their combat actions, which sometimes, is just as important. I came in second in a tourney last year because I had a Scare dropped on my troop right when I was going for my kill shot and almost the entire troop was made chicken. I had to waste the attacks rallying, then waded in, but not before my opponent was able to bring his other troop to bear, preventing a number of attacks, and picking off some of my troops. The kill shot became a bad wound, but not enough to get the win. Quote Link to comment Share on other sites More sharing options...
eltharion Posted March 31, 2006 Share Posted March 31, 2006 I love Firestorm I'm always taking to battlefield my Witch queen with 3 Firestorms. I like opponent's face when I'm telling him "this and this and this and this felt asleep" Quote Link to comment Share on other sites More sharing options...
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