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DáinIronfoot |
Posted: Mon Oct 29, 2007 12:52 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Thranduil wrote: Reduced vitality on Wicked Beast then increased the strength. How is it now? I think it could be quite powerful, because you can play it after ambush bonuses and other later twilight adding that the culture likes to do.
I think I’d still make it assignment instead of skirmish. Dropping a bomb like that after assignments have already been made is a bit much, methinks. |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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Thranduil |
Posted: Mon Oct 29, 2007 12:55 pm |
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Joined: 01 May 2007
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DáinIronfoot wrote: Thranduil wrote: Reduced vitality on Wicked Beast then increased the strength. How is it now? I think it could be quite powerful, because you can play it after ambush bonuses and other later twilight adding that the culture likes to do.
I think I’d still make it assignment instead of skirmish. Dropping a bomb like that after assignments have already been made is a bit much, methinks.
I’m wary to do that because most of the twilight adding is in the skirmish phase, and ambush twilight happens in the assignment phase.
Thranduil |
'We do what we do because of who we are. If we did otherwise, we would not be ourselves.'
- Dream of the Endless
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DáinIronfoot |
Posted: Mon Oct 29, 2007 1:08 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Thranduil wrote: DáinIronfoot wrote: Thranduil wrote: Reduced vitality on Wicked Beast then increased the strength. How is it now? I think it could be quite powerful, because you can play it after ambush bonuses and other later twilight adding that the culture likes to do.
I think I’d still make it assignment instead of skirmish. Dropping a bomb like that after assignments have already been made is a bit much, methinks.
I’m wary to do that because most of the twilight adding is in the skirmish phase, and ambush twilight happens in the assignment phase.
Yeah, I can understand that. Hmmm. Perhaps give the skirmish-phase-playing another cost, like removing a little extra twilight (probably what I’d recommend) or exerting a Warg twice. Do all your Wargs have at least 3 vitality? |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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Thranduil |
Posted: Mon Oct 29, 2007 1:10 pm |
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Joined: 01 May 2007
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DáinIronfoot wrote: Yeah, I can understand that. Hmmm. Perhaps give the skirmish-phase-playing another cost, like removing a little extra twilight (probably what I’d recommend) or exerting a Warg twice. Do all your Wargs have at least 3 vitality?
Most of them yes - in contrast to the Orcs that only have 2 at maximum.
That is certainly interesting, and I will think on it. In the mean time, have a for such an in-depth review, and for having a dirty mind about Wargs riding other Wargs...
Thranduil |
'We do what we do because of who we are. If we did otherwise, we would not be ourselves.'
- Dream of the Endless
Check out my block based on The Hobbit, my remake of Age's End, and the Fall of Eregion
Vote for your favourite Bilbo, Retired Adventurer(V) |
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DáinIronfoot |
Posted: Mon Oct 29, 2007 1:14 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Thranduil wrote: DáinIronfoot wrote: Yeah, I can understand that. Hmmm. Perhaps give the skirmish-phase-playing another cost, like removing a little extra twilight (probably what I’d recommend) or exerting a Warg twice. Do all your Wargs have at least 3 vitality?
Most of them yes - in contrast to the Orcs that only have 2 at maximum.
Yeah, then you could optionally exert a Warg twice as the cost. I think the extra twilight (even if it’s just or ) might be enough, though, and I’d probably still recommend that.
Thranduil wrote: That is certainly interesting, and I will think on it. In the mean time, have a for such an in-depth review, and for having a dirty mind about Wargs riding other Wargs...
I guess I just watch too much Discovery Channel. |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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sickofpalantirs |
Posted: Mon Oct 29, 2007 2:31 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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Thranduil wrote:
Wicked Beast
Condition
Str: +5
Vit: +2
Bearer must be an Warg.
Limit 1 per bearer.
Bearer is fierce.
You may exert a Warg to play this condition any time you could play a skirmish event.
Without warning a storm of howls broke out fierce and wild all about the camp.
H2 R 137
WAy too much cost. cut cost by 1-2. wargs were always overcosted anyway
As for another:
Insatiable Warg
Minion • Warg
Str: 7
Vit: 3
Sit: 5
Skirmish: Spot 5 twilight tokens and exert this minion twice to make a Warg or mounted Orc fierce or damage +1 until the regroup phase.
... with their tongues hanging out and their eyes shining as red and fierce as the flames.
H2 U 125
I think I sense the combo now...but I don’t know if it is that good of an idea.
Thranduil |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you. |
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Thranduil |
Posted: Tue Oct 30, 2007 2:37 pm |
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Joined: 01 May 2007
Posts: 2256
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I think these are now the last three Wargs.
Snapping Warg
Minion • Warg
Str: 6
Vit: 2
Sit: 5
At the start if each skirmish involving this minion, you may exert it and remove to play an condition from your discard pile.
... the commotion they made filled the forest.
H2 U 133
• Snarling Warg
Minion • Warg
Str: 9
Vit: 3
Sit: 5
While you can spot 5 twilight tokens, each non-exhausted Warg (and mounted Orc ) gains terror 1,
... there were howls all around them now, getting nearer and nearer.
H2 R 134
Ravenous Warg
Minion • Warg
Str: 9
Vit: 3
Sit: 5
Skirmish: Remove to make an Warg or mounted Orc vitality +1.
Skirmish: Remove to make an Warg (or mounted Orc) with 3 or more vitality strength +1.
Skirmish: Remove to make an Warg (or mounted Orc) with 4 or more vitality damage +1.
H2 R 131
Thranduil |
Last edited by Thranduil on Wed Oct 31, 2007 12:50 pm; edited 2 times in total'We do what we do because of who we are. If we did otherwise, we would not be ourselves.'
- Dream of the Endless
Check out my block based on The Hobbit, my remake of Age's End, and the Fall of Eregion
Vote for your favourite Bilbo, Retired Adventurer(V) |
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Anonymous Prodigy |
Posted: Tue Oct 30, 2007 2:50 pm |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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Thranduil wrote: Snapping Warg
Minion • Warg
Str: 6
Vit: 2
Sit: 5
Skirmish: Remove and exert this minion to play an condition from your discard pile.
... the commotion they made filled the forest.
H2 U 133
Kind of like a balanced Orkish Smith.
Thranduil wrote: • Snarling Warg
Minion • Warg
Str: 9
Vit: 3
Sit: 5
While you can spot 5 twilight tokens, each Orc and Warg gains terror 1.
... there were howls all around them now, getting nearer and nearer.
H2 R 134
Cool.
Thranduil wrote: Ravenous Warg
Minion • Warg
Str: 9
Vit: 3
Sit: 5
Skirmish: Remove to make an Warg or mounted Orc vitality +1.
Skirmish: Remove to make an Warg (or mounted Orc) with 3 or more vitality strength +1.
Skirmish: Remove to make an Warg (or mounted Orc) with 5 or more vitality damage +1.
H2 R 131
I would make the first ability prevent a wound instead. |
I had to put something here. |
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DáinIronfoot |
Posted: Tue Oct 30, 2007 3:09 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Thranduil wrote: Snapping Warg
Minion • Warg
Str: 6
Vit: 2
Sit: 5
Skirmish: Remove and exert this minion to play an condition from your discard pile.
... the commotion they made filled the forest.
H2 U 133
I think this could get more broken than Orkish Smith, especially with a Wicked Beast on it. Make it so you can only do it when the Warg wins a skirmish, and probably only once for each win. Gives more incentive to try and make it fierce then, too.
Thranduil wrote: • Snarling Warg
Minion • Warg
Str: 9
Vit: 3
Sit: 5
While you can spot 5 twilight tokens, each Orc and Warg gains terror 1.
... there were howls all around them now, getting nearer and nearer.
H2 R 134
Okie-doke.
Thranduil wrote: Ravenous Warg
Minion • Warg
Str: 9
Vit: 3
Sit: 5
Skirmish: Remove to make an Warg or mounted Orc vitality +1.
Skirmish: Remove to make an Warg (or mounted Orc) with 3 or more vitality strength +1.
Skirmish: Remove to make an Warg (or mounted Orc) with 5 or more vitality damage +1.
H2 R 131
Now Snapping Warg is REALLY broken. But aside from crazy combos like that, I think this is okay. You MAY want to limit that first ability to only Wargs, as I fear people would find a way to break it otherwise with certain Orcs. |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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sickofpalantirs |
Posted: Tue Oct 30, 2007 7:07 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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Thranduil wrote: I think these are now the last three Wargs.
Snapping Warg
Minion • Warg
Str: 6
Vit: 2
Sit: 5
At the start if each skirmish involving this minion, you may exert it and remove to play an condition from your discard pile.
... the commotion they made filled the forest.
H2 U 133
cool!
• Snarling Warg
Minion • Warg
Str: 9
Vit: 3
Sit: 5
While you can spot 5 twilight tokens, each Orc and Warg gains terror 1.
... there were howls all around them now, getting nearer and nearer.
H2 R 134
works
Ravenous Warg
Minion • Warg
Str: 9
Vit: 3
Sit: 5
Skirmish: Remove to make an Warg or mounted Orc vitality +1.
Skirmish: Remove to make an Warg (or mounted Orc) with 3 or more vitality strength +1.
Skirmish: Remove to make an Warg (or mounted Orc) with 5 or more vitality damage +1.
H2 R 131
hum...I would change the last skirmish ability to with 4 or more vitality. |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you. |
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