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Spells ? Any favourite combos ?


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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 ?

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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

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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.

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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 ?

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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.

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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.

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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.

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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.

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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 :devil:

 

 

 

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 :devil: I will almost always carry at least a pair of Life Transfers on him.

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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.

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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.

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